Update #78: New Preview Images from The Dark Arena + Update On New Sprites!
Hello everyone! In the past month, I worked on a bunch of things for KotC 2, including some encounters of the upcoming module The Dark Arena, new soundtracks, text-to-speech AI, 3D asset purchases, and the 3D tools that can be used to create sprites from 3D models. I also worked on version 1.67 of KotC 2, but it's not ready yet as I'd like to add some more things before I release it.
On the graphics front, I'm planning to improve the character-creation interface so that your choice of race and gender will automatically display something that's appropriate for your character.
I'd like to add modular sprites for dwarves, just like I added modular goblins earlier. I've already got the required artwork from the Medieval Underdeep pack of
PVGames. However, it's a bit limited when it comes to weapons for dwarves: there's only a sword, handaxe, battleaxe, greataxe, off-hand axe, and some shields. I guess it's not a big issue. For example, the greataxe sprite could be used when wielding a halberd.
For the Centaur, I recently purchased some very nice animated 3D models that I'm planning to turn into isometric sprites. I've got a
male centaur,
female centaur, and another
male centaur.
For the Mantis, I haven't found a really good 3D model on the 3D asset stores. There's a free
Mantis model on
OpenGameArt that I've been working on a bit using the 3D tool
Blender; I might just use that model if I can't find someone to create a better one. I did contact a couple of 3D creators recently, but they didn't reply. I ended up buying a good bunch of animated 3D models from three online retailers.
You may be wondering why I should be acquiring 3D models for a sprite-based game. That's because it's much easier to create large sprite sheets using animated 3D models, which can be scaled up and rotated at will. That's particularly true for high-resolution sprites with eight possible orientations.
Anyway, for the Mantis, and possibly a few other models like the
Mimic or even this
six-armed creature, if you know 3D animation and you'd like to help with animating that model, or improving the texture, please email me at
enquiries@heroicfantasygames.com. Thank you!! Or if you know someone who might like to create a four-armed Mantis model for the game, please feel free to drop me a line.
For the Drake, I might use one of the winged gargoyle models which I purchased recently.
Here's the list of the models I've acquired together with their Youtube links:
Animals Pack (includes a Scorpion, Crab, Frog, Crocodile and other animals),
Beetle,
Six-Armed Naga Queen / Marilith,
Hell Watcher / Evil Eye (includes a boss version and minion version),
Hydra,
Snake,
Basilisk / Snakefolk,
Male Centaur,
Female Centaur,
Soul Eater / Babau,
Gargoyle / Devil,
Gargoyle / Drake,
Stone Gargoyle,
Mummies pack,
Genie, and
Fairy.
I've also got the following free models:
another Male Centaur,
Demon Girl,
Bear,
Tiger,
Felguard / Satyr, and
Warriors. Finally, I've got some monster sprites from PVGames that I might add to the game at some point, including the Dragonfly, Hungry Plant and others.
Separately, on the music front, I've been given the excellent
Fantasy Open World RPG music pack as a gift from
BlackMid. Thank you so much, BlackMid!! Using that music pack, I've created two new soundtracks that will be used in the upcoming KotC 2 modules. From my earlier music-pack purchases on
Humble Bundle, I still have many other music files to convert to the OGG format. We'll definitely have a lot of new music tracks in the new modules!
On the sound effects front, I've purchased the
Swordfighter sound pack. I'm thinking to use that sound pack to play male and female warrior shouts and screams when a character achieves a Critical Hit, or when defeating a foe. There will be an option to turn that effect on and off, and maybe also a new option to turn off the existing voice effect that is played when combat begins.
The music pack from
Ovani that I bought earlier also contains a bunch of monster voice effects for Goblins, Trolls, Orcs, Naga creatures, Demons, Dragons, Skeletons, Zombies, Ghosts and other monsters. I'm planning to add some of these to the game.
Finally, I've been looking into the Tortoise text-to-speech AI voice tool using the
Jarods Journey Youtube videos. I'm not sure yet if I'm going to be able to make use of it. Still, it would be cool to have a voice for some parts of the story and dialogues, especially if I can have a proper voice for a dwarf, an elf, a villain, etc. I'll have to spend more time on this to find out.
Next Steps for Knights of the Chalice 2
The next development steps are the following:
- Continue work on the encounters, monsters and scenario of the upcoming KotC 2 module.
- Work on the conversion of 3D models into isometric sprites, and on the modular dwarf sprite.
- Work on voice effects for Critical Hits and monsters, text-to-speech AI, and new soundtracks.
- Implement new features such as new monster abilities, subraces, feats, familiars, and items.
- Fix any remaining issues mentioned on Steam, GOG, heroicfantasygames.com, and by email.
If you find bugs or if you have any feedback, thoughts and suggestions, please feel free to let me know here, or
in the Forums, or by email at
enquiries@heroicfantasygames.com. I appreciate it!
Thank You For Your Steadfast Support, Fearless Mages And Warriors Of The Realm!!
Even If You Get Only Three Wishes From The Genie, I Wish You All The Best For The Year Ahead!! ^_^