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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 02:09:27 PM

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1  Community / DevLogs / Re: Fantastical Phantasms: Cel shading 3D Card Action RPG on: November 13, 2018, 10:54:46 AM
I've been working with Spell Circles and got inspired by kaleidoscopes. Really liking the result thus far.



Here are couple of experiments.


2  Community / DevLogs / Re: Building an iOs 3D Engine in C++ and a Game! on: November 07, 2018, 03:42:24 PM
This is looking really great and shaping up nicely. That's awesome your also coding this!
3  Community / DevLogs / Re: Fantastical Phantasms: Cel shading 3D Card Action RPG on: November 06, 2018, 05:46:04 PM
My day job took some time from my game but back at it and it actually gave me the time to finalize the game concepts.

The game will revolve around Cards and creating them. One of the main ingredient to making a card are the Phantasms. Here is a result of one of the Battler Cards you can make. A spell so powerful it can take corporal form. Battler Card except for Bladecards are your main Attackers.

Name: Brimfire


Brimfire in action!


4  Community / DevLogs / Re: Undead Horde - A necromantic action/RPG/RTS/hack'n'slash/ on: September 30, 2018, 10:22:55 AM
We actually tried a bit more stylistic VFX first but we didn't nail it that time. You can see the older vfx in this trailer:



After that we moved onto a more conventional style with the VFX. I do agree that there is probably a style which would be better than the current or our older stylized version. The Rime VFX reference is a good point. Not sure if we have time to iterate the VFX though - as a tiny team we need to think carefully where to spend our effort. We'll see.
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I totally understand about prioritizing your efforts where it needs. You guys are doing pretty damn well of what you have now. Hope for nothing but the best for you and your small team. 
5  Community / DevLogs / Re: Undead Horde - A necromantic action/RPG/RTS/hack'n'slash/ on: September 23, 2018, 09:10:52 AM
This is so aesthetically pleasing. The lighting and color is really nice. This is just my opinion but you have this low poly look but the VFX are realistic. I would think a more stylistic VFX like of Rime would complement your style better.

Again just an opinion, either way, great job so far.   
6  Community / DevLogs / Re: [3D JRPG] Light Fairytale on: September 23, 2018, 08:59:58 AM
Really love the Final Fantasy 7 vibe and seeing all the progression. Keep it up!
7  Community / DevLogs / Re: Project Autumn - Adventure RPG with Action ATB combat on: September 23, 2018, 08:57:26 AM
I really like the aesthetics of the game so far. This devlog is also quite interesting to read.
8  Community / DevLogs / Re: Fantastical Phantasms: Battle Mechanics WIP v1 on: September 23, 2018, 08:37:53 AM
Just found this from your signature in someone else's devlog. This is looking beautiful, I especially like the effects for changing your blade card.

Thanks for the comment, still lots to do and show. 
9  Community / DevLogs / Re: Fantastical Phantasms: Battle Mechanics WIP v1 on: September 17, 2018, 09:54:20 AM
So, this is the start of the Battle Mechanics of the game. Tweaking is a never ending task and I do it daily.

I've done prototypes and tests on different mechanics and this is what I ended up liking: Their will be many and ongoing work-in-progress battle mechanics.

The enemy is just a dummy that follows the Player
Also this is just a level for testing purposes.



