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Vapourware [WiP]Zodiac Legion, a medieval fantasy take on X-COM

Discussion in 'Codex Workshop' started by Galdred, Jan 22, 2014.

  1. Jaesun Fabulous Moderator Patron

    Jaesun
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    I like the squares better. The circles as HP just seem odd to me.
     
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  2. Ninjerk Arcane

    Ninjerk
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    I don't suppose it would make any difference to me.
     
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  3. Galdred Studio Draconis Patron Developer

    Galdred
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    And concerning the trees, would you prefer larger ones cut down to one hex on a toggle, or smaller "supermarket christmas tree" ones?
     
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  4. Jaesun Fabulous Moderator Patron

    Jaesun
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    The regular sized trees look fine. What is their function? I assume they block line of site and walking?
     
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  5. Ninjerk Arcane

    Ninjerk
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    I think in the long run it doesn't matter much if you're only handling them as an abstraction a la Warcraft:Orcs and Humans or similar RTS types.
     
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  6. Galdred Studio Draconis Patron Developer

    Galdred
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    That's the problem with trees : I don't like the idea of them blocking movement (I mean, it would work in a jungle, but it makes no sense in a forest : trees never form a labyrinth, and that makes them redundant with walls).
    So if going with smaller trees, I would prefer them to block sight, and just hamper movement (like make the hex cost more MV for footmen, and make it impassable for larger creatures), but it is a bit hard to convey graphically, so they will block LoS and movement in the whole hexagon so I will run some tests ASAP to see how best it can work.
     
    Last edited: Jun 11, 2015
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  7. Galdred Studio Draconis Patron Developer

    Galdred
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    Here is a version where trees don't hamper movement at all (the cost of moving around them is already factored in the forest cost), but do provide cover :
    [​IMG]
    I placed them on Tile corners so that it is obvious they are non blocking. The main advantage is that we can have a denser forest without turning movement into a clusterfuck, which means that trees can have a much greater impact on LoS. The board is not very readable when the trees are too densely packed, but as very few tiles will be blocking (only rocks, walls, which would be obvious) in forest, and health appear on top of trees (but the faction needs to be easier to see through trees), that should still be OK (I will still add the option to cut trees to a more manageable height : maybe I will reserve the larger trunks for this purpose) .
     
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  8. Jaesun Fabulous Moderator Patron

    Jaesun
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    That looks fine to me.
     
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  9. Galdred Studio Draconis Patron Developer

    Galdred
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    Normal forest view :
    [​IMG]
    "chopped down" forest view :
    [​IMG]
    That should be clear enough, but I will also add transparency (for a more "natural" transition). Lines of sight will be displayed with an overlay.
     
    Last edited: Jun 13, 2015
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  10. LordArchibald Silver Lemur Games Developer

    LordArchibald
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    It reminds me of an old Polish game "God's of Vikings". There were two sides, the gods (good) protecting the Yggdrasill (sacred tree) and giants + evil gods (Loki, Hera) that were storming Midgar via the prismal bridge. All of this (the god's land) was floating in void which was looking quite cool.

    Check the screens:
    http://portal.strategie.net.pl/inde...catid=20:recenzje-gier-planszowych&Itemid=119


    Maybe, if you haven't decided it yet, you could retheme the game to norse legends? These should fit your project, plus you would have memorable characters and a rich backstory "for free".
     
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  11. Galdred Studio Draconis Patron Developer

    Galdred
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    Actually, I had started from Norse legens, but we moved away from that because we wanted to have a dozen different factions that could align with either of the 2 major sides, or remain neutral. So we ended up with the zodiac themed champions + it helped give each faction a distinctive look (so basically, we change the lore whenever a gameplay or artistic change requires it, it might not be the best approach to world building, but it's more efficient to do it this way, as lore can be fixed pretty late in the development cycle). I need to update the first post with the new lore (it is basically a civil war between the 12 guardian orders of the Empire ).
     
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  12. Ninjerk Arcane

    Ninjerk
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    That's where great settings come from, dammit. :rpgcodex:
     
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  13. Does your game support 32-bit graphics for sprites?
     
