iggie
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« on: October 06, 2009, 09:35:03 AM » |
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Spice RoadUpdate 21-11-2013Happy to say Spice Road is complete, polished and out the door! On sale now after a long and winding development. http://www.aartformgames.com/games/spice-roadUpdate 24-09-2013Check out the latest Spice Road video trailer & please upvote our Greenlight page! Spice Road Video Trailer + GreenlightUpdate 16-05-2013For all Strategy/Town Building/Economic Sim fans, the Spice Road Demo is now freely available for download. Free Spice Road Demo
Beta version available to Preorders: New features in Beta 0.200 - 32 Upgradeable Skills and Abilities + Sandbox Freeplay Map Generator.// Older post below New ScreenshotsPlease feel free to critique anything and everything on my log, that's why I'm here
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« Last Edit: November 21, 2013, 02:29:13 PM by iggie »
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Hima
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« Reply #1 on: October 06, 2009, 07:03:18 PM » |
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I'm confused. Judging from the name, I thought this will be a tycoon or sims-liked kind of game. But then you have this soldier that could kill his friends Which mean I can't wait to hear more about this .
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iggie
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« Reply #2 on: October 07, 2009, 12:21:58 AM » |
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Well you do have to defend yourself, and strike out new trade routes through bandit infested deserts and forests
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Destral
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« Reply #3 on: October 07, 2009, 12:30:23 AM » |
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An interesting theme. Are you going with the actual Europe-Asia trade routes, or is it a more general 'anyworld' setting?
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William Broom
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« Reply #4 on: October 07, 2009, 01:15:21 AM » |
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I think this is an awesome idea. The setting is one that I really like but is not explored very often.
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iggie
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« Reply #5 on: October 07, 2009, 12:52:58 PM » |
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The setting is an alternate world, using the culture and technology of the Napoleonic 18th Century, but mixed in with the Medieval Silk Road feel - it is the world as it could have been if the naval routes hadn't killed the land routes. There are even a few shades of the colonial wild west of the same time period, especially when it comes to town building and roaming bandits.
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Alec S.
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« Reply #6 on: October 07, 2009, 08:36:42 PM » |
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This game looks pretty cool, and I like the art style you've got going. I would say that I tend to have a reflex against playing any games with "Tycoon" in the name. If you put Tycoon in the name, people are going to have a certain expectation of a type of game play that it sounds like you're not going with. It's like putting "Tactics" in a game's name. Even if the game is tactical in nature, it shouldn't have "Tactics" in the name unless it's a turn based strategy/rpg hybrid.
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iggie
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« Reply #7 on: October 07, 2009, 11:52:32 PM » |
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malec2b - I know what you mean, I am trying to stretch the genre's a bit. It is much more of a Tycoon game than an RTS, and also is quite a Sim. The actual trading is not too overbearing, with as much emphasis on diplomacy and combat. So while the game remain officially unannounced I can still change the name, so what genre is Tycoon+Combat+Trading+Sim ?
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William Broom
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« Reply #8 on: October 08, 2009, 03:44:41 AM » |
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Why can't you just call it 'Spice Road'? Game titles that include the genre of the game are always boring anyway.
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shrimp
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« Reply #9 on: October 08, 2009, 04:19:13 AM » |
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Will the game have badass alternate history mongol raiders/allies? It better have...
Name wise you could give it something pseudo-historical, like "The Karakorum Trading Company" or something better (by analogy to the Dutch East India Company). There must be some more Victorian trading company names that can be Silk-Road-ised.
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iggie
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« Reply #10 on: October 08, 2009, 12:23:21 PM » |
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Cool ideas, I would love to have mongol raiders as a playable class for some scenarios The combat is much more raider/ambush focused rather than simple territory grabbing, so raiding is an important gameplay technique, and mounted lightning raids on villages and caravans are a good way to go about it - making a quick getaway before the colonial troops arrive! I'll take "Spice Road" as a working title for the time being - I've got about 100 alternate titles I tried while thinking up ideas for this so I think I need to just move on and let my subconscious mull it over some more.
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shrimp
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« Reply #11 on: October 09, 2009, 09:42:28 AM » |
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Sure man, I know how it is, I was just getting carried away
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iggie
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« Reply #12 on: October 10, 2009, 01:36:24 PM » |
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After a crash course in animation I got my musket soldier in engine. I am always surprised just how hard it is to do animation! Now with some placeholder units working I can get back to making some buildings.
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Plasticware
Level 1
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« Reply #13 on: October 10, 2009, 03:33:47 PM » |
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Reverse the arm motions - left arm should go back when left foot goes forward, and same for the right. This should help your animation a lot.
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iggie
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« Reply #14 on: October 11, 2009, 02:27:50 AM » |
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Ha! Thanks Plasticware Nightmare, I was paying so much attention to the keyframe positions I got my arms in the wrong phase to the legs. I'm glad I posted the video Also reminds me to preview the anim more often in more than just front/side views.
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« Last Edit: October 11, 2009, 03:23:31 AM by iggie »
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Nate Kling
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« Reply #15 on: October 11, 2009, 03:27:34 PM » |
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there's something really interesting about that style of graphics. Looks like it could be an interesting game and the walk cycle is looking good already!
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iggie
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« Reply #16 on: October 13, 2009, 01:43:06 PM » |
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Started on buildings, on reflection I think 3000 polys is too many, and I'll leave more of the twiddly detail in the texture in future. Only the red roof one is new - others are placeholder...
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iggie
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« Reply #17 on: October 22, 2009, 01:52:20 PM » |
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I've done my first press announcement on this game, and in the end I dropped 'Tycoon' and went for the much shorter title Spice RoadOtherwise I have been marching through building lots of meshes to populate the towns, and have begun translating my GUI mockups into actual code. I have dropped from 3000 to 1000 polies on the town models - but hope to get more detail and variety in the textures later. View Full SizeNow I feel like I am going to get deep down into the coding forest - building tables and forms, buttons and panels, maps and inventories - and it may be a while before I come to a place where I can catch sight of the gameplay again. Apparently this is quite normal in game dev, a long doldrum of building before it really gets playable. Ah well, lots to get on with
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iggie
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« Reply #18 on: December 21, 2009, 02:58:54 PM » |
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I've been making horses, not as tricky as I thought they would be - although I know the anatomy freaks will hate them. In a turnaround on my normal modelling work-flow I modelled from hi to lo poly on this one rather than carefully handcrafting the polies one by one to make the lo-poly mesh from scratch. I needed to add a couple of extra polies around the leg joints but other than that the automatic mesh reduction from MeshLab did the job well.
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Mogget
Level 1
Manbabysitter
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« Reply #19 on: December 22, 2009, 03:13:46 AM » |
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Those are some fine horses you have there, good sir! Now you just have to get the animation right.
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« Last Edit: December 22, 2009, 06:49:38 AM by Mogget »
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Hurray for shameless promotion!
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