Galdred
Studio Draconis
Steam Community page is up. I'll try to get a working demo soon through Steam.
I guess I'm a Steam noob, but you have no Store page but a Community page? Is that possible? Cool anywaysSteam Community page is up. I'll try to get a working demo soon through Steam.
There are not that many requirements for the Community page, but the store page requires a trailer, and stuff like the end user agreement.I guess I'm a Steam noob, but you have no Store page but a Community page? Is that possible? Cool anywaysSteam Community page is up. I'll try to get a working demo soon through Steam.
Actually, they completely botched their marketing campaign, and there were very few visitors. Some other indie devs wanted to ask for a refund. But it is true that it is a niche game anyway. But many people are into turn based games, and it is a bit hard to dig into at a convention.Is your booth tucked in a corner, or is the audience not interested in this kind of game?
The interviewer looked cute though.
It doesn't display range when selecting power, or the attack range. Many player suicided their archer by going into melee with him (the bow doesn't seem obvious enough I suppose).Which problems did you observe with your UI? It doesn't look convoluted or complicated to me.
That is somewhat true, but you don't have much time to hang out with other devs, compared to professional conventions (like the GDC or smaller equivalent). Anyway, for contacts, it is true that doing a lot of events help, because networking only works if you meet the same persons over and again. Exchanging business cards doesn't achieve much, and people are usually much friendler the second or third time they meet you. But I think I'll stick to free/local conventions until I find one dedicated to RPG/tactical games.Sounds you got some useful feedback at least. Was thinking, perhaps conventions and conferences are also useful for establishing contacts with journalists and other developers.
Some of those may not be necessarily UI problems, just matter of getting know the game. For example, unless it needs to be clear right away, I can imagine we will find out over time what's effective against who. Are you showing the player exact stats of enemies?[/QUOTE]Some of those may not be necessarily UI problems, just matter of getting know the game. For example, unless it needs to be clear right away, I can imagine we will find out over time what's effective against who. Are you showing the player exact stats of enemies?
- I will make the demo downloadable from my website.Re Q/A, yet to catch up, so only a few questions right now (apologies if already answered):
-- Is demo Steam only?
-- Do you plan the EA and/or the final game drm free?
-- Mac/Linux? (looks Moai supports it, in case of gathering some statistics - at least one linux fan over here)
-- For me personally would be intriguing to hear more about the neural network AI, if you would be in mood to write about that some more in the future, if it's still on the table. How to plan train it etc.
Oh, I see. Was just thinking whether it's uncovered by some intel spell or so.The stats are displayed, but it is usually not very convenient to have to refer to them. I guess I'll have to find a good way to display the chance to hit and damage.
Np, just that it got my attention. You might end up using it in a next game, or another dev will. It's good people talk about innovating. Most guys I know using NNs (in unrelated fields) usually end up combining it with other systems. If worried about overtraining or so, maybe you might end up combining it with your normal AI anyway...Sadly, it has been postponed (I will try to NN some parts of it later, but I have to take care of this geoscape first!), because there are a lot of things I need to add first, and the current zerg AI works fine so far.
Making the game run under Linux should not be too hard indeed. It used to run just fine, but I was tired of compiling and testing both versions. I will try to do it again for the demo.Kudos for downloadable demo. Yeah, I can imagine it's unfeasible for you to test several platforms simultaneously. As far as recall, Invisible, Inc. runs well under linux. itch.io has this thing where you can choose how much to pay/donate.
Oh, I see. Was just thinking whether it's uncovered by some intel spell or so.[/QUOTE]The stats are displayed, but it is usually not very convenient to have to refer to them. I guess I'll have to find a good way to display the chance to hit and damage.
I would really like to do so. It depends on what kind of funding I could get, but usually, for niche indie game, it is not that much...Np, just that it got my attention. You might end up using it in a next game, or another dev will. It's good people talk about innovating. Most guys I know using NNs (in unrelated fields) usually end up combining it with other systems. If worried about overtraining or so, maybe you might end up combining it with your normal AI anyway...Sadly, it has been postponed (I will try to NN some parts of it later, but I have to take care of this geoscape first!), because there are a lot of things I need to add first, and the current zerg AI works fine so far.
Just a question - was it meant for the strategy layer?
