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TIGSource ForumsCommunityDevLogsEitr - [ Action RPG ] [E3 Trailer released!]
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pottering
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« Reply #60 on: August 20, 2014, 11:53:38 AM »

cool, following
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tieTYT
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« Reply #61 on: August 20, 2014, 12:49:05 PM »

That swipe that shows her back looks like it would be really satisfying to hit someone with Smiley
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Aedous
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« Reply #62 on: August 20, 2014, 04:36:59 PM »

That swipe that shows her back looks like it would be really satisfying to hit someone with Smiley

Haha, yeah it does :D

The whole animation is actually a bit faster ingame and has more impact when colliding due to knock-back and screenshake, the GIF I posted is straight from photoshop though so doesn't have the speed adjustments I made ingame. Wink
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s-spooky g-g-ghosts
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« Reply #63 on: August 21, 2014, 03:54:10 AM »

Ever since your original post I've been wondering about the sword swing animation. Just to make it clear, I like it I don't think it requires any change, but it's quite unique, you use the color of the sword to create the smudge in the air and I was wondering if that was intentional or you just went with the flow? I wish we could see the speed of it in the game, I suppose it looks even better there.
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Derity
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« Reply #64 on: August 21, 2014, 02:19:35 PM »

Ever since your original post I've been wondering about the sword swing animation. Just to make it clear, I like it I don't think it requires any change, but it's quite unique, you use the color of the sword to create the smudge in the air and I was wondering if that was intentional or you just went with the flow? I wish we could see the speed of it in the game, I suppose it looks even better there.

Yeah, kinda just went with the flow, when I first made it the air-trail was originally all the same light blue as the majority of the sword, but I wanted the outer edge to stand out more, so then I used the swords highlight colour for that, after that it just felt natural to use the shade colour in their too.

As for the game itself, we do plan on showing some actual gameplay footage soon enough. We've been spending a lot of our time lately on our current alpha-demo, we did a 36 hour dev-marathon this weekend...!  Tired At the moment only some of our close friends and family have access to our alpha-demo, thankfully they are enjoying the game, although there has been a lot of deaths! Haha.  Tears of Joy
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« Reply #65 on: August 21, 2014, 02:39:20 PM »

I'm excited to see some gameplay footage. This looks like it's coming along really nicely.

Sorry if you've covered this already but I didn't notice you mention a timeline for release, when are you aiming to ship?
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« Reply #66 on: August 21, 2014, 03:57:25 PM »

I'm excited to see some gameplay footage. This looks like it's coming along really nicely.

Sorry if you've covered this already but I didn't notice you mention a timeline for release, when are you aiming to ship?

Thanks, we feel that we're still pretty early in development so we're not ready to discuss this yet, but what I can say is that we plan to have an open-ended release date rather than one we try to set in stone, we hope to be able to avoid time constraints in order to make the final game as good as possible!  Wizard
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« Reply #67 on: August 21, 2014, 08:04:44 PM »

Hey! Spotted this via Christian's blog, just wanna say this game is right up my alley! Gotta love sword & shield combat!! Beer! I applaud you for having the guts to do a full isometric in 2d, that's a LOT of work asset-wise. I've seen other pixel-based games made with Unity, but had a difficult time to get the pixels to look right. This devblog pretty much convinced me to give it another try one day.

Oh and good call on the open-ended release date, I'm a believer of giving yourself as much breathing room as possible Smiley
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Derity
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« Reply #68 on: August 22, 2014, 12:58:48 AM »

Hey! Spotted this via Christian's blog, just wanna say this game is right up my alley! Gotta love sword & shield combat!! Beer! I applaud you for having the guts to do a full isometric in 2d, that's a LOT of work asset-wise. I've seen other pixel-based games made with Unity, but had a difficult time to get the pixels to look right. This devblog pretty much convinced me to give it another try one day.

Oh and good call on the open-ended release date, I'm a believer of giving yourself as much breathing room as possible Smiley

Awesome! I saw your game, Shadowcrypt whilst we were in early development actually and thought the same thing! Sword and Board is just win.  Kiss

I understand what you mean about making it pixel-perfect, there are some workarounds and tweaks you have to make to get it to look right, we went through the same problem but in the end were able to solve it. Feel free to drop me a message if you would like some help with it if you try again sometime!  Wizard
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« Reply #69 on: August 22, 2014, 01:22:19 AM »

It's a shame you've been in stealth for so long as this looks really interesting, I know the big reveal is the done-thing with indie-games, but I for one would have loved to see the idea at the concept stage, I hope you have a backlog Smiley

How are you going to balance the light and heavy attacks?