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  14. Galdred Studio Draconis Patron Developer

    Galdred
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    Actually, the game uses indexed 32 bits graphics (ie, a limited color palette, but the color themselves are 32 bits). It made palette swapping easier (to add more variety to the look of the armors, which both allows customization, and makes it easier to tell stronger opponents from other).
     
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  15. I can't tell 100% for sure, but it doesn't look like you have an 8-bit alpha channel for sprites.

    Also, those trees need shadows.
     
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  16. Galdred Studio Draconis Patron Developer

    Galdred
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    Indeed, the alpha channel is mostly use by the engine to make some objects transparents when needed (trees and walls on mouse over for instance, but I may make them transparent when someone is behind one too).
    Indeed, they alreay have shadows as sprites, but I will need to tweak the direction of the sprite shadows(characters and walls shadows is obtained from transformations, by applying a shear and scaling to the original sprite) to be consistent with the shadow of the trees so that they don't clash, or generate tree shadows the same way as character shadows.
     
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  17. Are you developing on a Mac? Colors look a bit washed out. Is your gamma set correctly?
     
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  18. Galdred Studio Draconis Patron Developer

    Galdred
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    I am developing on a PC. Which parts exactly do you find washed out? The ground? The armors (there are a lot more color schemes available, I just need to export everything, and set it up before they become usable in game)? It might be the contrast with the forest background (we only had dungeons interiors when the character sprites were drawn).
     
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  19. Galdred Studio Draconis Patron Developer

    Galdred
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    But actually, the character appearance can be customized, so you can choose another set of colors if you prefer :
    There are about 8 sets of color for each piece. The plan is to have an armor customizer like in neuXCOM where you can choose the exact piece and the color set you want for the greaves, vambraces, breastplace for each character armor (you will obviously be limited to the armor pieces that match the armor type, ie plate, leather...).
    I just need to slap a proper UI on top of the existing functionalities.
     
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  20. I was mainly talking about the environment, such as the grass, trees, dirt, etc. The colors are a bit unsaturated and light, leading me to believe the gamma was off. Here's a version that I think looks better:

    [​IMG]
     
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  21. I have to admit that I liked the "unsaturated" version a bit more.
    But that's just my personal preference.
     
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  22. LordArchibald Silver Lemur Games Developer

    LordArchibald
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    You have to do something with the units behind the trees (obstacle turns transparent?) Will there be zoom option?

    I would add some icons to units (strength), not just health.
    Also, have you considered making the battlefield smaller and units bigger?
    How about adding "miniatures base"? It would give it the playfull feeling (plus you can add some icons/info to the base).
     
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  23. Cosmo Arcane

    Cosmo
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    It really doesn't.
     
    Last edited: Jul 31, 2015
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  24. Galdred Studio Draconis Patron Developer

    Galdred
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    There already is a zoom*2 and zoom*3 option. Zooming out looks horrible, and is too small to be usable (so a minimap would achieve the same, without looking gross), and the zoom*1 already shows a lot of the battlefield.
    For the units behind the trees, I am not to sure about the best way to do it :
    Currently, hovering the mouse on an obstacle makes all of them transparent, and hitting the "o" key chops trees and walls.
    I could make the obstacles with someone behind transparent, but that would not be enough (in case you need to see the ground).
    I will have to put that in a separate info window, as it would clutter the view (strength would depend on a lot of factors : armor, range, attack value, defense, "spirit"...).
    I will probably just add a spirit bar to the characters, (Edit) and a level indicator.
    The character size will stay as is (I mean, making them bigger relative to the hexes would mean redoing all the animations...). There are several reasons why we needed big hexes :
    1) We wanted to have one hex represent around 3meter diameter (because we wanted range to go up to something like 12 tiles, and having max range = 12 m would make little sense
    It also makes it easy to accept that characters can pass through an inoccupied hex.
    2) We wanted to be able to have large creatures or mounted warriors in an hex, even though there won't be any at launch (unless we reach the relevant KS stretch goal)
    The total size of the battlefield is not set yet.
    The animation wouldn't work with bases either : we opted for a "realistic" representation over a boardgamey one, as I think it makes immersion easier.
    I am considering adding bases on the strategic layer, though.
     
    Last edited: Aug 4, 2015
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  25. Jaesun Fabulous Moderator Patron

    Jaesun
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    If you don't have anything to share and just going to shitpost, go to the other forms. thanks.
     
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