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TIGSource ForumsCommunityDevLogsMelee Combat Action RPG - Runic Rampage
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Author Topic: Melee Combat Action RPG - Runic Rampage  (Read 7919 times)
Dr.Electro
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« Reply #20 on: December 08, 2014, 02:09:51 PM »

My only gripe with all this is that I think it has too few shadow, something when I look at a lot of these screen

Absolutely true.. when i started the game i only had mobile in mind. So realtime shadows was a no go and baking shadowmaps was impossible because of the procedural levels. I am thinking of putting shadow planes with multiply shader under each object to achieve some environment shadows on mobile.

On pc/mac its way better: i simply have to switch realtime shadows on. And now i know i should do it soon and catch some better screenshots! Wink

@Hipshot: congrats on Hammerwatch! Love it!

@eblomquist: Great find.. Thanks for that!

@all:


 Well, hello there!
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Dr.Electro
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« Reply #21 on: December 13, 2014, 05:07:52 AM »

I improved the terrain shader to support hard/soft realtime shadows and pixel lighting. The impact on current mobile hardware isn't that recognizable for hard shadows (screenshot comings coon) and on PC the game can be also run on current laptops with soft shadows. Great!

Here a screengrab within the editor:




I dragged out the camera and you can still see all necessary details.



Of course everything needs more visual optimization.
How do you like it?
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Dr.Electro
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« Reply #22 on: February 07, 2015, 04:05:59 AM »

I am happy to announce that Runic Rampage is entering Beta next week!
We are still looking for Testers! Subscribe now at http://runicrampage.com/beta

Registration closes on Friday the 13th (of Febrary) - no joke! Wink - So waste no time and join beta to beat the crap out of hordes of tremendous enemies!

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Dr.Electro
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« Reply #23 on: February 24, 2015, 04:26:06 AM »


Update #1 of the current running Runic Rampage Beta is out!

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Dr.Electro
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« Reply #24 on: March 04, 2015, 07:24:07 AM »

The settings menu (Mobile edition).

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bithead
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« Reply #25 on: March 04, 2015, 07:33:44 AM »

Very polished! What software are you using for task management? Looks slick.
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Dr.Electro
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« Reply #26 on: April 12, 2015, 04:44:18 AM »

Hey bithead: Thanks! I use Trello for task management. It's free and for me its great to handle a massive amount of checklists.

Update:

I did a beta test for Android and iOS. The game was played and well received by what i got out of my stats.
Sadly the amount of actual feedback was far under from what i expected. But the feedback i received pointed out some important things which doesn't work well atm. So i have to fix them before i start a next beta-test iteration in about 1-2 months. You can  sign up here.
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Dr.Electro
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« Reply #27 on: May 16, 2015, 10:28:29 AM »

Currently trying to gather some ideas for a better scoring system.

Please, check this thread out: http://forums.tigsource.com/index.php?topic=48025.0
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ashtonmorris
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« Reply #28 on: June 02, 2015, 07:31:29 AM »

Just wanted to chime in. I am a huge fan of trello as well and I use it to organize everything I need. I suggest everyone give it a try too.

Game looks great!
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Ashton Morris - Composer & Sound Designer

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Dr.Electro
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« Reply #29 on: May 04, 2016, 12:46:34 PM »

I continued working on the game and i am happy to announce that i will release it this year.
It was a long way until now and i decided to revive this devlog with pre post mortems and launch preparations.
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Dr.Electro
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« Reply #30 on: May 07, 2016, 11:00:37 AM »

Wrote an article on IndieDB about the adaptive soundsystem we are using.
http://www.indiedb.com/games/runic-rampage/news/introducing-adaptive-sound-system
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Dr.Electro
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« Reply #31 on: May 08, 2016, 09:41:42 AM »

Integrated more monster sounds.. what a list!

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Dr.Electro
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« Reply #32 on: May 11, 2016, 06:07:40 AM »

Polishing, polishing.. today i integrated footstep sounds - one for each ground type. Might showcase in a video soon.
In the meantime: Dangerous caves!

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Dr.Electro
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« Reply #33 on: May 12, 2016, 06:35:56 AM »

Currently designing the RAMPAGE feature.. actually it's funny i am doing it now when the game is almost finished.

The Rampage mode was the most important feature i had in mind when designing the game:
- when a number of combos is reach you automticly enter RAMPAGE
- your power and speed increases over short amount of time
- lighting darkens, thunder rolls, your player size increases a bit

The reason i haven't really implemented it was that it didn't feel right to enter it automaticly.. I didn't came up with a good solution and presentation. Now i have re-thought everything and came up with this:
- you collect combos
- after a certain number you _can_ enter RAMPAGE
- the more combos you stack _until_ you enter RAMPAGE defines the increase in size and power
- your look changes into kind of an avatar state

Technically you can become a giant.. "In every dwarf sleeps a giant!

Prototyped look:



What do you think?
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