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TIGSource ForumsCommunityDevLogsOKHLOS A very disgruntled group of people [Dev Blog]
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Author Topic: OKHLOS A very disgruntled group of people [Dev Blog]  (Read 83747 times)
Windybeard
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« Reply #260 on: August 18, 2016, 01:21:38 PM »

This looks awesome!
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Tuba
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« Reply #261 on: August 18, 2016, 04:19:01 PM »

Congratulations for finishing and releasing a game!  Beer!
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JobLeonard
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« Reply #262 on: August 19, 2016, 04:21:23 AM »

Quote
and Linux (Ubuntu 14.04, Ubuntu 16.04)

Let it be noted that I'm willing to buy it because of the Linux support alone. Bravo, gentlemen! Gentleman

That the rest of the game looks fun doesn't hurt Wink
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oldblood
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...Not again.


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« Reply #263 on: August 19, 2016, 06:18:07 AM »

Congrats on the release guys, so awesome to watch the development on this one over the last few years. Best of luck this week!
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benjkers
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« Reply #264 on: August 19, 2016, 06:46:55 AM »

Just saw the announcements via twitter - dropping by to add my congratulations to the pile! Looks amazing  Hand Thumbs Up Right
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oahda
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« Reply #265 on: August 19, 2016, 06:51:30 AM »

[Super Slave With Multitple Arms But No Name Yet]

'Four' in Ancient Greek dialects:
    τέττᾰρες ‎(téttares) Attic
    τέσσερες ‎(tésseres) Ionic, later Greek
    τέτορες ‎(tétores) Doric
    πῐ́σῠρες ‎(písures) Epic, Aeolic
    πέσῠρες ‎(pésures), πέσσῠρες ‎(péssures) Aeolic
    πέττᾰρες ‎(péttares) Boeotian

Kheir means "hands", so something like Tessereskheir, in the style of Hekatonkheires.

On the other hand (other, other, other hand) slaves were often named for where they originated, so if you want to tie this guy to a specific location in the game you could go that route.
I'm not suuuuper savvy on Greek, but my Indo-European intuition in general tells me that I'd be cautious about just glomping the lemma of tesseres together with kheir. It feels ungrammatical. Would guess at the very least the final -s should disappear. Maybe other changes too. Have you confirmed that this is a valid construction?

If not, I'd say just go with the attested hekatonkheir that was mentioned. Using an actual name from Greek mythology seems very fitting, no?

(also kheir doesn't mean hands, it means hand; kheires is hands)

EDIT: Oh... Already released. :I
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« Reply #266 on: August 19, 2016, 12:32:02 PM »

We have amazing news! After almost 4 years of Development, Okhlos is out now!

Aw, that's a shame. It was a great devlog! Grin

/jk, picking it up now
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roketronz
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« Reply #267 on: August 19, 2016, 01:16:44 PM »

Thank you all for your comments!

We are quite happy with the end result. Just too tired to enjoy ourselves Tongue

Regarding Hecatonchires, we didnt want to go too cryptic, so we used the easier name from Wikipedia. But is something we can fix!!
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saluk
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« Reply #268 on: August 19, 2016, 02:36:06 PM »

Well done! Yeah it will be a bit sad to not be following this games creation any longer.
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Headless Norris
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« Reply #269 on: August 19, 2016, 04:50:16 PM »

Already picked it up on Steam. Really well done!  Grin
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b∀ kkusa
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« Reply #270 on: August 20, 2016, 08:04:33 AM »

wishlisted , will get it very soon . Congrats for the release !
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Greipur
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« Reply #271 on: August 22, 2016, 05:42:43 AM »

Best of luck with the first couple of weeks, would love to hear a summation after the launch has calmed down (depending on what you can share). Smiley
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roketronz
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« Reply #272 on: September 13, 2016, 09:33:35 AM »

Okhlos' new version is here!

We've migrated from Unity 4 to Unity 5. And a lot of improvements were made. The most important ones are that now the game supports cursor lock on multi monitor displays, and an overall improvement in graphics, shadows and shaders. We've also changed the pieces left by a building when it's destroyed, and a done lot of bug fixing.

