Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1378981 Posts in 65651 Topics- by 58021 Members - Latest Member: ElteriaTeam

July 09, 2020, 05:47:42 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsMOCT(working title)
Pages: 1 [2] 3 4
Print
Author Topic: MOCT(working title)  (Read 13831 times)
egor.botov
Level 0
**


View Profile WWW
« Reply #20 on: December 07, 2016, 11:58:12 AM »

//jctwood// Thanks! Also worked on enemies design last week, here's one of them.

« Last Edit: December 07, 2016, 12:08:02 PM by egor.botov » Logged

jctwood
Level 10
*****



View Profile WWW
« Reply #21 on: December 07, 2016, 02:55:24 PM »

I love the movement of these creatures!
Logged

Kris with a K
Level 1
*


It's a good day to die.


View Profile
« Reply #22 on: December 07, 2016, 06:12:23 PM »

Aw... disappointing to only see him get one strike in!

The art is great, obviously - it's a little hard to read at that resolution tho, mainly due to the lack of contrast. I like that you're not going for the overused chunky style but it definitely seems like it'd be easy to lose yourself in battle (which I am eagerly awaiting footage of).
Logged

egor.botov
Level 0
**


View Profile WWW
« Reply #23 on: December 07, 2016, 11:14:06 PM »

Thank you all for feedback!
//Kris with a K// I agree with you about losing yourself sometimes. Here is the list of fixes i'm planning to implement to address this issue:

1) Layers should be fixed //characters are closer than foes, so they are always on top//
Already fixed this, here's the difference.

 
 
2) Separate strike traces effect (now they are the same animation frame with strike and their parent object)  //layered on top of characters and foes//
3) Hit screen shake or hit stop //haven't decided yet, because of one screen coop, don't want it to be a shaking mess//
4) Later i will try character and foe collision //so you can't just run through your enemy//
5) Colors of enemies set on certain level will be more contrast with level color to better recognize them.  
« Last Edit: December 09, 2016, 06:13:28 AM by egor.botov » Logged

TonyManfredonia
Level 6
*



View Profile WWW
« Reply #24 on: December 09, 2016, 04:08:16 AM »

Neat looking enemy, there!

Reminds me of the "Plague Knight" from Shovel Knight ^^
Logged

Composer | Orchestrator
Website
Twitter

Soundtracks include:
Kharon's Crypt
Call of Saregnar
egor.botov
Level 0
**


View Profile WWW
« Reply #25 on: December 09, 2016, 09:26:59 PM »

//amanfr01// Thank you!

Added water collision and splash effects. Most of the enemies can float, but players should avoid it. They can't swim. When most of the tvs on level are destroyed it's additional threat.

Logged

egor.botov
Level 0
**


View Profile WWW
« Reply #26 on: December 26, 2016, 01:45:51 AM »

I was ill all last week but now I'm ok and back to work. It's time to show some basic but specific character abilities.
Here' push and pull //i will add tv friction dust and smash death effects later//


« Last Edit: December 26, 2016, 11:33:16 PM by egor.botov » Logged

egor.botov
Level 0
**


View Profile WWW
« Reply #27 on: January 08, 2017, 12:22:21 AM »

Hi guys! I finally completed most of the basic characters animation and started to work on level design. Early piece of new area.



+ more characters abilities. tnt and wall climb (particles explosion and tnt art are placeholders)
learnt sub emitters with few layers rain



for another character there is 2 button combo and experiment with blood effect. it's too distracting, but i like it, maybe it will stay for death effects.



« Last Edit: January 08, 2017, 09:24:42 PM by egor.botov » Logged

TonyManfredonia
Level 6
*



View Profile WWW
« Reply #28 on: January 09, 2017, 04:48:53 AM »

Man, those effects are spectacular.

