Ularis Badler
Arcane
- Joined
- Mar 17, 2021
- Messages
- 283
This is a really exciting update for me as we get to see Archrebel's improved fog-of-war effect and its first BOOMS!
This is a really exciting update for me as we get to see Archrebel's improved fog-of-war effect and its first BOOMS!
This is a really exciting update for me as we get to see Archrebel's improved fog-of-war effect and its first BOOMS!
Are you planning on having the smoke linger after an explosion, and then have an affect on the troops?
I always liked that with X-Com's various rockets and grenades. Burnin' down the trees and having what remains choke in smoke.
EDIT: The game looks great so far, each video brings even more hype!
I appreciate your words. It's good knowing that at least some people think I'm doing something right.This looks more awesome every time you post a video. Nice, man!
I believe it can strike the hearts of a generation of people old enough to have played games back in the 80s. The Speccy has a premium place in my heart as well. It feels damn good knowing more people share the same feelings. Thanks a bunch for your comment!The presentation layer (in other words - graphics) is absolutely top notch. It really brings back memories of ZX Spectrum games which - at least for me - is a good thing since this microcomputer will always have a warm place in my heart.
Here's to hoping the rest of the game will be equally satisfying!
I'm using Unity. I gave up on building my own engines the minute I started using Unity 2 years ago. I regret not using it sooner. It does come with its share of problems though but I reckon it provides more in return and the power to explore so many cool visual effects. I really love its particle system. Cheers!Out of curiosity - do you use any popular engine to develop your game in or is it your creation from the get-go? It's immediately clear that it doesn't have that mobile "Unity trash" look.
Yes, every unit will be voiced. I just did the Assault droid to develop all the necessary code to integrate the sound system. I'll record more sounds in the future. Making robotic voices is easy but I'll have to see if I can handle the other voices myself. I have some experience doing impressions of people so I can throw in some different voices, my problem is that I'm just recording with my Hyper X Cloud II headset mic; not exactly a good mic for the job. I'll probably have to invest in a mic for voice acting or hire someone altogether.I really dig the robot's lines. They give off a nice 80s sci-fi feel.
Will the troopers and other unit types have voiced lines?
Wow, it really doesn't look like Unity. I understand your reasons. It's not like I have something against Unity itself - I've written my share of unfinished games in Unity myself - it's just I almost always can say if something is created in Unity or not. Anyway, more power to you!I'm using Unity. I gave up on building my own engines the minute I started using Unity 2 years ago. I regret not using it sooner. It does come with its share of problems though but I reckon it provides more in return and the power to explore so many cool visual effects. I really love its particle system. Cheers!Out of curiosity - do you use any popular engine to develop your game in or is it your creation from the get-go? It's immediately clear that it doesn't have that mobile "Unity trash" look.
I deeply appreciate the vibe of your words! The game will feature a large hand-craft campaign and I want to include a mission-generating system before I can consider a true mission editor. The mission-generating system will likely create procedural single missions and campaigns based on criteria defined by the player to boost replay value. This is something I still need to think about and that will only take further thought into after I complete the game's mechanics. Co-op is also another feature that is part of the game's core which will let players to play any single mission or even the main campaign with other players.Man, this is coming together very nicely. I love the attention to detail and all the little touches you're putting in, e.g. weather effects, screen shaking on detonations, etc. I really hope the game will be a success *and* I also hope you'll release mission pack add-ons later on, or maybe even an editor?
The main campaign should start easy and become harder as conflict intensifies. The failure and success of missions will also impact future scenarios, so we are talking about a dynamic campaign here. I want to include a mission-generation system for single missions and procedurally-generated campaigns as well. I haven't set any limits to the types of game modes. A "hold the fort" (endless waves) could also be interesting but it all depends on how the game will fare as my wife is the only one barely holding us together until Archrebel can profit. I'm still in a "comfortable" zone but there is so much longer we can hold this plan together. Hopefully, all will turn out oki-sh.How difficult will be the game? Is campaign going to start easy and later become hard? Are there going to be some difficulty modes like casual, ironman? Is there going to be a tutorial or practice/skirmish mode? Endless waves? Can one be able to switch the sides and play as bad guys?
And here are the smoke grenades; just finish implementing them.