Jaesun
Fabulous Ex-Moderator
I like the squares better. The circles as HP just seem odd to me.
I think in the long run it doesn't matter much if you're only handling them as an abstraction a la Warcraft:Orcs and Humans or similar RTS types.And concerning the trees, would you prefer larger ones cut down to one hex on a toggle, or smaller "supermarket christmas tree" ones?
That's the problem with trees : I don't like the idea of them blocking movement (I mean, it would work in a jungle, but it makes no sense in a forest : trees never form a labyrinth, and that makes them redundant with walls).The regular sized trees look fine. What is their function? I assume they block line of site and walking?
It reminds me of an old Polish game "God's of Vikings". There were two sides, the gods (good) protecting the Yggdrasill (sacred tree) and giants + evil gods (Loki, Hera) that were storming Midgar via the prismal bridge. All of this (the god's land) was floating in void which was looking quite cool.and oppose the lieutenants of your arch enemy, a pretender god(let's call him the Overlord for now) who wants to storm the gates of Asgard(or some other name) you are supposed to defend.
Actually, I had started from Norse legens, but we moved away from that because we wanted to have a dozen different factions that could align with either of the 2 major sides, or remain neutral. So we ended up with the zodiac themed champions + it helped give each faction a distinctive look (so basically, we change the lore whenever a gameplay or artistic change requires it, it might not be the best approach to world building, but it's more efficient to do it this way, as lore can be fixed pretty late in the development cycle). I need to update the first post with the new lore (it is basically a civil war between the 12 guardian orders of the Empire ).It reminds me of an old Polish game "God's of Vikings". There were two sides, the gods (good) protecting the Yggdrasill (sacred tree) and giants + evil gods (Loki, Hera) that were storming Midgar via the prismal bridge. All of this (the god's land) was floating in void which was looking quite cool.and oppose the lieutenants of your arch enemy, a pretender god(let's call him the Overlord for now) who wants to storm the gates of Asgard(or some other name) you are supposed to defend.
Check the screens:
http://portal.strategie.net.pl/inde...catid=20:recenzje-gier-planszowych&Itemid=119
Maybe, if you haven't decided it yet, you could retheme the game to norse legends? These should fit your project, plus you would have memorable characters and a rich backstory "for free".
Indeed, the alpha channel is mostly use by the engine to make some objects transparents when needed (trees and walls on mouse over for instance, but I may make them transparent when someone is behind one too).I can't tell 100% for sure, but it doesn't look like you have an 8-bit alpha channel for sprites.
Indeed, they alreay have shadows as sprites, but I will need to tweak the direction of the sprite shadows(characters and walls shadows is obtained from transformations, by applying a shear and scaling to the original sprite) to be consistent with the shadow of the trees so that they don't clash, or generate tree shadows the same way as character shadows.Also, those trees need shadows.
I am developing on a PC. Which parts exactly do you find washed out? The ground? The armors (there are a lot more color schemes available, I just need to export everything, and set it up before they become usable in game)? It might be the contrast with the forest background (we only had dungeons interiors when the character sprites were drawn).Are you developing on a Mac? Colors look a bit washed out. Is your gamma set correctly?
Are you developing on a Mac? Colors look a bit washed out. Is your gamma set correctly?
Here's a version that I think looks better:
There already is a zoom*2 and zoom*3 option. Zooming out looks horrible, and is too small to be usable (so a minimap would achieve the same, without looking gross), and the zoom*1 already shows a lot of the battlefield.You have to do something with the units behind the trees (obstacle turns transparent?) Will there be zoom option?
I will have to put that in a separate info window, as it would clutter the view (strength would depend on a lot of factors : armor, range, attack value, defense, "spirit"...).I would add some icons to units (strength), not just health.
The character size will stay as is (I mean, making them bigger relative to the hexes would mean redoing all the animations...). There are several reasons why we needed big hexes :Also, have you considered making the battlefield smaller and units bigger?
How about adding "miniatures base"? It would give it the playfull feeling (plus you can add some icons/info to the base).
It really doesn't.