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TIGSource ForumsCommunityDevLogsWelkinhold
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CEDE
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« Reply #100 on: January 14, 2011, 10:41:55 PM »

This looks REALLY awesome.
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cosec
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« Reply #101 on: January 15, 2011, 03:44:52 PM »

Ugh, this logo is giving me some trouble. Here are some variations - what do you guys think? Or should I just go with the original one from page 6?

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Areku
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« Reply #102 on: January 15, 2011, 03:47:32 PM »

I honestly prefer the last one, though the one made with airship parts is also nice. I reckon it could be improved by giving it a more machine-y look, but that's just my opinion.
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BlueSweatshirt
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« Reply #103 on: January 15, 2011, 03:57:48 PM »

You should totally try combining logo 5 and 7.
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Landshark RAWR
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« Reply #104 on: January 15, 2011, 03:59:31 PM »

You should totally try combining logo 5 and 7.

YES

YES YES YES
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Inanimate
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« Reply #105 on: January 15, 2011, 04:06:05 PM »

Here's an idea:

The logo in number 5, made out of parts, illustrates the idea very well, but the multiple colors looks a bit odd. The airship is fantastic in 7.

So perhaps make the parts in number 5 a white monochrome, and add them on top of the logo in number 7?
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ANtY
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« Reply #106 on: January 15, 2011, 04:36:32 PM »

You should totally try combining logo 5 and 7.

YES

YES YES YES
+ zillion
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DeadPixel
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« Reply #107 on: January 15, 2011, 04:42:14 PM »

You should totally try combining logo 5 and 7.

Pretty much this.
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AnthonyBongers
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« Reply #108 on: January 15, 2011, 07:06:54 PM »

The final fantasy logos are my favorite logos ever, so I like 7 the most. I'm also interested in seeing how the combo of 5 and 7 would look though.
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« Reply #109 on: January 15, 2011, 07:29:02 PM »

The Bongmaster appears! And I noticed Stoven a while back. Good to see you guys on tigsource  Hand Thumbs Up Left Tongue Hand Metal Right  That world generator thing looks sweet by the way.

Quote
Here's an idea:

The logo in number 5, made out of parts, illustrates the idea very well, but the multiple colors looks a bit odd. The airship is fantastic in 7.

So perhaps make the parts in number 5 a white monochrome, and add them on top of the logo in number 7?

This is a really cool idea, I'll definitely try that out. Thanks for the feedback everyone! I'll post improved versions when I get a chance.

For now I'm just gonna be posting a list of things that I want to change or add (or bug owen about until he changes/adds them). This mainly for my own use but I thought it would be fun to post them on the devlog and cross them off as I complete them.

WELKINLIST:
  • Add a second factory spawn variant so there are different ones for each side.
  • Add an animated hot air balloon prop, and 10 different colour variations
  • Complete the 5 windmill props
  • Complete a modular factory prop with smokestacks
  • Get sky haze implemented again
  • Comeplete 2 modular house props, one for each side, based on the old ones
  • Complete a centrepiece clocktower building prop
  • Complete logo, and make sure its suitable on all backgrounds
  • Change the sky to work better with bloom
  • Tune parallax so that layers stay closer to one another
  • Get owen to add in 4th parallax layer (mountains)
  • Add in particle effects for factory cannon firing
  • Add in particle effects for factory cannonball hitting a target
  • Differentiate the particle effects for the three existing weapon types firing
  • Differentiate the particle effects for the different projectile types hitting a target
  • Have different particle effects depending on what surface projectiles hit (ground, environment props, enemy ships, armoured ship pieces)
  • Make parts flash red (or something similar) when they are hit with a projectile
  • Balance projectile damage vs part health
  • Tune machine gun and volley gun so they fire the correct number and type of projectiles with a balanced deviance value
  • Improve part-detach particle effects so they look more explosive
  • Make parts that receive overkill damage from a single projectile explode instead of detach, and add smoking debris pieces
  • Experiment with different interface designs (radar/minimap, selected special weapon maybe)
  • Experiment with some kind of dynamic "dialogue interface" (speech bubbles? portraits + text boxes?)
  • Experiment with portrait styles
  • Get owen to sort out ship styles
« Last Edit: January 15, 2011, 08:08:24 PM by cosec » Logged
owendeery
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« Reply #110 on: January 15, 2011, 08:01:43 PM »

Get owen to...

Yeah! I'm necessary!
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cosec
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« Reply #111 on: January 15, 2011, 08:04:27 PM »

Get owen to...

Yeah! I'm necessary!

Haha, well I hope you're aware that you will be the one implementing about 80% of that list. I just wrote them down there to remind myself to get you to do them for me.
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AnthonyBongers
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« Reply #112 on: January 16, 2011, 06:19:42 PM »

That world generator thing looks sweet by the way.

Thanks brosef.
Glad to see your video jame coming along this nicely.
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sugarbeard
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« Reply #113 on: January 17, 2011, 12:54:54 PM »

Just thought I'd chime in to let people know that Welkinhold is going to be showcased at the next Dirty Rectangles meetup on February 16th in Ottawa, Ontario. If you're in the area, this'll be your chance to check out this game in action for the first time since the Prince of Arcade event last November. I'm SUPER pumped to give it another go!

http://www.dirty-rectangles.com/?p=120

Thanks for offering to show the game Owen, Gabriel!  Beer!
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owendeery
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« Reply #114 on: January 22, 2011, 09:16:39 AM »

Hey guys, thought I'd post up a shot of what we've been working on recently to keep this devlog from collecting too much dust.



Things to be seen here
  • Ship factory that spawns drone ships and has a giant cannon for its own protection
  • Big flappy verlet physics based flag on the factory, flapping in the wind
  • Damaged/detached ship parts will flash red when hit to make it more obvious where you are inflicting damage
  • Mobility parts (balloons, rotors, etc.) will fly away into the air if knocked off a ship
  • New parallax layer system which allows us to put layers in front of the main ship layer, allowing the ships to hide behind clouds

More to come soon enough...
« Last Edit: January 22, 2011, 09:24:42 AM by owendeery » Logged

saint11
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« Reply #115 on: January 22, 2011, 09:31:37 AM »

Aaaa I love everything in this game!
I wanna have a sky fortreeess I wanna have a sky fortreeeeeeess  Hand Shake LeftHand Shake RightEpileptic

Will it be for PC?  Smiley
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owendeery
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« Reply #116 on: January 22, 2011, 09:38:20 AM »

Yep, currently we're just making it for PC. Should have something for you to play around the middle of February.
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ANtY
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i accidentally did that on purpose


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« Reply #117 on: January 22, 2011, 03:29:55 PM »

Looks fcking awesome. I can't wait to play this.

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owendeery
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« Reply #118 on: February 05, 2011, 02:12:45 PM »

Long time no update. I've been working on a bunch of lower level tech stuff that really ins't much to look at, along with gameplay progress.

Today though I put in some crepuscular rays ('God Rays'). They look really cool but I'm not sure if I'll keep them or not due to the impact they have on performance.

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sugarbeard
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« Reply #119 on: February 06, 2011, 11:40:54 AM »

Shit son, that's some pretty lights right there! I feel like it can blind me if I stare at it long enough!
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