Dorateen
Arcane
I was just thinking today about bumping this thread to check on the status off this project. Sounds good, and best of luck moving forward.
I was just thinking today about bumping this thread to check on the status off this project. Sounds good, and best of luck moving forward.
Sorry for showing no face these months, as i had a terrible encounter with covid-19 and had to deal with lots of other crap.
The development of game was paused for like 2 months, until I had to get through corona, full relocation and full job obligations.
I'm fully working on the game now, like 1 month now, although due to job obligations, the development volume is decreased a bit.
I've mostly worked on game's feedback from V1 demo and you can already verify in the short GIF below that combat become
speedier and I also improved the event system (monster leaving a key).
However, due to the big pause, I realized that my code base is in need of serious refactoring, removal of bloat. I had to take
a break to realize this So, a lot of time is allocated on simplifying the game's code base internally, allowing more room for
the increased complexity that will certainly arise during the content's production. It has to be good enough then. The work on
feedback from V1 make this apparent.
Regardless, rest assured that work is continued.
The coming V2 will provide an extra level in the game's (only dungeon), with more traditional cRPG logic and more complex puzzles!
In the meantime, check the little GIF
Sorry for showing no face these months, as i had a terrible encounter with covid-19 and had to deal with lots of other crap.
The development of game was paused for like 2 months, until I had to get through corona, full relocation and full job obligations.
I'm fully working on the game now, like 1 month now, although due to job obligations, the development volume is decreased a bit.
I've mostly worked on game's feedback from V1 demo and you can already verify in the short GIF below that combat become
speedier and I also improved the event system (monster leaving a key).
However, due to the big pause, I realized that my code base is in need of serious refactoring, removal of bloat. I had to take
a break to realize this So, a lot of time is allocated on simplifying the game's code base internally, allowing more room for
the increased complexity that will certainly arise during the content's production. It has to be good enough then. The work on
feedback from V1 make this apparent.
Regardless, rest assured that work is continued.
The coming V2 will provide an extra level in the game's (only dungeon), with more traditional cRPG logic and more complex puzzles!
In the meantime, check the little GIF
I just had a doubt, it's Turn-Based, right?
Because the way it plays in the animated gif is weird, clicking on the weapons like in the RT blobbers isn't very ergonomic.
Might & Magic did it right with a fast combat button (same for every party member) + shortcut for fast combat (attack) + quick action (+shortcut) + spell button (+shortcut).
So, instead on clicking with characters weapon, you use the same button for everyone: fast combat+ spells or just quick combat for everyone.
fast combat= weapon attack
quick combat= default attack, being weapon or spell set as quick action.
Also, I noticed the enemy is blinking when hit, do you plan to add a splash like on the characters avatars when they get hit (like in M&M) ?
I have another such request, like instant movement i.e. no transition. I store all such requests for a better time!!
I have another such request, like instant movement i.e. no transition. I store all such requests for a better time!!
M&M III movement and combat speed should be the goal for all the M&M-like games, Legends of Amberland, for example, started with a way slower combat and improved a lot.
I can't say much else without playing the demo, Is there another planned soon or should I play this one?
Very cool, and big milestone to head into production phase. I'm excited to jump into this. And the gnome with the John Lennon sunglasses looks great!
Found this thread through that video
Looks really interesting, put this on my (way too long) to play list - will this be released commercially in the future?
The game will be released sometime this year definitely.
The game will be released sometime this year definitely.
Do you have a price tag in mind?
The game will be released sometime this year definitely.
Do you have a price tag in mind?
Not really.. I didn't invested time to understand the consequences of such decision. But it will be generally affected by the amount of world content I am going to provide. For example, if you check this https://rpgcodex.net/forums/threads/the-darkness-below-a-retro-crpg-in-the-making.118437/page-4 link, you'll realize that I've created quite the world to base my game on. Based on the content that I will be able to deliver, then I will decide the final cost. I don't really like to go above some threshold i.e. 15$. I would just love to sell it for something like 10-12$ but with many hours of gaming. I am developing it for like 4-5 years now so expecting a realistic ROI is preferrable but without making it expensive. Of course, that's my initial thinking at the moment.
People who care and/or can afford it will buy the game at full price, others usually wait for a discount. Set the price that you believe is right.realistic ROI is preferrable but without making it expensive
Npcs look good
I don't trust NPCs wielding a bloody sickle.
The town graphics look nice too. Though instead of fading to black in outdoor (it looks like it does that in the first shot) i'd try to crossfade/fade "out" to the background to blend better. It doesn't make that much sense to fade to black in daylight :-P. You could also fade to fog but you can see the mountains so i'm not sure if that'd work.
// distance transparency
if (uDistanceTransTo > 0.0) {
float distance = distance((uMat4Identity * vec4(uCameraPosition.xyz, 1.0)).xyz, vPosition.xyz);
float t = clamp((distance - uDistanceTransFrom) / (uDistanceTransTo - uDistanceTransFrom), 0.0, 1.0);
float opacity = t * t * (3.0 - 2.0 * t);
trans_vec = vec4(1.0, 1.0, 1.0, 1.0 - opacity);
}
...
gl_FragColor = ... * trans_vec;
The reason i mentioned it is that the horizon seems to be darker before it meets the background, e.g. the pixels around the line here are a bit darker before they meet the background (you can confirm it with a color dropper in GIMP or whatever paint program you use, but should be visible in the scaled up image here):
Perhaps the background image doesn't extend to the (otherwise invisible) bottom?
(It is a very minor thing of course, i just mentioned it because it stood out a bit to me)