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TIGSource ForumsCommunityDevLogsGlorious Companions - turn-based tactics [EARLY ACCESS]
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Author Topic: Glorious Companions - turn-based tactics [EARLY ACCESS]  (Read 17827 times)
mbel
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« Reply #40 on: September 04, 2013, 10:47:36 AM »

Their limbs seem to look like straight pipes (with few bends) that are getting narrow near the end. The shape of limbs of humans and other animals is influenced by the layout of muscles underneath the skin. When you look at somebody who isn't fat you can more or less deduce how his muscles are placed (and it's more or less the same for the rest of vertebrates), in case of your creature the surface of both hands and legs seems to be very linear and it's hard for me imagine that there is something beneath those scales.  

I've made a very quick illustration to show what I mean (it's far from being perfect, but I think it covers the idea more or less).

And well... it's a detail. It's barely noticeable on those new screenshots you posted (which obviously look very good).
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ANtY
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« Reply #41 on: September 04, 2013, 11:41:25 AM »

Oh yes, now I know what you mean, tho they were designed for far away view (like in those screenshots) and I wanted them to look weak and skinny, tho you're right that in close-up they look unnatural
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ANtY
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« Reply #42 on: September 07, 2013, 09:33:16 AM »

fog of war implemented



and ranged weapons too

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ANtY
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« Reply #43 on: September 13, 2013, 06:53:24 AM »

Quote
South of the Grande Orieades mountains, there lies a vast desert land, mostly unknown to Anderian people. There’s a reason for that: those regions are occupied by hordes of monstrous creatures – enemies of mankind. [...]


http://spiffygoats.com/faction-feature-scarres/

introduction to the first playable race in Glorious: Companions
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ANtY
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« Reply #44 on: September 18, 2013, 01:36:19 PM »

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ANtY
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« Reply #45 on: September 23, 2013, 02:38:07 PM »

3 new Scarre weapons

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ANtY
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« Reply #46 on: September 27, 2013, 02:24:56 PM »

We've just posted introduction to the second playable race, Anderia

and we've also opened the registration for closed alpha, apply here
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ANtY
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« Reply #47 on: October 03, 2013, 02:22:19 PM »



the interface's (revision 1.0) almost fully implemented
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ANtY
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« Reply #48 on: October 05, 2013, 08:18:22 AM »



we're working on the game's website
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ANtY
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« Reply #49 on: October 07, 2013, 07:55:04 AM »



Anderian Adept in Eclipse Stance
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ANtY
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« Reply #50 on: October 07, 2013, 10:12:03 AM »

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Uykered
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« Reply #51 on: October 07, 2013, 08:37:24 PM »

Sounds decent, but looks very muddy, brown and dull. The HUD has high brightness/saturation/contrast whereas the actual game is quite dark and subdued, so your attention is pretty much always wanting to go to the HUD (basically i'm wondering if a darker/grayer HUD would look better).
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Konidias
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« Reply #52 on: October 07, 2013, 11:31:29 PM »

Sounds decent, but looks very muddy, brown and dull. The HUD has high brightness/saturation/contrast whereas the actual game is quite dark and subdued, so your attention is pretty much always wanting to go to the HUD (basically i'm wondering if a darker/grayer HUD would look better).
I think a more vibrant would would be the better choice... No need to bring the HUD down to the same level of low contrast brown.
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Sved
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« Reply #53 on: October 08, 2013, 12:20:42 AM »

You don't have contrast, here's your screenshot in greyscale :



So i tried to mix things a bit:



Few things I modified (in a very fast/rough way)
- more contrast
- more colour on the player squares
- faked an available movement area with more colour
- made all the HUD in greyish to make the battle screen more important
- your two bigger info on your HUD were the 'equipment' and 'character' titles, and they are not so important
- I got the feeling there were lots of small info on the center tab, i made its content bigger
- brought the icons from the down left corner to the center, to keep all clickable icons in one place
- put some space behind your HUD windows and unstick them from the borders

Overall it doesn't look nice, but it's easier to read what happens on screen.
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... but that is mostly psychological. Check my devlog!
waxx
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« Reply #54 on: October 08, 2013, 02:33:20 AM »

this is some valuable feedback guys, thanks!
we're working on tweaking the right contrast, at the same time we wanted the game to be a bit darker (think dark souls), but I guess at some point it just makes it harder to look at and becomes dull
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ANtY
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« Reply #55 on: October 08, 2013, 09:30:44 AM »

Okay, how is this?



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Jarkko Vallius
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« Reply #56 on: October 08, 2013, 11:42:21 AM »

I think the only thing that is wrong is lack of colors in the game area. I gave a small saturation boost with Photoshop, here's the results:



The squint test can be a useful method for this kind of situations.

http://blog.usabilla.com/the-squint-test-how-quick-exposure-to-design-can-reveal-its-flaws/
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ANtY
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« Reply #57 on: October 09, 2013, 08:08:35 AM »

okay, then how is this D:









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pluckyporcupine
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« Reply #58 on: October 09, 2013, 08:10:36 AM »

Hey, I tried signing up for the closed alpha but it sent me straight to the Facebook page without any sort of confirmation that it worked after I hit submit and I didn't get an email or anything. Not sure if it actually signed me up or not.
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ANtY
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« Reply #59 on: October 09, 2013, 08:12:58 AM »

Hey, I tried signing up for the closed alpha but it sent me straight to the Facebook page without any sort of confirmation that it worked after I hit submit and I didn't get an email or anything. Not sure if it actually signed me up or not.
Yeah, sorry seems it's bugged, will fix it, what nickname did you type in?
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