Bug Fixes:
- The resolution issues which made you unable to play the game on some AMD configurations (mostly on some MacBook Pro) are now fixed
- Beating the game with Einstenos in the mob, no longer makes that if you start a new run at that moment it crashes upon finishing an area
- Fixed a loading freeze when trying to spawn a hero that was already in mob (inside one of the special  buildings)
- Fixed a crash after killing Hades (with Thucydides in the mob, and another hero affected by his ability also in the mob but dead)
- Gryphons can no longer get stuck flying away from the mob after killing a unit
- Flipped screen on Lemnos in some configurations when the anti-aliasing is activated
- Dying at the same as defeating a boss no longer makes you respawn at the next world but without a mob
- Pyrrho will now not kill any heroes, as part of his ability
- Stats are not stored any more during Crypto runs (as are persistent heroes)
- Panacea will no longer try to bring back to life disbanded units (which resulted in a mess)

Plus several other minor issues.

And lastly, here is a screen showing some of the new illumination and shaders.

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roketronz
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« Reply #273 on: January 20, 2017, 11:47:58 AM »



Hey there!We've been quite busy these last few months, because we were working on a new update for Okhlos! We will still keep some details to our selves, but we need your help to test the new update!If you wish to participate, all you have to do is write us via Facebook, Twitter, our e-mail, or right here in the comments, and we will send you the magic word to enter the beta. 

Here is a small .gif in case you never entered any beta on Steam



Keep in mind that only if you already own the game on Steam will you be able to enter the beta. 

We need your help! If you find any issues whatsoever, please describe them and write us through any of our social media accounts, e-mail or right here in the forums! We are particularly looking for Mac and Linux testers.The beta will be starting soon and we have a limited quota of participants, so don't hesitate! 

Here is a small snippet of what you can find in the new beta!



I totally stole that Corgi from Daniel Benmergui's Fidel
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roketronz
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« Reply #274 on: January 26, 2017, 08:47:29 AM »

As we announced last week, Okhlos is getting a juicy new update with tons of new content, changes on the gameplay, balance and fixes (and a few more things Wink ).

This week I'll talk about a new type of heroes and some big changes we did on the Units' Markets.

Union Reps

One of the biggest changes is the introduction of the Union Reps. You need to unlock these heroes first, but once unlocked and selected from the Agora, they will turn all bystanders appearing on the following levels into the same type.


The Warrirors' Union Rep

For example, the Warriors' Union Rep will transform every bystander in the following worlds into warriors, which is kind of risky, because you will have an incredibly amount of attack power, but because no other type of unit will appear after, you will have no extra lives (the philosophers), no items (only the slaves can carry items), and your mob will look like this:



Which is awesome and very easy to read. In this way you can easily spot a very unique hero or unit.

You can choose Union reps for each type of basic unit.



But the interesting bit of this is the mixing of different heroes. You can choose citizens and slaves only, for example, and you always will be able to buy kings to increase your mob (kings can only be bought with citizens) and you will be able pick up a ton of items.

You can mix things up and get really weird combinations, which is something that we always tried to push in Okhlos, mostly with the heroes. This is a step forward in that direction.


This mob has the Citizens' Union Rep, as well as the Philosophers' and Defenders'. Tons of lives and defense power and a huge mob! Just don't expect to hit very hard.

The New Unit Market

While we were implementing these new heroes, we thought that we should revisit the old Units Market. The Units Market has a simple purpose: To exchange units of one type, for units of another. The way we had it working before the update was like this:

We determined a random type of unit, let's say philosophers, and then randomly we set three types of units to exchange for them.

So, if you had a few warriors to spare, you could buy more philosophers for your mob.



Because of the random nature of the selection process, you would very often find that you couldn't buy any of those (that's why the options are blacked out). And with the introduction of our new Union Reps was worse because if you are full of warriors but you don't have the option to utilize warriors as a currency, you simply are locked from buying anything.

We changed things in two ways here.

For starters, we used an algorithm to sort the store which is similar to the one we use in the Hero Market. Buying heroes in Okhlos is one of the most gratifying parts of the game, and if the heroes presented are always the ones you can't buy, the player will feel frustrated. So we tweaked things a bit. We make a list of which heroes you can buy according to the units you have, and then we throw some randomness into the list.

Now we do the same thing in the Units Market, we analyze which units the player has and then we present them with options accordingly. If you are playing with only one union rep, the choice in the store will be boring. You will always have only one option to choose, and the others will be locked.

