Iteration 5, progress

Today I started to work on iteration 5.

For me focus will go on the user interface, I will rearrange and rework it completely...

Today I´ve done a options menu, so you can change resolutions, play windowed, set sound options and set up light map sizes (can be good on low end CPUs).

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I5 Batch of Weaponry!

Yesterday I finished the list of new weapons that will go into I5!
Today I will work on the first set of armor, will post as soon as it's finished!
Here's the Weapons that you'll be able to use next release!

SwordSword
DaggerDagger
HandaxeHandaxe
MaceMace
MaulMaul
SpearSpear

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Looks awesome!

Looks awesome!

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@Gridur Sweet looking stuff

@Gridur Sweet looking stuff there dude! I definitely think you have developed your 2d skillz! The mace looks particlularly awesome. It will be very interesting to see what you can come up with regarding special items (if thats gonna be in the game that is Sticking out tongue)

I'd love to see the weapons without the black outline or make it thinner and a bit less opaque. Possibly this will make the weapons look more realistic and less toony. The background might need to change to something darker, less busy for the weapons to pop.

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looking good gridur! nice to

looking good gridur! nice to see you producin' again! how's that java project going?

---------------
Solid Core Entertainment
Developer of Roadclub

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Ive stolen some of the CPQ

Ive stolen some of the CPQ user interface art, I think its miles better than anything I do so...

Here is an early screenshot:
Hero, iteration 5 progress on user interfaceHero, iteration 5 progress on user interface

The user interface needs a lot more love...

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Definitely looks like an

Definitely looks like an improvement! Good work!

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thnx More progress today: I

thnx

More progress today:

I changed to left mouse button pickup of items after fixing "pixel perfect picking" on items...

I have also removed the "map" button and instead you can zoom out and in with the mouse wheel... I think this works really well even if the characters get very pixly when zoomed in...

I also rearranged the main menu so it works in all resolutions...

And of cause cleaning and tending to the code, code is very much like a garden, you need to cut and trim and water it if it is going to grow...

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Sounds like good updates!

Looking sweet so far, I would like to get the chance to do a custom GUI job later on, but the PQ gfx works as a good placeholder indeed.

I'm havin' a rough time with me family life at the moment so I'll be a bit off a couple of days, but I'll get to me tickets asap, 3½/5 of the leather armor is done, and then it's just an item and a couple of gib pieces so I'm confident that everything planed from my side will be finished in good time for the I5 release!

// Gridur

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Isometric gui

I just noticed that isometric perspectives tend to not work very well with "square" guis. That is you either get a lot of the level obfuscated or you get a lot of unused in your case black areas.

Remembering correctly from the olden iso days the guis where often "isometric" in layout. A classic being Populous:

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mm I loved populous! I

mm I loved populous!

I agree, might be better to do a isometric user interface for the things that is always on screen...

I think the inventory takes a lot of space right now but I almost always play with it minimized... But It could be cool to have A triangular inventory?

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More progress: Removed the

More progress:

Removed the ALT-TAB bug

I also added zooming both on map and inside dungeons, so you can zoom in and out with mouse wheel. I also fixed the scaling issue hObbE found when switching from dungeon to map.

I drew a new level, a castle related to the story to come... Now I need NPCs to talk to...

I think I5 will kick ass, but I really need to work on the story-map-game now...

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Items and furniture in hero

Items and furniture in hero iteration 5Items and furniture in hero iteration 5

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Looks like the iteration 5

Looks like the iteration 5 release will be on Saturday night/evening. I´m going away on Wednesday and will come back on Saturday, but I think I can hold my schedule...

Most things are done for the release, I need to work the dungeons and got a bit of user interface left (for shops, smithy and temples). I might cut back on the dungeons if I don't get to work when I´m away....

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Furniture definitely makes

Furniture definitely makes the dungeons look a lot more inhabited. Good work, looking forward to the release!

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I got quite a lot of

I got quite a lot of furniture from "Reiners tile set", but it is kind of messy to work with since its 2D tiles... large sprites often results in artifacts when colliding with other sprites and backsides of walls...

I´m going to do something about it later on so you can have larger furnitures like beds, tables, shelves that stretches over a few tiles...

Shops got new user interface today, a temporary solution just to get the release working...

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Maybe we could do some

Maybe we could do some furniture in 3d then? I guess even I could make a table or something that small and make it look reasonably good Sticking out tongue

Could at least be worth a try?

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Yes, I think that is

Yes, I think that is the way to go...

I´m going to do some changes in the next iteration that will enable shaders and 3D objects, I´m also thinking of adding displacement of tile corners so you can model landscapes for outdoor scenes...

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Worked on dungeons and

Worked on dungeons and created a release candidate for I5

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