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TIGSource ForumsCommunityDevLogsElontrias [4 Player Co-op RPG]
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nhold
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« Reply #20 on: April 09, 2015, 03:48:21 AM »

Hey guys! How's the game coming? I can't wait to see more, it looks so darn good! :D

Hey, it's going well. Have not done an update in a while since Swifty is having another child soon, so he is busy with that while I work on underlying code smells and tool features. For example I am optimising the tile map rendering so that it is one draw call instead of hundreds. On top of that I updated the project to Unity 5!

Wow. Your idea for the AI sounds so intricate. It makes me think of Limit Theory --- how the AI functions as almost a player to the game, rather than an additive.

Yes, that is kind of what we wish to achieve within limits, for example AI will not be able to roam too far from the spawn area, this is so goblins don't go off and destroy a human settlement that is required for the game and so that players will not be overwhelmed by high spawning enemies (Spiders for example). I am thinking of having an option to turn off the limits just so players can see if they can survive a harsh world.

 Smiley - Thanks for the interest guys it is appreciated.
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« Reply #21 on: April 09, 2015, 10:15:57 AM »

Ah alright, got ya! I will be keeping a close watch on you guys(not creepy at all..) Smiley
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« Reply #22 on: April 09, 2015, 04:45:05 PM »

I think the art style you chose looks better and it'll make things easier than the version with more 3D elements. I really liked the shadow(s)of the characters in their pixel art shape though! The standard blob shadows are kind of boring, so would there be a way to bring the detailed shadows back into this version?
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« Reply #23 on: April 28, 2015, 08:41:41 AM »

can't wait to see more!
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« Reply #24 on: May 12, 2015, 07:05:05 PM »



Wow. Your idea for the AI sounds so intricate. It makes me think of Limit Theory --- how the AI functions as almost a player to the game, rather than an additive.
Quote
Yes, that is kind of what we wish to achieve within limits, for example AI will not be able to roam too far from the spawn area, this is so goblins don't go off and destroy a human settlement that is required for the game and so that players will not be overwhelmed by high spawning enemies (Spiders for example). I am thinking of having an option to turn off the limits just so players can see if they can survive a harsh world.

 Smiley - Thanks for the interest guys it is appreciated.


If you can implement a "survival" or "hard" mode like that - I think a lot of players would probably appreciate it, once they learned the basics of the game.

Also - love what you guys are doing so far! Can't wait to see more.
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« Reply #25 on: May 12, 2015, 07:15:27 PM »

I actually really loved the old no outline style... but that's just me.. this looks awesome and good job!
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« Reply #26 on: May 24, 2015, 04:13:36 AM »

Your pixel art characters look really nice. I like it!
I'll be following this.
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nhold
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« Reply #27 on: September 20, 2015, 03:19:29 PM »

Elontrias Devlog #7

It's been a while since my last post but we have been working slowly on it due to real life issues. I won't show anything too interesting graphical wise because swifty wants to keep some stuff as a suprise for later.

Technical Log

As I said in my last post I have been working on underlying tools and API. The first thing is I used this Unity thread to develop a dialogue editor, while it uses some of the code(Drawing lines, Reflection to add different node types to context menu and the side menu) a lot of it is different to create what I think is a better API for usage with dialogue.



I am thinking it will be better to create abilities using this kind of node editor system so that Swifty can easily add abilities with me.

I also updated how the Statistics are handled so now they are split into StatisticContainer and StatisticNetwork to better separate concerns. You can also create a default statistic object that you can easily load on any GameObject with a StatisticContainer.



The general stuff is I have fully updated the networking to use uNet and have changed the movement a little bit (Slight acceleration and deceleration) and have optimised the TileMap rendering. All animation is now networked as well (uNet makes this really easy!). I can't wait to show you guys some screenies.


If you can implement a "survival" or "hard" mode like that - I think a lot of players would probably appreciate it, once they learned the basics of the game.

Also - love what you guys are doing so far! Can't wait to see more.

Hey, yeah that's the plan!

Thanks, hopefully we'll have a nice juicy update for you guys soon.
« Last Edit: September 20, 2015, 03:47:32 PM by nhold » Logged

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