I appreciate your strange intros !
About the content itself, does the pathfinding change according to terrain destruction state ? Or is it static ? Will the AI paths around destructed obstacles ?
I appreciate your strange intros !
About the content itself, does the pathfinding change according to terrain destruction state ? Or is it static ? Will the AI paths around destructed obstacles ?
Finally some news. Looking great !
It looks great, gameplay-wise and graphic-wise !
Of course, it's totally optional and doesn't make the game less enjoyable but when I see it climbing like this, sometimes gripping with only one hand, I can't help but think he is a sort of superhuman !
Great visuals ! Maybe a bit too much bloom but I like the sleek style.
However you should try to make the character use its legs. It would look slightly more realistic.
Even if they are not always on the red parts.
Promising ! You should modify the trailer to show it will be released on PC too.
Performance were good during the game, no slow-down.
At the first launch my GPU became noisy when "generating the terrain" or something like this. I may have taken 2 minutes. It didn't happen during subsequent launches.
The physics of the trees was well done but some trees were not falling even if the ground under it was visibly dug.
I'm not sure but I think a fallen tree laying on another tree didn't fall when I cut this second tree.
Not much else to say, promising demo. The voxel terrain was working well.
Very nice ! Didn't you also change the lighting intensity ?
It looks brighter (and better) than before in all three modes.
Great news !
I just wanted to comment on this awesome UI work. It looks really clear and modern. Really good job.
Do you plan to work on the graphics other than the UI ?
That's not a new issue but I have always thought that the ships could use more modern shaders. They look a bit too uniform/mat.
But well, it's obviously a superficial issue.
Really nice ! It would be great to have a similar lighting in game.
Nice ! The hollow tower looks a bit strange though. It looks unfinished, being totally grey.
Did you try to add walls with the same doors as the one at the bottom ?
Very interesting read ! And awesome skills ! The textured drawings are especially very impressive !
I prefer the round one. The other two recall gunsights too much. If you know what I mean.
Maybe a round one with a cross in the middle instead of a dot would look good too.
It's nice to see everything in context ! It wasn't easy to visualize how it would look like with the earlier images.
The addition of the more colourful tress and the rock is a nice touch too.
I think making the sky slightly brighter could improve make the game even more good looking. But it depends on the atmosphere you want to have.
I can hardly imagine how planets like those are possible. I really want to believe, but what will be the drawbacks/limitations ?
Imagine the memory needed if they are voxels like asteroids. It's insane.
I want to believe but it looks too insane to be true.
This article talks about a lot of little things beyond traps (which is already a great feature) that really shows the spirit of the game and that make it really enticing ! It sounds amazing as usual.
Anti-aliasing for a pixel-art game sounds like a strange thing to do !
But when I compare this screenshot with this one (https://www.indiedb.com/games/roguelands/images/i-kinda-like-white-outlines-for-resources#imagebox) it does look better with anti-aliasing
These zoomed-out views of districts are always impressive. Good progress overall !
And personally , I found the last week update not that "paltry". The technical side is also interesting.
And as usual, a question :
Will you add special events which would attract more NPCs to certain places ? For example a sunday mass in the cathedrals and churches or a special feast organized by a noble family ?
It may have changed since you posted your comment but, personally, I can see them all.
Very interesting, as usual !
I'm sad that all the NPCs don't have a concrete link to the world (home, job, relationship) but at the same time I don't think it will be discernible in big cities, especially with the addition of unique NPCs.
But I'm wondering if it won't be a problem in villages and settlements where the amount of people is smaller.
In a city you can't know everyone and almost all the people you see when walking in the streets are strangers, but it's different in a village.
Have you thought about this ? I can't really see a solution.
Nice ! Did you create a new image for each update and each vehicle ? It looks so, and it must have been hard work !
I love the buildings art !
I just noticed that if you look closely, you can see that the flags on the fields corner are hidden by the house behind them (visible in the last image).
By the way, why does fields have a flag ?
Really nice, is it really a 2D sketch ? The previous already looked like 3D but this one even more.
For the same reasons given for the other image, LEFT !
Beautiful art as usual !
I just wonder if making the roof of only one wagon transparent will be sufficient.
I mean that, in reality, in a train like that, you would see past the door (if they aren't closed) of your wagon and in the wagon before.
But as it actually is, when you approach the (open) door of your wagon you can't see more than 1 meter in front of you.
Why not making all the wagons in the field of view transparent (it may need checking if doors are open/broken or not) ? The wagons behind the characters would become covered (unless he turns around).
The other solution would be to make the door indestructible, or to ignor this issue, but it seems like it could be annoying.
I think it make the game look less serious than with outlines.
It feels like a painting you could put in a child bedroom, if you know what I mean.
But maybe it's also because you faded the colors. It would be useful to see a screenshot without outlines but with the bright colors of the earlier screenshots.
I think they both look good. I really like the illumination effect on the dark background, but it make it look like a night scene.
These clothes are very nice !
There is just a little mistake in the description of the image of the 3 sub-styles, you used "right" twice (once instead of left).
I can't wait for a post about the crowd mechanic, you always succeed to make me impatient to read your next post !
Nice graphics and he smoke mechanic is a good idea ! Promising game :D
Awesome trailer ! Congratulations for the Alpha launch.
Unfortunately I won't be able to buy the game right now but I will continue to follow the development with interest.
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