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mono
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« Reply #21 on: December 09, 2012, 05:20:44 PM » |
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Love the art! It's very sleek.
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Zylinski
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« Reply #22 on: December 09, 2012, 05:37:54 PM » |
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Nice art!
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flex$
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« Reply #23 on: December 09, 2012, 06:33:00 PM » |
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This looks dope. Definitely on my watch list.
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muppetpuppet
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« Reply #24 on: December 26, 2012, 03:35:52 PM » |
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starsrift
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« Reply #25 on: December 26, 2012, 11:38:15 PM » |
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Knights riding giant rabbits should be in every game.
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"Vigorous writing is concise." - William Strunk, Jr. As is coding.
I take life with a grain of salt. And a slice of lime, plus a shot of tequila.
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SolarLune
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« Reply #26 on: December 27, 2012, 12:22:53 AM » |
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The graphics are really great. Very slick aesthetic and nice simple modeling. Nice work!
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muppetpuppet
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« Reply #27 on: December 27, 2012, 04:38:35 PM » |
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BomberTREE
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« Reply #28 on: December 27, 2012, 05:43:23 PM » |
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Keeping my eye on this one Love the atmosphere!
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happymonster
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« Reply #29 on: January 15, 2013, 01:39:24 PM » |
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Any updates on this?
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muppetpuppet
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« Reply #31 on: February 04, 2013, 02:35:43 PM » |
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Here's some recent video's
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tanner bananer
Level 1
aspiring train conductor
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« Reply #32 on: May 14, 2013, 05:27:47 PM » |
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Is this dead?
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muppetpuppet
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« Reply #33 on: August 27, 2013, 12:18:51 PM » |
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Hi all, Its been a long time, but development is now making headway. here's a link to a video showing the first gameplay code. I'm still working on the animations, but the video grabbing disabled my fps capping, so some animations are a bit out of sync in the video.. Its very rough, but here's whats done: - Pathfinding
- rough first combat animations
- touch controls,
- Android build and partial optimisation (running at steady 30fps on archos cheap-ass tablet, 40+ on galaxy note II)
- object pooling
- Level generation, and enemy spawning
- Mobile optimisation of all shaders
- Realtime shadows on top of unlit custom shaders (phew that's a nasty trick in unity3d)
- basic level design setup
- basic storyline and setting
- first UI Design (not shown
anyhoee, its definitely not dead, It took some effort to find the time, but I'm now set on a q4 release. The next update will hopefully show the new combat animations, and the combat resolution system in action, after that its resource management and gathering. Hope you like the update, and looking forward to any feedback and comments. You can also keep tabs on progress on http://www.facebook.com/oberonscourt/
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muppetpuppet
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« Reply #34 on: August 27, 2013, 12:28:18 PM » |
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Oooh and a new logo
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starsrift
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« Reply #35 on: August 28, 2013, 03:33:29 AM » |
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Hi all,
Its been a long time, but development is now making headway. here's a link to a video showing the first gameplay code.
That knight ran through all the things. Are your characters just lacking textures atm or is that the art style? 'Cause it's impossible to tell enemy units from your own...
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"Vigorous writing is concise." - William Strunk, Jr. As is coding.
I take life with a grain of salt. And a slice of lime, plus a shot of tequila.
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muppetpuppet
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« Reply #36 on: August 28, 2013, 04:29:38 AM » |
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The game is without textures, so zero textures in the game. that's the style..
regarding character recognition, and enemies. Still working on that. The idea is that they're all shades.. So either in interface or silhouette I need to make a further design iteration. For now in development, they're just clones of the player units.. so look at them as placeholders for now..
and also the idea is not to have any static RTS tropes like beating each other for multiple seconds.. its a joust,, 2 units enter, 1 walks away.. that said, the blood is probably gonna go, and be replaced with a more satisfying death sequence. (some sort of dissolve triangle explosion vortex type effect thingy, dunno yet, but needs more awesome )
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Belimoth
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« Reply #37 on: August 28, 2013, 05:20:31 AM » |
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I like how this is developing
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starsrift
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« Reply #38 on: August 28, 2013, 04:07:56 PM » |
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The game is without textures, so zero textures in the game. that's the style..
regarding character recognition, and enemies. Still working on that. The idea is that they're all shades.. So either in interface or silhouette I need to make a further design iteration. For now in development, they're just clones of the player units.. so look at them as placeholders for now.. Ahhh, kk. Eye colors could be a thing too. It still looks like a cool project!
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"Vigorous writing is concise." - William Strunk, Jr. As is coding.
I take life with a grain of salt. And a slice of lime, plus a shot of tequila.
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muppetpuppet
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« Reply #39 on: August 28, 2013, 04:22:32 PM » |
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Eye colours, I don't know if that would be sufficient.. perhaps in addition to an floating icon or something.. could work... I also have to express environmental buffs and basic stats of enemies somehow.. lots of thinking still to do..
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