Keep up the incredible work. This is like "Sword and Sworcery" only with a heck of a lot more action!
Logged

Composer | Orchestrator
Website
Twitter

Soundtracks include:
Kharon's Crypt
Call of Saregnar
egor.botov
Level 0
**


View Profile WWW
« Reply #29 on: January 15, 2017, 05:00:27 AM »

Thank you so much! Here's new big foe design i'm working now.

Logged

egor.botov
Level 0
**


View Profile WWW
« Reply #30 on: January 26, 2017, 09:18:19 AM »

Hi! I still mostly work on level design, hope I can show it soon. On the other hand shield ability is ready to be shown. Not the best shield block skills here, but I like how the encounter turned out, so decided to post it.

+ added camera effects

Logged

FrankyPro
TIGBaby
*


View Profile
« Reply #31 on: January 26, 2017, 12:18:31 PM »

This looks really promising!! Love the aesthetic!
Logged
tanis
Level 1
*


View Profile WWW
« Reply #32 on: February 08, 2017, 02:46:57 PM »

Man, this game is gorgeous! Would you mind to share how you're doing those rain drops that bounce when they hit the floor with unity?
Cheers!
Logged

egor.botov
Level 0
**


View Profile WWW
« Reply #33 on: February 08, 2017, 11:55:48 PM »

//FrankyPro// Thank you one more time!

//tanis// Thanks! Of course, it's pretty simple. The rain is parent object with 3 child particle systems. Each collides with different layer objects (background collides with level bottom, middle with level geometry objects, foes and characters, foreground with water level). Each of this particle systems has sub-emitters (additional particle systems) on particle death (in collision module lifetime loss = 1). The rest is just right settings. Hope this helps.

Here's more gameplay with rain Blink



And new (tutorial) area sneak peak // the room



 
Logged

sidbarnhoorn
Level 3
***


View Profile WWW
« Reply #34 on: February 09, 2017, 01:32:00 AM »

Looks awesome! Good luck with the development. :-)
Logged

Siddhartha Barnhoorn
--------------------
Award winning composer

Composed music for the games Antichamber, Out There, The Stanley Parable, Planet Alpha...

Website:
http://www.sidbarnhoorn.com
Bandcamp:
https://siddharthabarnhoorn.bandcamp.com
Twitter:
https://twitter.com/SidBarnhoorn
Fenrir
Level 3
***



View Profile WWW
« Reply #35 on: February 09, 2017, 02:53:57 AM »

Wow your art style is incredible, keep it up!
Logged

tanis
Level 1
*


View Profile WWW
« Reply #36 on: February 09, 2017, 07:36:49 AM »

Thanks for the reply Egor.. back to the rain.. (I'm very interested in that system you're using) I checked in Unity and you can turn on the collision subsystem and set a plane to collide with. Does that mean that you have one plane for each tile/block in your level? Or is there a smarter way?

Man, I didn't really see all the other options and that nice 3D/2D switch. I'm on my own now Wink
« Last Edit: February 09, 2017, 08:38:53 AM by tanis » Logged

egor.botov
Level 0
**


View Profile WWW
« Reply #37 on: February 09, 2017, 11:40:36 PM »

//sidbarnhoorn// //Fenrir// Thank you guys! Your support means a lot to me.

//tanis// In collision module it's world, 2d and you choose what it collides with. Also I would advice creating sub-emitters particle object with + button in sub-emitters module. For some reason creating it for yourself and dragging doesn't work for me. Maybe they fixed it in 5.5 , but I'm still on 5.4.
Logged

tanis
Level 1
*


View Profile WWW
« Reply #38 on: February 10, 2017, 12:43:00 AM »

Awesome! I've got it working, thanks for the tips! Smiley
Logged

egor.botov
Level 0
**


View Profile WWW
« Reply #39 on: February 16, 2017, 03:50:07 AM »

Character abilities update. Area pulsation heal and limited range fireball. (placeholder healed animation)

« Last Edit: February 16, 2017, 04:34:17 AM by egor.botov » Logged

Pages: 1 [2] 3 4
Print
Jump to:  

Theme orange-lt created by panic