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
Working on GUIs. Apparently my GUIs are soulless, but that's okay because they are for washing machines.
7hours 42mins ago
Anyone know why Photoshop allows you to have gazillion alpha channels? Is there any benefit or usage for that beyond just personal spamming?
7hours 44mins ago
@UnrealEngine I mean videos / screens of course as most of them are still work in progress.
7hours 47mins ago
A request for @UnrealEngine streams: Can you put couple of more minutes in showing dev grant games? Would be really nice seeing them live :)
7hours 49mins ago
@Synival I think they are usually called as HOTfixes :D
13hours 55mins ago
@Synival Btw your hashtag is a bit wonky :D
Mar 28 2015, 9:06am
@Synival Yeah, I think it's better. Weird color on blue team member :D Could be "Player(s) Online: [amount]" too :)
Mar 28 2015, 9:04am
@Synival Yup, hills, rivers, etc will more or less block movement :)
Mar 28 2015, 9:02am
Mar 28 2015, 9:01am
@Synival The grid will most likely stay hidden behind hills, hills will be cover / blocking! :)
Mar 28 2015, 8:55am