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December 09, 2023, 09:03:03 PM

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TIGSource ForumsCommunityDevLogsKingdoms Rise
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Netsu
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« Reply #40 on: March 07, 2013, 01:36:45 PM »

That's awesome Grin how do different fighting styles tie into this? Do you choose the style and abilities for your custom character? Are they tied to the sword you choose?
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Mittens
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« Reply #41 on: March 07, 2013, 03:26:34 PM »

That's awesome Grin how do different fighting styles tie into this? Do you choose the style and abilities for your custom character? Are they tied to the sword you choose?

You don't choose a fighting style from a list like in JK or blade symphony, instead you'll just decide how your are going to fight and choose your loud-out based on that

for example; you might want to play a very mobile build who avoid involvement in the attack/block/counter system by using mobility spells like 'blink' and 'dash' to try and get around your enemy and hit them by surprise,
Or on the contrary you might choose a very solid play style, wearing a lot of armor to increase your health and using spells that will hold your enemies in place as you close on them like 'ground stomp' and 'charge'

Some swords will come with unique passive modifiers attached to them such as life steal and
each player will also have a slot for a passive ability which will enhance the play-style you are going for "aggressive, defensive, suicidal, survivalist etc."
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Mittens
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« Reply #42 on: March 07, 2013, 04:06:22 PM »

I've just about finished texturing those shoulder plates, just need to do the cloth parts and some finishing touches
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Mittens
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« Reply #43 on: March 09, 2013, 08:04:44 PM »

so i'm now making the gauntlets and chest plate
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Mittens
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« Reply #44 on: March 09, 2013, 10:45:25 PM »

texturing not finished, but close,
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Netsu
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« Reply #45 on: March 10, 2013, 01:12:56 AM »

Really AAA quality art Hand Thumbs Up Right
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Mittens
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« Reply #46 on: March 11, 2013, 04:41:57 PM »

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Mittens
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« Reply #47 on: March 11, 2013, 05:26:06 PM »

So close to finishing this set, just needs boots and a cape and we can finally move on to something else!
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Mittens
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« Reply #48 on: March 11, 2013, 07:51:01 PM »

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Mittens
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« Reply #49 on: March 12, 2013, 02:14:50 AM »

I finish the shoes,
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Mittens
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« Reply #50 on: March 13, 2013, 03:38:45 AM »

Captains Log, Star-date: Yes.
Nothing was made today as the ships power was suspended for maintenance on the reactor core,
Perhaps the morrow holds a more productive term in store
Lots of love,
Ship driver.
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Versigtig
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« Reply #51 on: March 13, 2013, 05:04:40 AM »

I just had to say: Absolutely lovely. The graphics you are creating for the game are bar none some of the most beautifully realized videogame resources I have ever seen.

The real question, though, is how well will the amazing graphics look like when in the game? Do you suspect a hurdle when it comes to making everything stand up to the quality that you are obviously setting very high? (And with good reason, you most definitely have the skills and then some.) Or do you suspect that you will have to sacrifice some of the eye-candy to insure that everything plays smoothly? I think especially for a multi-player game you would have to consider such a trade-off much more than in a single-player game.

Sorry for the odd questions but many a time I've seen pictures of great work only to have them tarnished when placed in-game as often times the engine or system it is running on cannot match up to the perceived ideal in the original, yet-to-be-introduced graphics.
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Impmaster
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Scary, isn't it?


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« Reply #52 on: March 13, 2013, 06:35:30 AM »

It IS running in Unreal Engine. I'm guessing unreal has been put to use for far more graphics intensive games.
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« Reply #53 on: March 13, 2013, 07:00:12 AM »

This is looking great.
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Mittens
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« Reply #54 on: March 13, 2013, 03:39:16 PM »

Thanks @Raycast,
@Versigtig, any of the shot's I've been posting here with lighting and textures are in-game renders, the un-textured hi-poly models are screen captures from the digital sculpting program and the flat (no-lighting) renders of the textured models are from my 3D modeling package

Now, I am extremely happy to announce I've finished the last item of this armor set, the cape,

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Mittens
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« Reply #55 on: March 13, 2013, 04:40:04 PM »

in engine,
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Mittens
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« Reply #56 on: March 13, 2013, 07:28:19 PM »

Now that I've rigged all the pieces to the skeleton - the set is finished!
Realtime video;
 

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Mittens
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« Reply #57 on: March 14, 2013, 10:58:07 PM »

Today I learnt a bit of visual basic and programmed a simple game launcher,


Now that we have this we should be able to easily distribute the game to people for some online testing, keep everyone on the right version and prevent unwanted sharing
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Mittens
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« Reply #58 on: March 17, 2013, 05:38:32 PM »

A battle loop track

https://soundcloud.com/onethousandorcas/kingdoms-rise-battle-loop-1
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Mittens
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« Reply #59 on: March 18, 2013, 04:24:20 AM »

I've finally worked out the UDK pipeline/workflow for making User Interface stuff, it was a bit annoying but I think I've got the hang of it now,

Here's some of the menu work (as placeholder i guess)
http://www.youtube.com/watch?v=VjyAToXyCYw&feature=youtu.be
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