A tale of knightly washing machine who goes on crusade against a false king who took the crown by chopping both old king and his knights to death. Knightwasher was on his way to afterlife, second in the row, right behind the dead King Crownwasher. The now dead and true king made his last wish to Death... and Knightwasher's name NEVER existed in the Death's books of living, dead and the dying.
After years and years of studying the books and rules of living, dead and the dying, Death finally came to a conclusion. Knightwasher did not belong to His Scythe Bearer's realm and was cast away from there.
Wooden lance, sings it's song.
Impact strong, foe is done.
Whisper of an axe, ends in a yell.
Life escapes, only one stands.
Welcome! Welcome, Ladies and Gentlemen!
Let's take a small and quick look at what I've been chiseling! Dioramas! I am aiming for each tile (tile in Knightwasher means a single location that is centered on screen) to be impressive and special on it's own. I want them all to be dioramas. Stages of play on their own merit! Of course some of the tiles will be relatively empty. I don't want everything to look cool because then nothing does. Nothing should look utterly boring and uninteresting either!
As a diorama, each tile must stand on it's own, even the most common tile full of grass should have some character. If I can't take a screenshot at random, I've failed to make the tile. When I was younger I used to play Warhammer 40'000 all the time, now I've moved more towards board games, but the love for tiny handcrafted things still stay.
Recently I've been testing some backgrounds to find some solution to "dead half of the screen" and I'm fairly confident now with what I've got. As I already have all sorts of lovely effects like depth blur, nice lighting and camera view with low fov (field of vieor) bringing the look of miniature photographs, adding a background itself was a no brainer. Everything I've already got in, benefit more from actual background than just a black screen.
Current tests include the "Dark style" which brings out the tiles themselves more, but darkens the overral picture a bit too much. Second test is "Bright style" which I like more in terms of brightness, but it makes some tile pieces, such as the travel direction arrows and roads very hard to read.
As for the progress itself
I have most of the "common tiles" done for Westwood forest (the starting area), just shore tiles missing and of course a lot of tweaking and adjusting! I had some issues with conversation window not accepting line breaks (/ enter presses) which prevented me from actually typing in conversations, but it's fixed now :)
I should have more free time for the next three weeks, so more content!
I always welcome feedback, so let it pour out if you hate it or love it! Or anything in between of course!
Latest tweets from @detocroix
@rje Glue that to your car's dashboard :D
2hours 55mins ago
7hours 14mins ago
RT @derekvanvliet: Apple just let developers know that all updates to apps must support the 64-bit architecture starting June 1, 2015.
7hours 54mins ago
@rje Yeah, if you want basic AO and AA it's probably not worth rewriting them :D
8hours 28mins ago
@rje I use post-processing effects myself, but some assets have Standard Assets inside their asset folders and it duplicates and breaks up
8hours 29mins ago
@rje ...and that you could somehow weed out all the goddamn standard assets filling the assets :(
8hours 31mins ago
@RatKingsLair Gets KEYS or just gets all games unlocked on their profile? I can see a few ways to abuse free keys to all games :D
8hours 34mins ago
@AeornFlippout Remember that it's still something like 40 000 people out of millions of Steam users
8hours 52mins ago
RT @AwfulFantasy: "You're all racist,' Kilt, the dwarf said between swigs of ale. Like all Dwarves, he sounded like a typical dumb, drunk S…
Dec 16 2014, 6:46pm