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January 17, 2018, 03:11:34 am

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TIGSource ForumsCommunityDevLogsStone Story RPG
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standardcombo
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« Reply #920 on: December 20, 2017, 10:24:53 pm »



I like this one for the Æther wand.




Not crazy about the Vigor wand projectile, but it's the first one where the impact vfx is working great.
« Last Edit: December 20, 2017, 10:44:27 pm by standardcombo » Logged

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« Reply #921 on: December 22, 2017, 12:00:30 am »



And finally, the Fire wand. This was the hardest. I think it could still improve with some tweaks to the particle emitter.
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« Reply #922 on: December 22, 2017, 07:10:08 am »

 Kiss

Subtle changes to gradient "textures" will probably work really nice too

EDIT: the trail could be a bit denser with the fire wand, I'd say
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standardcombo
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« Reply #923 on: December 22, 2017, 11:05:27 am »

Bumped to 70% complete  Smiley
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« Reply #924 on: December 22, 2017, 07:41:18 pm »

Not crazy about the Vigor wand projectile, but it's the first one where the impact vfx is working great.
I really like that impact.

And the fire wand looks good, too. Not sure if the trail needs to be denser, but these kinds of things you can iterate over forever Tongue
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« Reply #925 on: December 22, 2017, 08:21:22 pm »

I agree with JobLeonard that the trail could be thicker. Right now it looks like smoke/dust trail mostly rather than fire.  It could use more/larger flames.
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standardcombo
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« Reply #926 on: December 22, 2017, 09:11:19 pm »



Fire projectile, take 2 (with impact).

To make it denser I would probably have to hand-animate the flame instead of using particle system. Completely different approach. I'm thinking of sticking this into the game to see how it feels in context. If it's bad I can go back later and try again. If you recall how much iteration the torches took (more than 7 versions) until they felt right. Ultimately I cut the torches from the game =/ sad



Æther projectile with impact.




Air projectile with impact.
« Last Edit: December 22, 2017, 10:05:38 pm by standardcombo » Logged

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« Reply #927 on: December 23, 2017, 08:11:14 am »

 Hand ClapWTF day-1-insta-buy for me
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« Reply #928 on: December 23, 2017, 10:14:50 am »



Fire projectile, take 2 (with impact).

To make it denser I would probably have to hand-animate the flame instead of using particle system. Completely different approach. I'm thinking of sticking this into the game to see how it feels in context. If it's bad I can go back later and try again. If you recall how much iteration the torches took (more than 7 versions) until they felt right. Ultimately I cut the torches from the game =/ sad



Æther projectile with impact.




Air projectile with impact.

Have you thought about using different colors in order to make the spells more visible to the player?
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standardcombo
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« Reply #929 on: December 23, 2017, 02:44:28 pm »


The game uses color in some places.



Ice projectile with impact.

        _     
      _[_]_ 
       (") 
   `--( : )--'
     (  :  )
   ""`-...-'""           jgs

 MERRY CHRISTMAS!
« Last Edit: December 23, 2017, 02:51:01 pm by standardcombo » Logged

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« Reply #930 on: December 24, 2017, 03:48:17 pm »



Two variations for the poison impact VFX.
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« Reply #931 on: December 25, 2017, 06:41:20 am »

Looking great as always!

The impact pretty much fixes all the issues I had with the trail before, weirdly enough Smiley
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« Reply #932 on: December 25, 2017, 04:18:52 pm »


I also changed the color of the trail and tweaked the emitter since the first version, probably contributing to it looking better.




Minor improvements and rendered them together. I think I'm done with this part of the project. Moving on.
« Last Edit: December 25, 2017, 04:28:38 pm by standardcombo » Logged

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« Reply #933 on: December 26, 2017, 02:13:36 pm »

I just wanted to say that this project looks awesome. I was stunned by how clever and amazing this game looks like and how much you are able to express with these visuals. I instantly got the urge to show it to my wife, who don't play videogames except to Candy Crash. She also praised it more than any AAA game she ever seen.
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« Reply #934 on: December 28, 2017, 09:31:26 am »

Thanks mate.
--

I have completed all 15 craftable items that were planned for the beta milestone and did a balance pass on those. Some of them can have multiple element types (e.g. Wand). I'm not crazy about the animations for the Battle Hammer and Big Sword--will get back to those in the future--but at least they function correctly and were not hard to add to the game, through improvements to the content workflow. After the beta I will add more items (12 more crafts are planned).

After testing each item I realize the attack range is a bit low on some of the ranged weapons, so the next step is to bump that up and look for bugs in boss fights that could happen from such a change.

Now that we have a power curve for items, it's time to balance the levels against this. I can already conclude that more enemy types will be needed in the future, at least one more per level.

One more thing that needs tuning is the drop rate for base items (sword, shield, crossbow, quarterstaff, wand, runestone), especially runestones. Changes in the crafting system caused an imbalance in ingredient requirements.
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« Reply #935 on: December 28, 2017, 10:00:49 am »

Very nice progress!
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standardcombo
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« Reply #936 on: December 28, 2017, 09:24:01 pm »


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« Reply #937 on: January 14, 2018, 11:36:05 pm »

Today I completed the tuning pass on locations 1 through 4, at all difficulty levels.

I'm sure I'll have to go back and do tweaks to items and locations again, but it feels like it's in a good spot and probably good enough for the beta.

Transitions between locations and cinematics are looking awesome.

Next:
- Location 5 needs work
- There are a couple of abilities broken/missing need taking care of
- Although primary game flows are looking good I've found rare bugs and UX issues that can cause confusion
- Lots of small 'quality of life' improvements to the UX that are worth the cost/benefit of implementing now
- Some audio is missing
- Some story bits need work

I'm pushing away all tasks that are possible until after the beta to reach this milestone sooner.
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