10  Community / DevLogs / Re: KnightOut - A build and brawl game for windows and switch on: September 10, 2018, 08:29:40 AM
This is great love the style! Artistically its very inviting and appealing. Keep up the great work!
11  Community / DevLogs / Re: Summoners Fate - Turn-based strategy rpg+ccg adventure on: September 05, 2018, 07:27:28 PM
Very nice read. Thanks for sharing your adventure. I'm into CCG, I guess that's why my game has cards also but used very differently. Keep it up Ross!
12  Community / DevLogs / Re: Witch Thief - 3D Bullet Hell with quirky characters on: September 05, 2018, 04:03:57 PM
Great job so far. Congrats in reaching the long stretch. Its also nice to see another toon-style and 3d game on here. The gameplay looks really cool its nice that its not another spaceship bullet hell but a fantasy one.
13  Community / DevLogs / Re: = Space Punk Slam Dunk = on: September 05, 2018, 03:49:24 PM
Great job on creating such an appealing character!
14  Community / DevLogs / Re: Leilani's Island on: September 05, 2018, 03:47:14 PM
This so inviting and playful, great job on the progress. Love the color palette you chose.I'm not much into pixel art but this just bring back some found memories and with that said would play this game.
15  Community / DevLogs / Re: Fantastical Phantasms: Boss-Battler, Spell Casting Collecting Platformer on: September 05, 2018, 03:30:56 PM
Here are a couple of WIP Bladecards in the game:




16  Community / DevLogs / Re: Fantastical Phantasms: Boss-Battler, Spell Casting Collecting Platformer on: September 05, 2018, 08:26:43 AM
Here is an update on the project.

Implemented a lot of the main features for the character. The design might change but the code will not. Background and FX are just place holders for now. I wanted to have the foundation and have it working first before I finalize any content.

I put up a lot of WIP vids on my YouTube channel:
https://www.youtube.com/channel/UC_D0GYdeaxeMQeAhnjVP0LA

but here is the latest.


17  Community / DevLogs / Re: Fantastical Phantasms: Boss-Battler, Spell Casting Collecting Platformer on: August 04, 2018, 07:50:57 AM
Thanks Helia!

I actually met a great composer Mark Choi. Since I put my WIP of my game I got a lot of composers wanting to do the music for my game. Since my game was so early in development I was not really looking for anyone. But, Mark did not just ask to be a part of the game he actual created a playlist for just my game. The playlist was spot on, it was just the type of music I imagined for the game. It was just a WIP progress video but he immediately got it right the first time. What's even better is he and I like the same types of games, so we can easily collaborate. Can't wait to feature what he wrote for the game.

Here is some of his works: https://soundcloud.com/choiby 
18  Community / DevLogs / Re: Fantastical Phantasms: Boss-Battler, Spell Casting Collecting Platformer on: August 03, 2018, 10:54:41 AM




Added structural Features to easily manipulate them later, its so satisfying to see what you imagine work the way you wanted, everything is just tests I'll be changing it later but I have the structure there :

- Put a Shadow under the character when he jumps
- Did custom gravity so the character fall faster and not floating down.
-Automatic Leveling and Rank System
-Hexacard implementation (think of this as MP like in RPGs)
-Soul Energy (like HP)
-Have numbers show above the character
-Damage and FX where your character is at
-Item Spawning and moving

The assets and FX are temporary, this is just to test the new features.
19  Community / DevLogs / Re: Fantastical Phantasms: Boss-Battler with a twist of Card/Monster Collecting on: July 11, 2018, 01:16:57 PM
I finally have something to show. Worked on materials, style, and finally settled on the main character. Kept going back and forth but in the end I settled with what works as a whole. I know its simple but what I have plan it'll work once everything else is implemented.

I did get the basic movements down and a major feature of changing masks with different abilities.

How does it look so far?





In-game shots of main character:


20  Community / DevLogs / Re: Rize of the Summonds: Upcoming Metroidvania. Transform Into Wraith, Dragon, etc. on: March 29, 2018, 06:22:20 PM
Just giving a shout out. I know the labor of making a game and going from point A to B is not as easy as it looks. So, great job on your progression. I like the mechanics, especially the transformations!
@janthony, do you have your own social media pages that we can follow? I would love to follow your project Smiley

Not there yet I'm just at the beginning of my game. Appealing visuals is one of the key factors. I'm my worst critic when it comes to my own art. So, once I nail down the look I'm going for I'll spread it around. So, you guys and gals will see it first here and of course Unreal Engine Forums.
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