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TIGSource ForumsCommunityDevLogsLegend of the Knightwasher
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Gentleman Owl
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« Reply #40 on: June 28, 2012, 01:46:39 PM »

Quote
Yeah, I'm still a bit battling with what font to use. I'd definitely want to use something slightly medieval looking, but they're almost always unreadable. This is so far the easier to read! Also luckily the game text looks bigger in 720p resolution, but might still have to change it in the future Smiley

Fontsquirrel has some very nice design quality freeware fonts. Maybe you will find something you like. Here's a few calligraphic medieval-ish ones that I liked Grin :
http://www.fontsquirrel.com/fonts/Kingthings-Petrock
http://www.fontsquirrel.com/fonts/Kingthings-Calligraphica
http://www.fontsquirrel.com/fonts/Orotund

Really liking the first two ones Smiley

http://i.imgur.com/YwId2.png Here's a closer look to the screen on the first page. I'm going to still go with this for a while longer and see how it really feels like when I've got more text in the conversation pool in.

edit: Imgur causes very heavy packing artifacts in small images and the game will probably never be played as small as it's in the shots I post here. I don't want to break the forum formatting, so I scale them pretty small Smiley

Yea, it's much easier to read Grin . The thin part of the words is still a little too thin in my opinion (at a glance, parts of the letters still get lost in the background color). But I'd agree and say just leave it and make a judgement later when you've got more feedback.
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Detocroix
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« Reply #41 on: June 30, 2012, 04:27:38 AM »



http://youtu.be/gxNV-ShDNEQ?hd=1

First set of sounds in game, most of them are still under edit or re-tuning so they're a subject to change, but I don't want to wait any longer before putting out updates! I'll talk more about the sounds later (or next week) once I'm sure I can tell about my sound source (I was too stupid to ask earlier when he wasn't busy, duh Smiley)

Also I've finally managed to move away from unity terrain for grass (I had tiny terrains under each tile to support it *cough*) and now I can really start making more tiles, and large portion of basic gameplay stuff is in... so let the adventure commence!

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Sharkoss
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« Reply #42 on: June 30, 2012, 08:18:02 AM »

Fantastic.  Was having trouble believing this was anything other than an over-ambitious mockup until I saw the video.  Damn.
Are you planning to have the enemy washers explode into discrete pieces?  It seems a shame to have a robust physics engine and not be able to dick around with their remains.
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Magnesium Ninja
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« Reply #43 on: June 30, 2012, 08:50:48 AM »

Lord, that looks silly and fun as hell. The combat reminds me of Sumotori Dreams; lots of falling over and reckless charging!

Can't wait to see what's coming next
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Detocroix
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« Reply #44 on: June 30, 2012, 09:17:11 AM »

Fantastic.  Was having trouble believing this was anything other than an over-ambitious mockup until I saw the video.  Damn.
Are you planning to have the enemy washers explode into discrete pieces?  It seems a shame to have a robust physics engine and not be able to dick around with their remains.

Absolutely! I love bits and pieces flying around and sparks and all sorts of other impact / damage effects. Going to spend next few weeks making more "physical" content (actually expanding the map and making more tile related art), bit destruction effects are definitely on my lists. Can't skip that!

edit: Well that sounded just like a marketing speech, oops :D
« Last Edit: July 01, 2012, 02:19:59 AM by Detocroix » Logged
Detocroix
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« Reply #45 on: July 01, 2012, 11:00:23 PM »

So, I've finally confirmed with my sound guy that I can actually mention him. The sound you've quite possibly heard in the last video is made by Tapio from KaamosSound (www.kaamossound.com). He has done sounds for Amnesia, Magicka Vietnam dlc, Xenonauts and all other good stuff. And he is making sounds for me too!

He made washing machine crashing sound with a trash bin, metal box and up turned metal boat. I'm not sure if he is a composer or MacGyver. Also I tried writing a "real article", posted it on Indiedb ( Proper link: http://www.indiedb.com/games/legend-of-the-knightwasher/news/knightwasher-on-to-the-audio ).
Last time I wrote something game related was when I wrote Dead Nation postmortem for Game Developer Magazine. Skills. rusty.  Wizard
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JobLeonard
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« Reply #46 on: July 02, 2012, 02:38:25 PM »

Oh, you crazy Fins you. Europe would be such a boring place without you Smiley
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Detocroix
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« Reply #47 on: July 06, 2012, 10:35:08 AM »

http://i.imgur.com/lMzpL.jpg
Link to bigger image on IndieDB

Three background tests;
First is with dark background (definitely my personal preference as it pops the tile out nicely, but adds more detail and visual love everywhere else), Second is with Bright background and Third is the old original one with just solid black there.

I'm aiming for miniature / diorama feel, hence the "tinyfying" (it's a word!) backgrounds.

