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TIGSource ForumsCommunityDevLogsSpellwrath - Turn-Based Strategy RPG
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Author Topic: Spellwrath - Turn-Based Strategy RPG  (Read 9907 times)
Kayzaks
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« Reply #40 on: September 07, 2016, 02:19:29 PM »

Thank you very much  Smiley

----

Soo, recently I've been working on getting a simple editor going. Here is an example of placing trees:


Other than that, I've been setting up a presskit, which will be updated as more and more things get done!
Been using http://dopresskit.com/ for this and can highly recommend it for anyone!
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Pixel Noise
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« Reply #41 on: September 07, 2016, 04:32:02 PM »

Saw this a while back but guess I never commented - nice progress! Looking forward to seeing more.
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Kyle Preston
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« Reply #42 on: September 13, 2016, 03:04:28 PM »

I'm impressed that you're building this with your own engine. Was integrating FMOD a difficult thing to achieve?

Also, this looks pretty damn beautiful  Smiley
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Kayzaks
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« Reply #43 on: September 18, 2016, 07:44:41 AM »

Sorry for the late reply, was away for a few weeks  Smiley

Integrating FMOD itself was actually pretty easy. The difficult part came from finding a good documentation of all the functions. Pretty much had to wade through various "examples" on the web to find out how FMOD actually works.

But now that it's in, it's a blast to work with!
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Kayzaks
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« Reply #44 on: September 27, 2016, 01:09:25 PM »

There has been a lot going on lately with the Game! I'm really excited to share all the progress with you guys once it's done!

We've finished all Human Class Sprites, as well as their Character Portraits! But they aren't yet formatted for the game yet, so stay tuned!

Also, here is a WIP (30%-ish) shot of the newly designed Tavern:

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Kayzaks
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« Reply #45 on: September 29, 2016, 02:45:20 PM »

Still Work-In-Progress, but here is a small comparison shot of the old model to the new Tavern!

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Jasmine
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« Reply #46 on: September 29, 2016, 06:17:41 PM »

The voxels look much more pristine in the new screenshot, but I personally loved the openness of the first.

Overall, this game is still gorgeous!
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Kayzaks
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« Reply #47 on: September 30, 2016, 10:44:01 PM »

Thanks!

I know what you mean, it does seem very crowded now  Concerned Too much going on - perhaps I should remove some rooms or flatten out the structure
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Pixel Noise
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« Reply #48 on: October 03, 2016, 06:25:43 AM »

The new design is great - it's not TOO crowded to me, but it would probably benefit from a few tweaks to make it seem bigger.
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Pixel Noise - professional composition/sound design studio.
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Kayzaks
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« Reply #49 on: October 29, 2016, 08:12:12 AM »

Soooooo... That past few weeks have been interesting.
I decided to recode the entire engine to use Vulkan instead of OpenGL + OpenCL.

The reason? Well, nVidia has always been really bad at supporting OpenCL (not OpenGL though). And I really needed it for the ray-tracing.

Well, Vulkan was released earlier this year and basically is able to combine both into one single package. Thus, the recode.

But. It's been a pain! The port hasn't been as trivial as I hoped...


----

In the meantime, Thomas has been really active and creating a lot of new Assets for the Game!

For example this awesome Angel:

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Kayzaks
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« Reply #50 on: November 26, 2016, 09:18:27 AM »

A huge milestone has been reached:

All Character and NPC portraits have been finished by Ernesto Irawan!

Check out his portfolio for some more awesome Art Smiley

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Kayzaks
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« Reply #51 on: December 10, 2016, 07:54:04 PM »

A small GIF for the weekend with some new Monsters  Coffee

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Kayzaks
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« Reply #52 on: December 26, 2016, 02:47:21 AM »

Some more work on the Editor has been done  Ninja

The most monotone trees. Ever. But 'tis but a test  Smiley

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Kayzaks
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« Reply #53 on: January 01, 2017, 04:10:21 AM »

Sooo, the Tavern / Inn indoor scene is finished for now  Beer!

Still has the wrong Characters in it, but that will follow shortly

http://imgur.com/gallery/ec0mL
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Pixel Noise
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« Reply #54 on: January 02, 2017, 11:24:56 AM »

I love those monster sprites!
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Pixel Noise - professional composition/sound design studio.
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Kayzaks
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« Reply #55 on: January 07, 2017, 06:47:35 AM »

Thanks!

Here is also a small look inside a building with some Characters

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Kayzaks
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« Reply #56 on: January 23, 2017, 03:33:48 PM »

Just wanted to highlight the complexity of the Voxel engine, so here is a Cactus in the desert  Well, hello there!
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Kayzaks
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« Reply #57 on: February 05, 2017, 05:21:07 PM »

Here's a new video update on the current state of the game + more german accent Well, hello there!



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Kayzaks
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« Reply #58 on: March 19, 2017, 03:10:07 PM »

It's been some time since the last update, and much has been done!

  • The game can finally be saved
  • You can actually win the game now (ohh my...)
  • The In-Game Research tree has been finished
  • A lot of User Interfa ce changes
  • Major speed improvments

While not too exciting, I will post a few screenshots soon!
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Pixel Noise
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« Reply #59 on: March 20, 2017, 05:48:15 AM »

Skimmed through the video log - you've got a functional product! It's looking good. That's definitely exciting. Almost as exciting as a cactus in a desert Smiley
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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