Looks good.
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« Reply #70 on: August 22, 2014, 09:44:11 AM »

Awesome! I saw your game, Shadowcrypt whilst we were in early development actually and thought the same thing! Sword and Board is just win.  Kiss

I understand what you mean about making it pixel-perfect, there are some workarounds and tweaks you have to make to get it to look right, we went through the same problem but in the end were able to solve it. Feel free to drop me a message if you would like some help with it if you try again sometime!  Wizard

Cool thanks! I will definitely keep that in mind! Coffee Gentleman
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Derity
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« Reply #71 on: August 22, 2014, 11:38:30 AM »

It's a shame you've been in stealth for so long as this looks really interesting, I know the big reveal is the done-thing with indie-games, but I for one would have loved to see the idea at the concept stage, I hope you have a backlog Smiley

How are you going to balance the light and heavy attacks?

Looks good.

Ah that's great, be sure to check back soon! I have something planned to show some of our older stuff coming up. Wink

We actually revised having light and heavy attacks just the other day, now they are called Slashing and Thrusting attacks. Thrusting attacks are longer range single strikes that are used to keep enemies at bay, but their hitbox is essentially a straight line meaning more aiming is involved, whereas slashing attacks can be strung together as combo's, their hitbox is more square-shaped, but do not have as much distance as thrusting does.

We aim for them to be balanced to a point where players feel like both are essential to use, also some A.I. will be more vulnerable to certain attacks than others.

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« Reply #72 on: August 22, 2014, 12:44:28 PM »

*snip*

We actually revised having light and heavy attacks just the other day, now they are called Slashing and Thrusting attacks. Thrusting attacks are longer range single strikes that are used to keep enemies at bay, but their hitbox is essentially a straight line meaning more aiming is involved, whereas slashing attacks can be strung together as combo's, their hitbox is more square-shaped, but do not have as much distance as thrusting does.

We aim for them to be balanced to a point where players feel like both are essential to use, also some A.I. will be more vulnerable to certain attacks than others.

Ah very nice! Maybe the slashing attacks could "pull" enemies into the thrusting hitbox if they're just outside, thus giving attack bonus to the players who wisely use both in combination.
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« Reply #73 on: August 22, 2014, 01:24:37 PM »

*snip*

We actually revised having light and heavy attacks just the other day, now they are called Slashing and Thrusting attacks. Thrusting attacks are longer range single strikes that are used to keep enemies at bay, but their hitbox is essentially a straight line meaning more aiming is involved, whereas slashing attacks can be strung together as combo's, their hitbox is more square-shaped, but do not have as much distance as thrusting does.

We aim for them to be balanced to a point where players feel like both are essential to use, also some A.I. will be more vulnerable to certain attacks than others.

Ah very nice! Maybe the slashing attacks could "pull" enemies into the thrusting hitbox if they're just outside, thus giving attack bonus to the players who wisely use both in combination.

Hah, kinda have this, but the other way around - everytime you slash your character will push in the direction you're already moving, so you could push yourself into range to thrust yeah. Smiley
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« Reply #74 on: August 23, 2014, 11:10:14 AM »

Screenshot Saturday!  Grin

...Bloody rats... No No NO


Click for larger size!
« Last Edit: September 26, 2014, 02:38:05 AM by Derity » Logged

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« Reply #75 on: August 23, 2014, 11:45:41 AM »



Trust me, they deserve it!
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« Reply #76 on: August 23, 2014, 08:47:11 PM »

The game seems to be a lot bloodier than I anticipated, which somehow takes away some of the charm of the graphics for me. I guess it's just personal preference, though.
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« Reply #77 on: August 24, 2014, 12:31:03 AM »

The game seems to be a lot bloodier than I anticipated, which somehow takes away some of the charm of the graphics for me. I guess it's just personal preference, though.

A fair preference.  Wizard

However, it will depend on where you are in the game, and what enemies you're fighting really. Enemies made of flesh will bleed, enemies made of stone will crumble. The game won't be a complete blood bath, but it is in our design that the character and safe areas are more visually "beautiful" whereas dangerous areas will be dirty, and ugly!  Beer!
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« Reply #78 on: August 24, 2014, 08:23:04 PM »

Been working on quite a few death animations this week, here's one of our protagonist taking a fall!



Special thanks to Drake for the awesome reference!   Giggle
(http://youtu.be/bV-K9CTQHhY?t=26s)
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« Reply #79 on: August 24, 2014, 09:19:34 PM »

So it's a 2d Dark souls?
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