Renzatic on 27/12/2016 at 21:37
What editor are you using there, Yak?
Yakoob on 27/12/2016 at 23:54
Quote Posted by Pyrian
Levels are built from images; drawn in paint.net
Check out (
http://www.mapeditor.org/) Tiled Map Editor, it's really nifty, supports Hex tiles, and easy to import (there should be a Unity plugin for it already). Might make your life easier :)
And nice on the encounter system - it's like what I just wrote above with spawning NPCs and having helper functions to spawn a whole group of protestors with diaogue rioters combatting each other:
Code:
sNPCData.SpawnProtestorsStoreBlockers(sLocations.Grocer.x, sLocations.Grocer.y+20, [{_Text:"NO Business for NON Modified!"},{_Text:null},{_Text:"NO Business for NON Modified!"}], [{_Text:null},{_Text:"Modify Modify!"}]);
sNPCData.SpawnProtestorsGroup(sLocations.Park.x, sLocations.Park.y, 3, [{_Text:"Not MY diplomat!"},{_Text:null},{_Text:"Not MY diplomat!"},{_Text:null},{_Text:"Not MY displomat!"},], [{_Text:null},{_Text:"NO foreigners shall speak for us!"},{_Text:null}, {_Text:"We don't need no foreign meddlers!"}]);
Quote Posted by Renzatic
What editor are you using there, Yak?
(
https://www.sublimetext.com/) Sublime Text!
Renzatic on 28/12/2016 at 01:07
No, I mean the video editor. :P
I use VSCode, by the way. I tried out Atom, but it didn't seem to integrate well with anything. Though after going through those tutorials with proper Visual Studio, I am seeing the appeal of using a big, fat, giant editor.
Yakoob on 28/12/2016 at 03:59
Oh haha. Premiere pro
Yakoob on 3/1/2017 at 19:58
Well, I figured I might share the alpha trailer with the folks here :) Not officially out yet, waiting for the post-holiday-gaming rush to die down a bit.
[video=youtube;KvqQAbC9ff8]https://www.youtube.com/watch?v=KvqQAbC9ff8[/video]
One thing that's been mentioned is the art style. While I would do a full art pass if I moved forward and this is meant to test the concept, I got some feedback the current visuals may be off-putting/preventing people from checking the game out. Wondering if I should invest the time in an art do over now before really pushing the alpha.
henke on 3/1/2017 at 20:13
Nice trailer. One thing I'd point out is that the (Alpha Prototype) disclaimer at the top is a bit distracting, when it comes in with the gameplay footage it draws the gaze. I'd make it smaller, and not have it cut out when the black screen with the text comes in, then fade it out after a little while. Also, what's that weird green line at the bottom?
Pyrian on 3/1/2017 at 22:29
Quote Posted by Yakoob
One thing that's been mentioned is the art style.
I swear some players just don't get that one person can't make Call of Duty visuals. I think it looks fine.
Yakoob on 3/1/2017 at 23:43
Pyrian, sad but unavoidable. With so much shovelware out there, having nice visuals is important for sticking out of the crowd. And I don't think I can fault people in this day of inde revolution. I admit even I look down on a project when I see things on Greenlight, TigSource or even the steam store that have clearly half-assed art assets. While not always the case, it often reflects the sloppiness of the devs (and why so many of the indies on greenlight turn out to be crap).
Quote Posted by henke
One thing I'd point out is that the (Alpha Prototype) disclaimer at the top is a bit distracting, when it comes in with the gameplay footage it draws the gaze.
Good point, I also extended the first text wait time as the note fades in and moved it to bottom since that's where the action takes place so it keeps the eyes in that area.