Galdred
Studio Draconis
Good, what about the action bar now?
Are the "thin" icons a problem to you?
Are the "thin" icons a problem to you?
What do you mean by that? I have never played it.No. This is starting to look like Tetra Master or w/e with a toned down palette.
Of course, it is not a console game !This action bar will be accompanied with corresponding keyboard shortcuts, won't it?
2nd pic bottom left master race.
Thank you for your advice. I went with that one.2nd pic bottom left master race.
Regarding character portraits, do you prefer them to be customizable (with helmet, scars, hairstyle), or pretty?
If we don't make customizable ones, that would allow for a wider range of expressions and head "shapes", but we won't be able to show helmets or wounds on the characters.
Only if there are no basic toggles (such as show helm).Customizable and dynamic portraits = bland and unmemorable faces that will get replaced with a row of barrel helms in end game.
Galdred said:One of the challenges with the formula is that the tactical battles play very differently with swords : you cannot have the same tension you had when one of your soldiers advanced past a corner, hoping he would not eat reaction fire from an alien. Overwatching with magic would not work
Only if there are no basic toggles (such as show helm).Customizable and dynamic portraits = bland and unmemorable faces that will get replaced with a row of barrel helms in end game.
Also, Galdred, I just stumbled upon this post of yours in another thread:
Galdred said:One of the challenges with the formula is that the tactical battles play very differently with swords : you cannot have the same tension you had when one of your soldiers advanced past a corner, hoping he would not eat reaction fire from an alien. Overwatching with magic would not work
I'm not sure if you have already, but if you haven't, you should check out how Mordheim does it:
Although I'm not a huge fan of their combat system, it doesn't break immersion or anything when you get whacked on the head while blindly turning a corner if there's someone standing there in melee range, or when someone standing on top of a building fires an arrow at you when you pass by a spot he's focusing at etc. Will there even be multiple vertical levels on the battlefield? That was a pretty important element in XCOM.
Thank you!LOL noticed now this game...look really promising!!! i've been asking for a fantasy xcom\ja style game for years.
I love the art style, so 90's isometric! if i can make a little suggestion i think that environmental variety is important in those kind of games...it may require some work for creating tilesets, etc. but having different scenarios is a cheap way to increase the longevity even if only aesthetic.
Something with different palette colors, the typical triad is forest, desert and snow
Thank you!LOL noticed now this game...look really promising!!! i've been asking for a fantasy xcom\ja style game for years.
I love the art style, so 90's isometric! if i can make a little suggestion i think that environmental variety is important in those kind of games...it may require some work for creating tilesets, etc. but having different scenarios is a cheap way to increase the longevity even if only aesthetic.
Something with different palette colors, the typical triad is forest, desert and snow
Regarding environmental variety, I would like some more too, but it is quite costly, especially with hexagons. We will probably add urban environment, and castle next, then snow, but that will depend on the Kickstarter (it should happen in September).