Excidium II
Self-Ejected
The color choices are very pleasing to the eye.
You can make stretch goals for those!
Also, another way for environmental variety is to introduce some fixed night maps, with just a dark palette and maybe some fixed-static lights.
Thanks I hope you won't find the game pretty banal!The color choices are very pleasing to the eye.
You can make stretch goals for those!
Also, another way for environmental variety is to introduce some fixed night maps, with just a dark palette and maybe some fixed-static lights.
For night, the plan is to just add a layer of night blue, and have light sprites on the night blue layer (it works currently, but we have no light sources that would make sense outdoor. I have yet to come up with a good way to represent moonlight).
Day version of the outdoor test mission :
Night version of the same place :
The current plan is to have mostly graphic stuff as KS stretch goal, because they won't push development time into the stratosphere.
So they would be :
1) Sieges, and more environments
2) Mounted Combat and more animations
3) Large monsters
Thanks I hope you won't find the game pretty banal!The color choices are very pleasing to the eye.
That's perfect!!!! For moonlight question i suggest to just simulate reflections on water tiles (sort of white irregular lines).
Valery Kim can maybe add some one-tile space stuff like a campfire for static lights!
Keep on with the good work ))
If this is a thing that will exist, why not make the in-game characters look slightly more "physical" by putting them onto actual miniature bases, like the ones board game miniatures tend to be placed on? See Battle Brothers for an example that doesn't work that well because the characters have no legs to stand on. It could look a lot better than the hoops, you could perhaps even replicate the terrain under them on the upper side of the base, and incorporate the counter that's currently below the characters into the rim.We will provide 4 sided and 8 sided dice of 32 different colours for the boardgame adaptation so that you can roll them physically.
But 32 colors will be hard to do if we what to be color blind friendly.
It is something that would only make sense if the game is popular (for some reason, dungeon crawlers are now much more popular on board games than on computer, so the competition is really fierce), so I don't think it is worth planning for an eventual board game adaptation at this stage.If this is a thing that will exist, why not make the in-game characters look slightly more "physical" by putting them onto actual miniature bases, like the ones board game miniatures tend to be placed on? See Battle Brothers for an example that doesn't work that well because the characters have no legs to stand on. It could look a lot better than the hoops, you could perhaps even replicate the terrain under them on the upper side of the base, and incorporate the counter that's currently below the characters into the rim.We will provide 4 sided and 8 sided dice of 32 different colours for the boardgame adaptation so that you can roll them physically.
But 32 colors will be hard to do if we what to be color blind friendly.
I have somehow forgotten about the animations on the first few pages, now I looked at them again and I see that the characters can in fact step out of their hexes while attacking, which obviously wouldn't go with that anyway.If it gets turned into a board game later, many things will be revamped to fit the medium, but we are far from there now. I also think having game stands would ruin the immersion for the PC game, so I prefer having animated characters.
We will probably use miniature stands on the strategic map, though. Something like this:I have somehow forgotten about the animations on the first few pages, now I looked at them again and I see that the characters can in fact step out of their hexes while attacking, which obviously wouldn't go with that anyway.If it gets turned into a board game later, many things will be revamped to fit the medium, but we are far from there now. I also think having game stands would ruin the immersion for the PC game, so I prefer having animated characters.
FWIW, the C in Zodiac looks like an uncial T to me. (Image below.)
I have yet to come up with a good way to represent moonlight
Thanks!FWIW, the C in Zodiac looks like an uncial T to me. (Image below.)
Yeah, I a kind of imagined it as T at first ...
How would one read this?
Edit: Forgot to add, that this rat is joining the club digging your environmental art.
One of the current problems is that we only have two tilesets yet: green pastures and dungeon.
I would like to add cities + fortress, and add snow to the outdoor tile, but that will have to wait for more funding
Actually, the lights have been photoshoped, but I will rework them in game so that they have the same look.Wow, that dungeon looks really cool! nice atmosphere and assets!! Also, game seems a lot more polished than the first screens. WHy don't you post other screenshots about the game, maybe in other environments?
I am really bad at updating stuff (and even more so at building a community...)..