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1366029 Posts in 63999 Topics- by 55886 Members - Latest Member: codingtoolz

September 15, 2019, 03:04:45 PM

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TIGSource ForumsCommunityDevLogsNuclear Rune - Pauseable Realtime Party RPG
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Author Topic: Nuclear Rune - Pauseable Realtime Party RPG  (Read 5192 times)
Zireael
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« Reply #40 on: September 12, 2017, 07:18:26 AM »

Those caves make me feel all tingly with nostalgia...
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Fainz
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« Reply #41 on: September 12, 2017, 08:00:39 AM »

Those caves make me feel all tingly with nostalgia...

Can you name some old games you've played that have a similar look? I would be interested to check them out for inspiration Grin.
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Zireael
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« Reply #42 on: September 12, 2017, 09:50:16 AM »

Baldur's Gate 1, Nashkel mines. The picture with the water and then 'end' is almost a dead ringer for the end of level 2 of the mines, before you enter a side area where the boss is. The layout, the lighting. The only thing BG did not have is the little details you have (the lights, the pallets). Of course, I *do* see that it's something much newer than 1998, obviously, but still, the resemblance...
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Fainz
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« Reply #43 on: September 17, 2017, 01:01:32 AM »

Devlog #24: Equipment coloring

Equipment can now be colored with multiple colors, while keeping the details intact.

Each texture used requires a detail texture (white with details in dark colors) and masks for the different color areas. The masked areas are named, e.g. ArmorMain, ArmorDetails and Hair. The coloring is done by multiplying the detail texture with the chosen color in the masked areas. Areas without a mask retain the old base texture.

Materials with different textures and masks can use the same names to mark the areas, so it is fast to assign the same color set to different objects.

Warrior




Shaper




What the setup looks like




The fabulous test interface
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Fainz
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« Reply #44 on: October 03, 2017, 08:15:08 AM »

Devlog #25: Nuclear Reactor Map WIP

Working on a fully modeled large nuclear reactor level. There are six large runes in the chambers along the edges, which need to be activated before powering up the reactor in the center. Each rune chamber will have some kind of encounter in the activation event, and the center chamber will have a boss battle.

Center


Rune Chamber


Full View
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Fainz
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« Reply #45 on: November 16, 2017, 09:14:57 AM »

Devlog #26: Maps progress, camping scene

Haven't posted here in a while, so it's time for a bunch of screenshots of new/updated stuff: Progress on the nuclear reactor map, new outdoor map using terrain, added basic camping scene which currently has level select and char customization.

Hex Reactor - Activated reactor with NR formation, full map


Hex Reactor - Center chamber activated


Canyon - r1


Canyon - r2


Camp scene WIP
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« Reply #46 on: August 12, 2018, 12:04:39 AM »

Devlog #27: Closed encounters

It's been a while. Lately I've been doing tests with closed encounters; combat events which take place in small zones separate from the level. This makes designing different kinds of encounters easier and limits cheesy tactics.
The encounter zones would take some elements from the map and be a bit surreal, such as with mysterious symbols and objects floating in the background.

The video gives an idea of how the encounters work. Currently the types of encounters are:
- basic encounter (all enemies spawn at start, encounter ends when they are killed)
- a gauntlet type encounter (fight through waves of enemies while moving forward. A hero must click the exit to end the encounter.)
- boss fight (same as basic encounter but with a boss enemy)





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Fainz
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« Reply #47 on: September 03, 2018, 12:23:52 AM »

Devlog #28: More encounters

Expanding on the previous post: the current plan is to ditch the big 3D levels, mostly because they are too much work to make look good and it's harder to design encounters there. I believe the game will (eventually) look better and combat will be more interesting with the gameplay taking place in small separate zones. Also the project may one day be finished with this reduced scope, which is a plus.

Here's a new demo with closed encounters gameplay (IndieDB download) if you want to try it out.

A video showing a bit more of the gameplay:



« Last Edit: September 07, 2018, 11:19:36 PM by Fainz » Logged

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« Reply #48 on: September 06, 2018, 08:39:55 AM »

#Devlog 29: Modeled encounter zones

Some pics of two new encounter zones which will be part of a nuclear facility level. Kinda WIP still but should give an idea on the style I'm going for with this.

T1


T2


Gutter 1


Gutter 2
« Last Edit: September 07, 2018, 11:19:52 PM by Fainz » Logged

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