Speaking of the strategic part, read the FAQ, but it isn't completely clear to me how it will play (sorry bad memory, need to reread the thread). So there are two main sides and two main strongholds and the game ends upon us conquering the enemy's or loosing ours? But then there are 11 more zodiacs. Will they also play as individual entities, taking their turns, having own strongholds and everything, till joining either side? (possibly speaks my X-COM of Wonders wishful thinking though)
I would describe Zodiac Legion as fantasy X(-)Com, or better as Descent(or Heroquest) meets X-Com, but that might not be feasible in an official promotional video...I like the explanation used in the video for Battle Brother: "a game with sword and hexagones"
I would describe Zodiac Legion as fantasy X(-)Com, or better as Descent(or Heroquest) meets X-Com, but that might not be feasible in an official promotional video...I like the explanation used in the video for Battle Brother: "a game with sword and hexagones"
It is more that I am not completely sure it is legal to use other trademarks in promotional material. But for some reason, "spiritual successor" or "inspired by" seems to work just fine, at least for indies.I would describe Zodiac Legion as fantasy X(-)Com, or better as Descent(or Heroquest) meets X-Com, but that might not be feasible in an official promotional video...I like the explanation used in the video for Battle Brother: "a game with sword and hexagones"
Seeing how the guy you were talking to drawing a blank when you said Descent, I understand it might not be the best idea to use it in a promotional video.
It is more that I am not completely sure it is legal to use other trademarks in promotional material. But for some reason, "spiritual successor" or "inspired by" seems to work just fine, at least for indies.I would describe Zodiac Legion as fantasy X(-)Com, or better as Descent(or Heroquest) meets X-Com, but that might not be feasible in an official promotional video...I like the explanation used in the video for Battle Brother: "a game with sword and hexagones"
Seeing how the guy you were talking to drawing a blank when you said Descent, I understand it might not be the best idea to use it in a promotional video.
Heh, here I was thinking to try demo under wine and report back how it plays for meanwhile you're deciding if/when viable to offer supportMaking the game run under Linux should not be too hard indeed. It used to run just fine, but I was tired of compiling and testing both versions. I will try to do it again for the demo.
Maybe when and how much info is given and how vague vs. exact is something that's your design decision... I'm fairly sure that played games even without exact target info such as cth and dam all right, unless there is a complex number of mechanics involved you can deduct some things through observation and experience, additionally with ingame lore help (thinking how in QfG you can ask npcs about local wildlife, for example, but wasn't also x-com featuring alien autopsy?). Can imagine one can get all sort of intel on units of the region when spying, and/or have some tactical spell for those who want to see all stats of enemies (if there is more to deduct, eg. thinking of x-com mind probe now), for example. Information = power. But your direction may as well be the opposite, minimizing the noise and showing only important aspects in tactical (thus only derived cth and dam?) and then focusing the effort more on strategical depth. So... am practically saying nothing here...Actually, not displaying the stats unless you have some intel (or some experience fighting a given enemy) might be a good idea, but I wonder whether it would feel frustrating or not to do so (because without the stats, it is not possible to compute chance to hit and damage).
Agreed, however, ideal would be if the game's description is self-contained enough so those references serve more for marketing and for faster driving home for those who do know/played them.I think indies can use "inspired by", as long as it looks like a derivative work and not an asset flip.
Which is a bit outdated on top of ittfw last post in this thread so long ago, 'new posts' takes you to the OP
I was preparing my upcoming blog update about the paperdolling system, so it is a great timing!Looking great! I read your post about the paperdoll system, i design one myself too and i have a few questions.
Do you still use TexturePacker? Since your frames of body parts are cropped and fit closely together in spritesheets, does it create a lookup table as well? Is it a csv file?
I already use csv(loaded into grid) for the data in my game but i wonder if these will become too big and reduce the performance(~200k frames of equipment).
The hit on performance is minimal on my side(I currently have 50K frames in game but I didn't export everything yet): light shaders take more GPU time, but the main bottleneck is computing Line of Sight for all tiles in the path whenever someone moves.return {
texture = 'base_armor_upper_red.png',
frames = {
{
name = "attack_north_breastplate_chainmail0000.png",
spriteColorRect = { x = 117, y = 118, width = 20, height = 29 },
uvRect = { u0 = 0.193339, v0 = 0.0238095, u1 = 0.216897, v1 = 0.18254 },
spriteSourceSize = { width = 256, height = 256 },
spriteTrimmed = true,
textureRotated = true
},
{
name = "attack_north_breastplate_chainmail0001.png",
spriteColorRect = { x = 118, y = 121, width = 20, height = 29 },
uvRect = { u0 = 0.193339, v0 = 0.0238095, u1 = 0.216897, v1 = 0.18254 },
spriteSourceSize = { width = 256, height = 256 },
spriteTrimmed = true,
textureRotated = true
},