Netsu
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« on: June 02, 2014, 09:26:46 AM » |
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« Last Edit: November 06, 2014, 01:47:33 AM by Netsu »
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castled
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« Reply #1 on: June 02, 2014, 11:53:24 AM » |
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The concept art is great! I like the aesthetic and character design ideas already.
Deciding between 'sword' and 'blade'? There seems to be a bunch of *sword (or *sord) games these days, but I suppose the same is probably true for blade!
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« Last Edit: June 02, 2014, 01:05:50 PM by castled »
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Netsu
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« Reply #2 on: June 02, 2014, 12:11:19 PM » |
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Yes, the initial idea was Chroma blade, but there is a game called ChronoBlade already and I think it sounds too similar. We're not 100% set on the name yet, but we like this one so far 
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Team Indev
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« Reply #3 on: June 02, 2014, 02:56:31 PM » |
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Looks very interesting, I like the sound of the combat. Can't wait to try it!
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Netsu
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« Reply #4 on: June 06, 2014, 10:52:43 AM » |
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Thanks! Meanwhile, I'm not wasting time at my day job while waiting for the code to compile. 
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« Last Edit: July 08, 2014, 07:18:59 AM by Netsu »
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ANtY
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« Reply #5 on: June 06, 2014, 02:06:48 PM » |
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epic art!
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sakuyo
Level 1
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« Reply #6 on: June 06, 2014, 02:29:29 PM » |
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looks really good, can't wait to see more
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ANtY
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« Reply #7 on: June 06, 2014, 02:47:26 PM » |
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naginata just sayin 
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Netsu
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« Reply #8 on: June 08, 2014, 10:40:14 AM » |
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Hah! I let the artist know. By the way, pole-arms are also in the equation, the aninmu-swingy ones, not the realistic-stabby ones.
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Kinaetron
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« Reply #9 on: June 08, 2014, 10:47:17 AM » |
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Looks neat bruh
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Life sucks and then you die.
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Netsu
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« Reply #10 on: June 17, 2014, 11:59:42 AM » |
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Update time! I've been hard at work polishing the combat mechanics - turns out making melee combat fun is much, much harder than I anticipated, but I think we're getting there. Normally I try to avoid pasting huge gifs into my devlogs, but I just couldn't resist this time... All the visual assets are still placeholders and will look much better in the final game  Some basic combat - deflecting bullets, dodging, parrying enemy attacks and killing stuff:  And here's what happens when you manage to parry 3 attacks in short succession: 
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« Last Edit: July 08, 2014, 07:21:08 AM by Netsu »
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Netsu
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« Reply #11 on: June 21, 2014, 07:01:14 AM » |
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Ok, this time around I have a small webm video instead of a huge gif  You can see some prototyped tutorial hints and how the two first encounters in the game will most likely look like. I also completely reworked the blood mechanics. I switched to projectors from decals but now sadly I'm having problems writing a projection shader that could apply Unity's shadows to it's alpha blended texture :C http://www.netsu.type.pl/heptych/devlog/devlogMovie01.webm
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« Last Edit: July 08, 2014, 07:21:18 AM by Netsu »
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ANtY
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« Reply #12 on: June 21, 2014, 07:05:11 AM » |
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cool stuff, dood!
I like how the bodies fall after they die
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Netsu
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« Reply #13 on: June 21, 2014, 01:22:24 PM » |
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Thanks! There will probably be less high falls like this in the finished level, but those that will be there will sure look much, much better. Throwing enemies off them will be all the more satisfying :D
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BlackLodgeGames
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« Reply #14 on: June 23, 2014, 12:38:09 PM » |
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I'm loving the character design/concept art, but the early game play from the top down perspective and far away zoom kind of loses the fine details. I'm taking it that the camera is locked at this point? While top down is tried and true, I'd love to see these beautiful characters from a closer zoom, and from an angle that let's me see how awesome these characters really are. Just my two cents obviously, I'm sure your vision isn't going to change from one developer's feedback. Looking forward to watching your game progress! Have fun!
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Netsu
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« Reply #15 on: June 23, 2014, 12:53:50 PM » |
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The initial idea was to have a more angled and zoomed-in camera, like in most hack-n-slashes, but straight top-down view gives a much better sense of scale of the environment and we don't have to worry about our huge structures obscuring gameplay. In the end the characters will probably have little detail in-game so they can be easily recognized from a distance, but the environmental art - this is where I expect the artist to go crazy  The idea is to have this abstract art-deco/brutalist city full of enormous structures and bottomless depths and top-down is gonna showcase those best. BUT we are also toying with the idea of camera changing perspective during some actions - short cutscenes when going through a door, meeting a new boss or performing a particularly impressive attack.
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TautNerve
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« Reply #16 on: June 23, 2014, 12:59:22 PM » |
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I like how it looks so far I know this is the earliest of early prototypes but I'm already imagining how cool it could be if the camera reacted dynamically to the combat. Like zooming in on a successful 3-in-a-row parry and stuff for more dramatization, panning a bit to emphasize enemies that had fallen off the platform and so on. If the controls are tight these kind of games usually are super fun
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BlackLodgeGames
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« Reply #17 on: June 23, 2014, 01:15:52 PM » |
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The initial idea was to have a more angled and zoomed-in camera, like in most hack-n-slashes, but straight top-down view gives a much better sense of scale of the environment and we don't have to worry about our huge structures obscuring gameplay. In the end the characters will probably have little detail in-game so they can be easily recognized from a distance, but the environmental art - this is where I expect the artist to go crazy  The idea is to have this abstract art-deco/brutalist city full of enormous structures and bottomless depths and top-down is gonna showcase those best. BUT we are also toying with the idea of camera changing perspective during some actions - short cutscenes when going through a door, meeting a new boss or performing a particularly impressive attack. Nice! Thanks for the clarification. Top-down does make a lot more sense in that context. I definitely vote for the changing perspective during specific actions. A seamless camera change can really bring a game to life.
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eobet
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« Reply #18 on: June 23, 2014, 03:43:20 PM » |
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Ok, first off: Gorgeous! HOWEVER, the ultra clear shadows are much more readable than the straight on top-down actual characters... which makes for a very odd experience. If I'm not the only one who keeps staring at the shadows instead of the characters, one solution to that problem would be to heavily blur, or even just make blob shadows which stretch out in the general direction or the light, so that they don't take over like they do now. Or perhaps it's just me?
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BlackLodgeGames
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« Reply #19 on: June 23, 2014, 04:47:54 PM » |
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Ok, first off: Gorgeous! HOWEVER, the ultra clear shadows are much more readable than the straight on top-down actual characters... which makes for a very odd experience. If I'm not the only one who keeps staring at the shadows instead of the characters, one solution to that problem would be to heavily blur, or even just make blob shadows which stretch out in the general direction or the light, so that they don't take over like they do now. Or perhaps it's just me? I'd have to see them in context with the actual level design. I don't think the shadows would be as noticeable on a fully textured floor as they are on solid grey.
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