infidel
StarInfidel

- Joined
- May 6, 2019
- Messages
- 426

I'd imagine early humans had nothing to fear from above, which is still mostly the case with some exceptionsAFAIK why that happens isn't known

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I'd imagine early humans had nothing to fear from above, which is still mostly the case with some exceptionsAFAIK why that happens isn't known
I strongly suggest playing The Last Remnant, it managed to create a nice system where you issue orders to squads and let them decide the rest.![]()
I'm making a new game in the Himeko Sutori engine. I'm still calling it Septaroad Voyager (a play on Octopath Traveler), but I'll probably change the name. The main concept, the Tactic system, is similar to Final Fantasy XII's Gambit system where you give your party members a sort of program to follow, but I'm going to give the characters a bunch of abilities that interact, sort of like Final Fantasy XIV or World of Warcraft. So one type of attack might give a status effect that will give a bonus to a different attack, possibly from a different character class, and you'll want to set up your tactics accordingly.
Here you see 4 characters (out of a maximum of 7) fighting a slime. Nothing here is faked. HP bars, damage popups (not shown), attack timers, attack animations, controller input, k&m input, equipment, skill unlocks, character classes, tactic management, and potions are all working. And I'm trying to polish things up really well as I go (as opposed to the original Himeko Sutori approach where I left things barely functional and tried to come back to them later). The HP bars here are really dominating the scene and it's hard to see what's going on behind them. I based them on the FFXII health bars, where fewer characters take up a larger portion of the screen. I think I'll need to take a look at health bars from RTS and MOBA games instead.
Implemented flight controls (and anti-gravitational Chinese takeout).
Implemented flight controls (and anti-gravitational Chinese takeout).
How is this going to work? It's not like there are any control surfaces or aero forces on a flying car, except for drag. Looks very atmospheric though.
Nice pumpkins. Have you updated the UI too since your last post?Content I recently added to Redaxium.
![]()
The person is a trader who accepts bodyparts for candy.
Nice pumpkins. Have you updated the UI too since your last post?Content I recently added to Redaxium.
![]()
The person is a trader who accepts bodyparts for candy.
I don't know if you're specifically going for weirdness over ease of "reading" the scene, but I think the jack-o-lanterns would be easier to see if the insides were yellow or illuminated somehow.
I cannot finish developing my games, I always have new ideas![]()
Feature creep is the bane of game development.I cannot finish developing my games, I always have new ideas![]()
I cannot finish developing my games, I always have new ideas![]()
im gonna try creating something simple in godot. looks very promising (the tool that is, i havent started anything yet)
anyone tried it?
Godot is fantastic. I played with it just a bit, but docs are good, internal scripting language is really nice, and if you know python it just works. Being able to easily write parts of logic in c++ and plug that in is good as well.im gonna try creating something simple in godot. looks very promising (the tool that is, i havent started anything yet)
anyone tried it?
Godot is alright. You have to get used to thinking in terms of the built in nodes, but once you have them down it's great for rapidly prototyping ideas. The scripting language is cleanly designed and easy to pick up. It has some heavy limitations for 3D right now. The biggest one is major stutter due to lazy shader compilation. Even their demo projects suffer BADLY from it You can hack a workaround by rendering objects with every shader you will use offscreen at startup, but that's self-evidently absurd and wastes dev-time.im gonna try creating something simple in godot. looks very promising (the tool that is, i havent started anything yet)
anyone tried it?
If you want to make a 3D game, and you're most comfortable in C#, it sounds like Unity would be a natural fit for you.thanks for the replies, all.
it would have been fun to try something 3D, but I'll hold off on it until they've improved it. 2D it is
as for the scripting part, since I use C# professionally in my work, I'll try hooking up VS Code
You can use c# with godot.thanks for the replies, all.
it would have been fun to try something 3D, but I'll hold off on it until they've improved it. 2D it is
as for the scripting part, since I use C# professionally in my work, I'll try hooking up VS Code