The other thing we did was to change the way the store is presented. Now, instead of always having a unit type which you can pay with three different currencies, you will always have the same currency and players will choose which type of unit they want. The options are presented based on what units you have, so it's very likely that you will always be able to exchange units, and because the choice is about which units you get instead of how you pay for them, it simply feels better. 



Maybe this is obvious, but it is way better to be able to choose WHAT are you buying instead of HOW are you paying for it. And it only took us 5 months to figure it out! 

This is the first of many changes we are introducing in the upcoming update. What do you think?

Remember, if you want to try it, just ask us the pass of the Steam branch! 
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roketronz
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« Reply #275 on: January 31, 2017, 09:55:30 AM »

As you, avid reader of our humble blog knows, we've been working on the new update for quite some time now.

Today, it's all about enemies. Enemies are a very important part of every game. And sometimes they can single-handedly determine a huge part of your game mechanics. I mean, most of the challenges in games come from the conflict, so if you have very boring enemies, the conflict, or the created situations will be boring in consequence.

So, following that train of thought, we had an interesting variety of enemies before, but we felt that we could do better, that we could push a little further some ideas about enemy mechanics.

Here are a few examples of new enemies in Okhlos:

Kamikaze (working title*)

One of the first things we noticed on the vanilla version of Okhlos (wow, Okhlos vanilla version is a thing now) is that not too many players felt compelled to escape from situations. And the defense button is really good if you catch the correct timing. Also, there are almost no enemies that actually go after you, maybe the Satyrs, but not many.



With the kamikaze, you feel forced to escape because they will explode after a short time. Besides that, they explode a few seconds after being killed, so you have to choose the correct moment to defeat them. 


The Champions

A whole new type of unit we are introducing in this update are the Champions. They appear only once per world. Like we do with the gods, the order is random so you never know which champion will appear in what world (but we have some rules about which can appear in which world internally).

As with the Kamikaze, we analyzed which were the interesting bits of the combat and which were not. Eventually, we came up with some ideas about what would be cool to have.

We have what is basically a Hosioi++, he launches 8 fireballs in all directions. You might try to use defense, but depending on the spread of the mob, you might have to do it multiple times to protect every unit.



We also have a giant Trojan Horse, which will spawn multiple enemies after being defeated. Not only the feeling of fighting this 20+ warriors is awesome, but the Trojan Horse is the first and so far only character in 3D in the game!



We have a super healer, which will be constantly healing the rest of the enemies on the level so you have to attack him first or defeating other enemies will be near impossible in advanced areas.



Stheno and Euryale are the new Gorgons. We had Medusa as an ordinary enemy before, but she only affected a small area. It doesn't matter where you are, they will transform ALL YOUR UNITS in your mob into stone,  and you will be on your own for some time, trying to avoid them.



We have plenty more of new enemies, but we don't want to spoil them, so look for them in the update! 


* Kamikaze is actually the temp name, but I think we forgot to think in a proper name, and we already sent the strings to localization, so I think Kamikaze will have to do.
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roketronz
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« Reply #276 on: February 06, 2017, 09:13:51 AM »

Right after launching Okhlos, back in August 18th, we kept working non-stop on updates, fixes, and tons of small details.

We also started working on the biggest update till date, and now it's finally out!





Here is a quick recap of some of the highlights of the update:

More customization
  • Changes in the units markets and some new cool heroes to have custom mobs
More enemies
  • New enemies, new mechanics, introducing Champions
More than 30 new heroes

  • Each new hero has unique abilities
Shorter worlds
  • We changed from 5 to 3 levels long until you reach the worlds' god.
Balance, difficulty tweaks, bug fixing
  • Because we are not perfect, and sometimes we screw things up. But at least we try to fix them! What are YOU doing?
Here is the official illustration of Okhlos Omega. Thanks to our friends at Game Ever Studio for the illustration!




Click on the image to enlarge it! 1920x1080 wallpaper ready!  
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Tuba
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« Reply #277 on: February 06, 2017, 03:14:50 PM »

Out of curiosity, what made you guys decide to add more content to the game?
Any special reason like sales or community feedback?

I'm glad to see that you keep updating it btw, I really liked the game and now I have reasons to go back to it Smiley
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