The video can now be seen here:
The commander will just be one of your knights. The plan is to let you name all of them, and choose the new commander on death.Will the player get commander that they can name?
Thanks! There are a lot of these on the trailers, so it is usually not as annoying in combat, but animation and movement speed can be configured now (via text menu). However, I will have to test to make sure they remain in synch with the sounds.The video can now be seen here:
Looks even better than in the previous videos.
Wouldn't mind an option to speed-up combat animations though, it's not extremely slow but it's not exactly fast either, a 1.5x or 2x speed option would be nice.
I'm going to name every single one of my commanders "Lucy Heartfilia".The commander will just be one of your knights. The plan is to let you name all of them, and choose the new commander on death.
Good point. I should definitely add it, especially if some abilities remove those.I'm going to name every single one of my commanders "Lucy Heartfilia".The commander will just be one of your knights. The plan is to let you name all of them, and choose the new commander on death.
Joking aside, couple questions about gameplay video.
-Will there be option to make units Zone of Control visible?
I want to to this, but marking the light levels correctly without adding UI overload is difficult, but I cannot promise it will make it in the game: we would need good way to tell apart lit tiles from unlit ones from explored ones, that are no more in ZoC.-Do lighting for example from braziers have effect on change to hit? Or any gameplay effect at all??
Definitely, but probably more take and hold, it make sure no enemy ever a large perimeter than camp the entrance point.-Level shown was a dungeon where party cleared a path to some objective, but what other mission and map types will be in? Any defensive missions?
That is true. However, we were supposed to make a commented video of 2-3 minutes and not a trailer, so one sentence would not have been enough (that is also why narrator is telling what happens in the game), but we may have gone a bit overboard indeed.Game looks neat, overall aesthetic is just perfect. The only complain I'd make is the narrator blabs way too much & isnt grimdarkey enuff.
In the grim darkness of far future, there is only war - one sentence, and already sets the tone & mood. Would be ideal if you could come up with something along those lines instead of over-detailing what Zodiac stands for & does.
Actually, I would like to add 3 "levels":-Do lighting for example from braziers have effect on change to hit? Or any gameplay effect at all?
The thing is, a good part of our active props are light sources. It would be a real shame if these don't do anything in the game, and it would be easy to implement once we find a good way to do so.I don't have an example, but I'd hope this aint one of your top priorities. Polish the core first and then add the fancy stuff.
You got pretty much every game covered with your previous post, but there's also ancient Shadowlands and Shadoworlds where lighting were part of puzzles and affected some enemy behaviour.Do you have an exemple with party based RPG where lighting affects the gameplay, and is easy to tell without UI help?
Here is the way it looks in X-COM btw:
in JA2:
In Warbanners:
And in Solasta:
Solasta might be a good compromise (between looking good and practical) actually, with a very quick falloff on the border.
You mean as a toggleable view mode? This could work. All you need then is light indicator in that mode. Perhaps make background itself darker/lighter, not the character itself?Or just add nightvision lol.
I agree there is too much talk in that 3 minutes trailer, but one sentence is not enough for the whole video in my opinion. Try doing one sentence that highlights a specific feature: "You may be outnumbered, but never outmatched". Then another: "Explore ancient ruins, discover artifacts of the bygone era". I could go on, but I think you get the idea. Add to that the gameplay visuals matching the words and you should be set. Oh, and add a big-ish text in upper part of the screen whenever the narrator says the words. It's better to combine text with audio than use pure sound.That is true. However, we were supposed to make a commented video of 2-3 minutes and not a trailer, so one sentence would not have been enough (that is also why narrator is telling what happens in the game), but we may have gone a bit overboard indeed.Game looks neat, overall aesthetic is just perfect. The only complain I'd make is the narrator blabs way too much & isnt grimdarkey enuff.
In the grim darkness of far future, there is only war - one sentence, and already sets the tone & mood. Would be ideal if you could come up with something along those lines instead of over-detailing what Zodiac stands for & does.
Yes, it is because UI was not handled by the animation manager. For the same reason, the damage pips get updated at a time that can look random compared to the animation (usually before it even starts). I ned to address that for sure.This looks great, the only thing I don't like is the delay when the damage indicator pops up. Looks really strange.
One of the former artists recommended using characters as light sources (graphically). I think it would help with that. As for the background, we definitely need to add some floor and wall decorations, but that would mean commissioning new things. Maybe a new different tileset would be better.I would advise doing something about the colors to make the characters stand out more.
Look at The Iron Oath for comparison - despite the characters having a similar level of zoom, The Iron Oath uses bright colors for the characters, so there is no problem with dark or drab colors used in the background. In Zodiac Legion half of the screenshots are taken when lighting is poor, which makes everything difficult to see (and in the rest the colors are very drab). While I get the idea, I would argue that you should use the kind of "darkness" that doesn't hamper the actual visuals of the battlefield, because it causes an unnecessary eye strain on the player's part. Also, the monotone background - even in full light - causes characters to blend with the environment, so having brighter colors on the characters could help there too.