Alec S.
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« Reply #80 on: May 20, 2014, 11:48:14 AM » |
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A current working list of attributes you can chose from in CharGen.
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Alec S.
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« Reply #81 on: May 22, 2014, 01:00:49 PM » |
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The aiming system in action:
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Alec S.
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« Reply #82 on: June 06, 2014, 11:12:42 AM » |
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Jared and I have parted ways on this project (although we're still working together on Emo McGothington, which will be coming out soon). I will be taking over spritework, and a friend of mine by the name of Ben will be doing concept art as well as portrait art. Here's a preview of the new art-style I'm working on: And here's some of Ben's concept art
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Alec S.
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« Reply #83 on: June 09, 2014, 05:53:17 PM » |
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Working on a new tileset:
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Ben K Evans
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« Reply #84 on: June 13, 2014, 07:50:48 PM » |
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Hey, I'm the aforementioned Ben. As stated, I'll be doing concept art and in-game character portraits. I'll try to post things here too from time to time. This game's gonna allow a fair amount of character customization, so in addition to general concept art I've been drawing various character "parts" from different angles to give Alec more to work from. Hats, coats, hairstyles, facial structures, etc.
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« Last Edit: June 15, 2014, 01:48:46 PM by Fliege »
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Alec S.
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« Reply #85 on: June 17, 2014, 09:38:19 AM » |
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Put your hands up!
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Slader16
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« Reply #86 on: June 17, 2014, 11:14:56 AM » |
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Looks dope
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« Last Edit: June 25, 2014, 02:51:24 PM by Slader16 »
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Alec S.
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« Reply #87 on: June 20, 2014, 12:05:49 PM » |
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Some costume pieces I've been working on:
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s0
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« Reply #88 on: June 23, 2014, 10:55:12 AM » |
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still looking great!
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and
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« Reply #89 on: June 23, 2014, 10:59:02 AM » |
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Yeah this is looking pretty cool!
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Alec S.
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« Reply #90 on: June 23, 2014, 01:58:39 PM » |
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Thanks, guys! Working on nailing down the new art-style and getting the animations working:
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Zaphos
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« Reply #91 on: June 24, 2014, 04:52:20 PM » |
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cute! That hold up mechanic looks fun
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Alec S.
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« Reply #92 on: June 24, 2014, 06:12:16 PM » |
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Thanks! That's going to be one of the core elements of the game. When you get someone in your sights like that, you can either tell them to put their hands up and then make demands, or you can take the shot to deal critical damage. And then of course there'll the situation where two characters have each other in their sights...
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Alec S.
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« Reply #93 on: June 25, 2014, 11:28:59 AM » |
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I've been working on two things which kind of go hand in hand: the character creation screen, and XML serialization. One of these two things makes a good screenshot: As you can see, I revamped the interface. I've also been working more on the character appearance customization system, which I'll show a gif of in action once it's ready.
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Ben K Evans
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« Reply #94 on: June 27, 2014, 06:04:28 PM » |
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Can't have a spaghetti western without- As Alec mentioned earlier, there'll also be a number of weirder and more exotic guns in the game, a la the kind seen in the Sartana and Sabata movies.
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« Reply #95 on: June 29, 2014, 11:55:03 AM » |
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Nice guns ;-)
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Alec S.
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« Reply #96 on: July 01, 2014, 11:26:13 AM » |
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Currently working on animation support for wielding two-handed guns like rifles and shotguns. I'm also adding in another animation for when your gun is fully aimed.
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Alec S.
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« Reply #97 on: July 01, 2014, 02:05:00 PM » |
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Alec S.
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« Reply #98 on: July 08, 2014, 11:39:01 AM » |
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Alec S.
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« Reply #99 on: July 13, 2014, 11:58:21 AM » |
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Working on a few basic gun types. Want to make sure that each gun type feels significantly different to use, and will lead to different dynamics.
Pistol Fairly high rate of fire, 6 shots in a clip (for standard revolver). Moderate accuracy, but can be aimed.
Rifle Slower rate of fire, small clip size. Higher accuracy, has a larger critical distance for aimed shots.
Shotgun One shot before reload. Fires a low-accuracy burst. You can't reduce the inaccuracy. Its crit mechanic will work differently from other guns. Instead of dealing critical damage when fully aimed, it automatically does critical damage within a small range.
Gatling Gun Rapid fire, high clip size. Low accuracy and can't be aimed. It won't have crit potential, but I might have it automatically intimidate opponents to make up for it.
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