Erinock
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« Reply #20 on: April 09, 2012, 01:32:00 AM » |
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Isometric is tasty! Keep it up!
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Netsu
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« Reply #21 on: April 09, 2012, 02:04:19 AM » |
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I hope the hard edges on sprites are just a temporary thing, they really break the painterly feel.
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ANtY
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« Reply #22 on: April 09, 2012, 07:20:55 AM » |
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He cut them from the mock-up :p Coming up with possible varied elements that'd fit a dungeon + sketch of 1st two units: edit: which hat to choose?
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« Last Edit: April 09, 2012, 10:10:04 AM by ANtY »
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Netsu
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« Reply #23 on: April 09, 2012, 12:54:19 PM » |
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4 is nice.
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TheApo
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« Reply #25 on: April 09, 2012, 03:29:46 PM » |
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I like the style!
I'm curious to see how the game will work. I love isometric games too.
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peous
Level 2
Indie opportunist
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« Reply #26 on: April 10, 2012, 02:15:24 PM » |
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Doing some tests about adding some "shadows" to feel the volumes better. Left is "simple" occlusion Right is some hand-painted multiplicative layer
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ANtY
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« Reply #28 on: April 17, 2012, 09:12:27 AM » |
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We're still mainly discussing the game's design
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ANtY
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« Reply #29 on: April 18, 2012, 10:47:12 AM » |
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Entered to the world of mysteries, I mean textures. And also refined the bottom gui panel a little, the top one will be erased, I already have a plan for top GUI. This game need a fucking name already
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ANtY
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« Reply #30 on: April 21, 2012, 08:19:54 AM » |
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we're starting to think about the story and how to present it
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peous
Level 2
Indie opportunist
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« Reply #31 on: April 21, 2012, 09:58:57 AM » |
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Pathfinding Really I wasn't satisfied with free A* libraries for Unity I wrote my own from a sample, and well it looks nice ! I need to pass it to 3d but it shouldn't be too hard, as I wrote the lib !
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ANtY
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« Reply #32 on: April 24, 2012, 06:44:59 AM » |
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I guess that I should mention that we've officially announced the game and that we got featured on IGM without even mailing them, crazy! Also seems like Reddit users like our project too Cut-scene speed mockup:
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Netsu
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« Reply #33 on: April 24, 2012, 06:51:46 AM » |
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Congrats on the mention! The game is shaping up real nice, I like the bottom GUI, and the tower-defense-like premise seems interesting
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peous
Level 2
Indie opportunist
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« Reply #34 on: April 24, 2012, 02:07:59 PM » |
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Modified the pathfinder to work in 3d How does it works, you ask ? Yes, you do. Hmmm ok ! - At start, the pathfinder analyses the level. It looks all gameobjects and defines bounds of the level (here the level is 17x4x12 squares). - Then he builds a cache of where there are collisions or not, for fast path requests during the game. See it like a grid with black squares where there are things. - Then he detects stairs and add links between floors (works more like an elevator right now) - Then any friend or ennemy unit can make a request. Shortest path is detected, and automatically goes trough floors. The result : The pathfinding grid, and a path between floors:
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peous
Level 2
Indie opportunist
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« Reply #35 on: April 26, 2012, 08:11:38 AM » |
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Our first enemy (graphics are just placeholders), following a path. You can also select one of the two units (green shadow) and move it. He follows pathfinding to reach his goal.
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sabajt
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« Reply #36 on: April 26, 2012, 08:27:39 AM » |
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this looks great already. neat reading about the 3d pathfinding stuff, thanks for posting that.
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peous
Level 2
Indie opportunist
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« Reply #37 on: May 08, 2012, 12:57:31 PM » |
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this looks great already. neat reading about the 3d pathfinding stuff, thanks for posting that. You're welcome. Feel free to ask any question in this thread or PM. Here's the beginning of defenders AI. No animation now, but NCP logic is on its way.
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ANtY
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« Reply #39 on: May 21, 2012, 02:36:29 PM » |
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I see what you did there :D Hopefully I'll have something around the beginning of June. I still didn't figured out Adobe Flash yet and have a lot of stuff going on
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