Games Inquirer
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« Reply #20 on: September 13, 2013, 08:31:10 AM » |
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Wow Great GUI and I like how the level design and art means you don't really need a grid (though it might be useful to show stuff later)
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bach
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« Reply #21 on: September 14, 2013, 07:35:03 AM » |
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Wow Great GUI and I like how the level design and art means you don't really need a grid (though it might be useful to show stuff later) Thank you! (And thank you for blogging about it too!) You're exactly right, the grid might be useful for certain statistical purposes. Not sure yet if and how we'd let the player make use of it! Cheers, Bach
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Ultima Ratio Regum
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« Reply #22 on: September 14, 2013, 07:40:02 AM » |
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This reminds me a bit of the interior levels of Red Alert 1 (
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That (along with XCOM) was exactly the first thing I thought of too. I really like the look of this! The video's very crisp, and I particularly (although it is a tiny thing) like the animation where the options appear around your selected character.
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farmer
Level 1
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« Reply #23 on: September 14, 2013, 09:23:05 AM » |
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Wow looking really fantastic, can't wait to play it. What are you using to develop this?
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Games Inquirer
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« Reply #24 on: September 14, 2013, 12:27:10 PM » |
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You're exactly right, the grid might be useful for certain statistical purposes. Not sure yet if and how we'd let the player make use of it! Perhaps only for stuff like pressing a key with the cursor over a unit, friendly or enemy, will show its movement/attack ranges etc
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« Last Edit: September 14, 2013, 12:32:32 PM by Games Inquirer »
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bach
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« Reply #25 on: September 15, 2013, 05:03:10 AM » |
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Perhaps only for stuff like pressing a key with the cursor over a unit, friendly or enemy, will show its movement/attack ranges etc Good idea. We're definitely trying to keep the UI uncluttered by default. But optional stuff as such could work well and be a great addition. Wow looking really fantastic, can't wait to play it. What are you using to develop this?
Cheers, we're using libgdx for this. We've also built our own in-house editor (which we will release with the game).
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somin
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« Reply #27 on: September 22, 2013, 02:34:37 AM » |
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This looks really awesome looking forward to playing (and building levels) myself!
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Udderdude
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« Reply #28 on: September 22, 2013, 08:04:41 AM » |
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What kind of enemy types are you planning on adding/how much enemy variety can we expect?
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agersant
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« Reply #29 on: September 22, 2013, 08:36:53 PM » |
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Gorgeous project, especially the UI.
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bach
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« Reply #30 on: September 23, 2013, 11:40:38 AM » |
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This looks really awesome looking forward to playing (and building levels) myself! Thank you What kind of enemy types are you planning on adding/how much enemy variety can we expect?
There will be a handful of different enemy types for certain. Each enemy type will have some variations within (visible in the screenshots, they wear different clothes, etc.) But really, the way we work is that we have a rough dead-line of when we want things finished and we'll keep producing content until we run out of time. Of course we have a "minimum" of what has to be there for release. We approached this game very iteratively. Gorgeous project, especially the UI.
Cheers!
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ShrackAttack
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« Reply #31 on: September 23, 2013, 06:35:58 PM » |
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Sent you a pm Bach. And I like I said earlier, this game is gorgeous. You guys have done an awesome job.
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zede05
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« Reply #32 on: September 23, 2013, 07:39:03 PM » |
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Wow, this looks really good! The art direction is great, and as stated above, very cool UI.
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W3REWOLF
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« Reply #33 on: September 24, 2013, 06:10:07 PM » |
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This game is crazy amazing looking. The artwork is gorgeous, and I love the cramped and organic feel of the level design. I found this during a time where im prototyping some turn based strategy ideas of my own, and I'm having a bitch of a time figuring out how to do the movement range highlighting. Any tips from how you implemented it?
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bach
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« Reply #34 on: September 25, 2013, 01:23:23 AM » |
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Sent you a pm Bach. And I like I said earlier, this game is gorgeous. You guys have done an awesome job.
Cheers, email reply sent Wow, this looks really good! The art direction is great, and as stated above, very cool UI.
Thank you! This game is crazy amazing looking. The artwork is gorgeous, and I love the cramped and organic feel of the level design. I found this during a time where im prototyping some turn based strategy ideas of my own, and I'm having a bitch of a time figuring out how to do the movement range highlighting. Any tips from how you implemented it? I don't think there really is a good trick to this, except brute force Ultimately you need to make sure that your character can actually walk there. I just define a "max-range" I know the character can walk (from his agility) and make sure all those tiles are actually valid walking targets. The drawing is a bit trickier. I use an auto-tile algorithm to display the range. Have a look at this: http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/Once you have all tiles to be drawn you just apply an auto-tiling algo such as the above to it, to get a nicely drawn area. Hope this helps!
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« Last Edit: September 25, 2013, 04:15:05 AM by bach »
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somin
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« Reply #35 on: September 25, 2013, 03:05:52 AM » |
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cool, thanks for the bitwise tilemap link. One of those things I didn't realize I might need in the future
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« Last Edit: September 25, 2013, 06:45:48 AM by somin »
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Cloudiest Nights
Level 1
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« Reply #36 on: September 26, 2013, 12:42:27 PM » |
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You guys got a article written over the game over at Rock Paper Shotgun, so you know. Cheers o the game, it looks great!
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CryingGhost
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« Reply #38 on: October 03, 2013, 02:27:38 PM » |
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This video is REALLY cool. Anyway this game looks awesome I can't wait to see more
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Pineapple
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« Reply #39 on: October 03, 2013, 02:59:41 PM » |
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This video is REALLY cool. Anyway this game looks awesome I can't wait to see more Seconded.
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