Feedback is more than welcome! Smiley
« Last Edit: August 04, 2012, 02:21:04 AM by Detocroix » Logged
Magnesium Ninja
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« Reply #48 on: July 06, 2012, 10:48:20 AM »

I like the first and last one a lot! My only concern with the Dark style is that it might feel a little visually cluttered/messy, and that the text (North East South West arrows) is a little difficult to make out.
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Detocroix
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« Reply #49 on: July 06, 2012, 10:52:42 AM »

I like the first and last one a lot! My only concern with the Dark style is that it might feel a little visually cluttered/messy, and that the text (North East South West arrows) is a little difficult to make out.

That is true, but I can always adjust it further once I get HUD elements in. As of the travel direction arrows, yeah it's currently VERY hard to read those. I definitely need to adjust those as well, they're currently the same in all three shots.. untouched Smiley
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Detocroix
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« Reply #50 on: July 06, 2012, 10:54:34 AM »

If anyone is interested, here's two screencaps from inside my unity project. Taken a few days ago when I was making new tiles / tile textures. The new background is still missing Smiley

http://i.imgur.com/usT5f.jpg

http://i.imgur.com/soKkz.jpg
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DustyDrake
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« Reply #51 on: July 06, 2012, 11:03:03 AM »

<img>
Link to bigger image on IndieDB

Three background tests;
First is with dark background (definitely my personal preference as it pops the tile out nicely, but adds more detail and visual love everywhere else), Second is with Bright background and Third is the old original one with just solid black there.

I'm aiming for miniature / diorama feel, hence the "tinyfying" (it's a word!) backgrounds.

Feedback is more than welcome! Smiley
Personally I think you should use Dark/Light when it's appropriate.
They both kinda set a tone for the area.
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JobLeonard
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« Reply #52 on: July 06, 2012, 03:07:22 PM »

You know, with the all-black background, it almost feels like it's night, while the first two give a during-the-day feeling. Maybe you could use different backgrounds to achieve that, as well as give a sense of "what's on the horizon", so to speak? Depending on the texture it could give the impression you're in the mountains, or rolling hills, or sandy dunes.

Basically, ambilight that shit.
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Detocroix
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« Reply #53 on: July 06, 2012, 09:59:19 PM »

You know, with the all-black background, it almost feels like it's night, while the first two give a during-the-day feeling. Maybe you could use different backgrounds to achieve that, as well as give a sense of "what's on the horizon", so to speak? Depending on the texture it could give the impression you're in the mountains, or rolling hills, or sandy dunes.

Basically, ambilight that shit.

That's a very good idea Smiley I was thinking of adjusting the background's lighting (or actually it would be adjusted along with the main light), but changing the background. That's much better!

Those ambilight tvs are cool, I had forgotten they even exist and I've seen one live too..
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IndieGamesDig
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« Reply #54 on: July 13, 2012, 10:15:22 AM »

God damnit this looks amazing, the way you progress to new areas is so classy. You been working on any new mechanics recently?
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Detocroix
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« Reply #55 on: July 13, 2012, 09:53:15 PM »

God damnit this looks amazing, the way you progress to new areas is so classy. You been working on any new mechanics recently?

Mostly perfecting current ones. Chat system works properly now, replaced all the damn trees and bushes from unity's tree system to set made by me, half of the map tiles for the first zone is put in and obiviously writing character conversations... ...and all sorts of stuff I can't remember anymore Smiley
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Detocroix
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« Reply #56 on: July 13, 2012, 09:58:46 PM »

Might be a good idea to check the high resolution image behind the link below the tiny one. I don't want to break the forum formatting, so the pics are scaled tiny.
http://i.imgur.com/lpCN3.jpg
hires: http://i.imgur.com/X1wTg.jpg

Lots have changed, but not massive in terms of visual looks. Slightly spoilerish (I guess) map layouting http://i.imgur.com/IRJlP.jpg, that's about half of the first zone. Yeah there's almost the same curve twice with the shoreline, oops :D

I have to get someone to check my writings at some point in the future. Doesn't matter much now, but I want to get rid of all the ridiculous writing habits I accidentally put in.
« Last Edit: August 04, 2012, 02:16:53 AM by Detocroix » Logged
Detocroix
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« Reply #57 on: August 04, 2012, 02:17:32 AM »

Update 2012.08.04


hires: http://i.imgur.com/Mc44k.jpg

Jousting!
Arenas!
Civilians!
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JobLeonard
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« Reply #58 on: August 17, 2012, 12:15:31 PM »

Say, just wondering... are these guys the enemy in this game?
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Detocroix
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« Reply #59 on: August 17, 2012, 12:46:19 PM »

Say, just wondering... are these guys the enemy in this game?

Unlikely, perhaps for a different race though. But these guys WILL be!
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