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Ordnas
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« Reply #301 on: June 09, 2024, 11:44:05 AM » |
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Today I did a performance optimization pass, including lowering the sampling quality of volumetric clouds and reducing the quality of global illumination. I can again stay around 16.6ms /60fps on my target machine (i5/RTX 3060 at 1080p). Also for aesthetic tweaked the lighting to make it brighter and also tweaked the fog since it was blocking the view too much.
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« Reply #303 on: June 11, 2024, 11:13:55 AM » |
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By using the Invisibility Cloak I can make myself invisible so enemies don’t detect me. It’s useful when there are enemies in the rear, for example soldiers equipped with crossbows. I need to remember to update the archer character model, it’s currently a placeholder.
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Schrompf
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« Reply #304 on: June 12, 2024, 01:42:13 AM » |
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All of this looks so cool. I'm really curious where you're taking this. Sort of Monomyth?
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Snake World, multiplayer worm eats stuff and grows DevLog
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Ordnas
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« Reply #305 on: June 12, 2024, 12:00:10 PM » |
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All of this looks so cool. I'm really curious where you're taking this. Sort of Monomyth?
Thanks, I'm glad you like it! Unfortunately I haven't played Monomyth, but basically my game is more of an action with RPG elements and less of a dungeon crawler.
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« Reply #307 on: June 13, 2024, 11:28:38 AM » |
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Often using Possession Ability as the only way to kill the possessed enemy can be a good alternative strategy. The slowdowns you see in the video were before the optimisation, they don't happen anymore fortunately (for now).
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« Reply #309 on: June 15, 2024, 11:14:15 AM » |
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Enemy soldiers are among the first enemies the player encounters in the game. While they are not too difficult to defeat, they are not to be underestimated when there are more than one of them.
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« Reply #311 on: June 18, 2024, 11:39:52 AM » |
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Dodging consumes a lot of stamina and is not recommended to use it too often. By design I have decided that its consumption is high because in this game the dodge is very fast (compared to the average action game) and using it too often might be too overpowered to use. In future I will have to add visual and sound effects as feedback for when you use the dodge.
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« Reply #313 on: June 21, 2024, 12:29:42 PM » |
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Fighting a skeleton enemy. They are among the first enemies you encounter in the game. If they see you from a distance, they start running and perform a running attack. Relatively easy to kill when alone, they are not to be underestimated when there are many of them.
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« Reply #315 on: June 26, 2024, 12:24:25 PM » |
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The Silver Knights are the first enemies that can give the player a hard time at the beginning of the game. Their attacks can kill the player in a few hit. A good strategy is to strike them from behind, for example by using the invisible cloak skill.
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Thaumaturge
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« Reply #316 on: June 27, 2024, 07:24:05 AM » |
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It's been a while since I visited this devlog!
And wow, the game has come a long way since then--especially in level-building and art, it would seem! Good work thus far, I do think! ^_^
Also, the weather-changing mechanic is very cool, and adds, I think a nicely-mystical air to the proceedings; the world itself being in sympathy with this one person as they undertake a great quest. ^_^
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« Reply #317 on: June 27, 2024, 11:08:06 AM » |
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It's been a while since I visited this devlog!
And wow, the game has come a long way since then--especially in level-building and art, it would seem! Good work thus far, I do think! ^_^
Also, the weather-changing mechanic is very cool, and adds, I think a nicely-mystical air to the proceedings; the world itself being in sympathy with this one person as they undertake a great quest. ^_^
Thank you Thaumaturge, your feedback is always helpful and I appreciate it! I'm glad you like the new progress on the game. 
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« Reply #319 on: June 28, 2024, 11:45:27 AM » |
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In indoor areas the brightness is low, so I added a small light around the player, very similar to the light in Dark Souls. I’ll probably remove it, in a first person view it doesn’t look good especially if you have an enemy in front of you, the light illuminates the enemy in an annoying way. I’ll place more torches to increase overall visibility.
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