Ularis Badler
Arcane

- Joined
- Mar 17, 2021
- Messages
- 217
Week recap. I've worked extensively on the GFX side. Let me know if those ray lights are potentially annoying. Cheers!
Here is another update. It revolves around aliens showing their new spitting GFX and the new sprites for their dead bodies.
Usually, I use existing elements to create new sounds, but this one I had to create from scratch, I vocalized the spit itself and used a diet coke for the acid sizzling.
Here is another update. It revolves around aliens showing their new spitting GFX and the new sprites for their dead bodies.
Usually, I use existing elements to create new sounds, but this one I had to create from scratch, I vocalized the spit itself and used a diet coke for the acid sizzling.
Why is it that when something receives damage it's visualized as dozens of 2s? It's ok in low numbers but you can see it takes a while if something has a lot of health, and it would be more spectacular to blow away a squad or mech in one go I think. Is it a Rebelstar thing?
I'm not sure what you mean. Are you referring to the subtle pulsating of the collision signature circles? Hardly epileptic, from what I can gather on the issue.If you mean the strobing circles, yes its a bit too epileptic imo
Thanks for the praise. I have to keep it simple from a management point of view since I'm doing everything by myself. The old tileset would contradict the story with the world setting tied to the game, which is set on an alien planet. Also, the new tileset is still far from complete; I plan to add a staggering amount of new GFX, including new biomes. Cheers!I'm digging the visuals a lot too.
Here's an idea. Can you offer a setting to use the tileset from previous versions? Both look great, just in different ways.
That was something I pondered for some time before deciding to stay with the flat terrain. I don't think I will consider height maps unless I come up with a story plot that could greatly benefit from it. Nonetheless, I'm exploring the ability to have height layers that could be loaded one at a time, like loading an underground level when going inside a bunker or a cave. It will all come down to how the story will unfold. Cheers.Is there height used on the terrain or are the heightmap-esque tiles (like the rock formation in your latest video) just for aesthetics?
The worst thing you can do as a developer is to waste your players' time.On average, it takes about 1-4 seconds to process all the damage, which tends to be less time if compared with the XCOM franchise with its cutscenes. Another aspect that this mechanics trigger is the expectation factor when dealing with heavy amounts of damage. You will find yourself wishing for damage to endure for the longest amount of time; you won't just wait but wonder how much damage shots can pull off.
I understand that this may be annoying/weird, especially for a younger generation of people. But the aim of Archrebel is to keep Rebelstar's essence, sending strong nostalgic vibes to all those who love Rebelstar. Cheers.
You make good points here, but:The worst thing you can do as a developer is to waste your players' time.On average, it takes about 1-4 seconds to process all the damage, which tends to be less time if compared with the XCOM franchise with its cutscenes. Another aspect that this mechanics trigger is the expectation factor when dealing with heavy amounts of damage. You will find yourself wishing for damage to endure for the longest amount of time; you won't just wait but wonder how much damage shots can pull off.
I understand that this may be annoying/weird, especially for a younger generation of people. But the aim of Archrebel is to keep Rebelstar's essence, sending strong nostalgic vibes to all those who love Rebelstar. Cheers.
Turns that can't be sped up, animations that can't be skipped, unskippable dialogue, long loading times, etc. you get the picture.
It's the cardinal sin of game development to think yourself more important than your players' time - "I made this so you WILL look at it in full length!".
"It's just a few seconds" - seconds that will add up VERY quickly.
No, this doesn't have anything to do with generations.
I get including something like that for nostalgic reasons, that's fine - I actually think it's pretty cool.
But once the nostalgia/novelty (depending on player, heh) effect has worn off, you are just wasting players' time by not at least making stuff like that opt-out.
Why do you think mods like "Stop wasting my time" for XCOM have the highest number of downloads?
It depends, I'd say.It can be a problem for sure but I wouldn't rate it as the worse thing.
Maybe?Here's the thing, it would be real a problem for real-time shooting games or turn-based games like action roguelikes. This is not a game you will be firing every single turn with every unit, and you will be saving far MORE time here than in most tactics games where you only get to move one unit at a time.
Nah.I have to profoundly disagree here. The younger generation of people is less prone to understand Archrebel's concept and they are the ones that ask questions about units being turned into circles and why damage isn't instantly applied. The older generation of people who played Rebelstar or Laser Squad immediately see what is happening and actually tend to praise it.
Yeah. I think Increasing the dividers for HP can be useful as I described in the post above.just some feedback as someone who plays thousands of hours of tactical games, at some point I just disabled the animations to speed turns up. having some kind of speedup ingame option can be a nice QOL for your hardcore users
Thanks! The shuttle is only used for plot developments, you can't control it.Looks cool. Can you squish aliens with it?
This is the 'Bastion' ability that Tank droids come with:
This is the 'Bastion' ability that Tank droids come with:
Not sure if this bothers you or not but you've got a typo in one of the first title screens of your video where you talk about "Tank Droinds". At least one other in there like "exagerated" instead of "exaggerated". Imo, type your text into Word or something first and run spellcheck.