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On Windows Vista 64-bit, 8GB of RAM, GeForce 7600, AMD Athlon 64 X2 3800, using hUb to launch...: Problem signature: Read our privacy statement: |
Submitted by Zer7
Thu, 10/08/2009 - 05:51
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Post your feedback on the new Hero demo here: |
Submitted by dntoll
Fri, 08/21/2009 - 13:32
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I hope you enjoy the seventh iteration of Hero! Daniel |
Submitted by dntoll
Fri, 08/07/2009 - 09:50
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I´m currently working on the skill system, I think I have found something that works. But I get a lot of rules, I see now that the rule-system will quickly grow on me. I think it makes the fighting more interesting, it really makes a difference to have height advantage or to attack someone in the back. You can put out your torch and get less chance to get hit by arrows. Well I knew I would get a lot of rules ( Hero should be a geeky game ) but I think I need be careful not to hide all these rules to deep in the classes... They will probably have to be changed a lot. They both need to be exposed in code and exposed to the player so he can take tactical advantage of them... any comments or ideas? |
Submitted by dntoll
Tue, 07/21/2009 - 11:52
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I finally got some time to work on I6. I got up 5:30 and got a good hour of programming before anyone else awoke... I'm working on improving the levels, since everything is build from a grid graphics is getting very squared, not all bad since squares are easy to understand and works great gameplay-wise. But I would like to model outdoor levels, so I added height information on every tile corner and now I can build slopes and smooth hills. First I thought this would complicate my code, but after a second refactoring things are looking better than before. I still have some work to do with the texture coordinates and light map generation, but I think this will be quite easy... I also need to do some normal-generation-interpolation, but it can probably wait until I add shaders... |
Submitted by dntoll
Thu, 07/02/2009 - 07:15
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Wowsers man! This new iteration kicks ass as usual The ui definitely works but can of course be polished. Since you showed med the idea behind the "points ui stuff" I definitely got it and liked it (though it feels as you can max out pretty easily?)... but possibly it is not that intuitive to others (I think you need some kind of usability testing for this). Adding more decorative items and outdoor environments definitely made the whole world a lot more vivid. One thing that surprised me was that both fighting and picking worked regardless of the "height" of the tiles. This did not seem correct, possibly it could be interesting to have a high point advantage when fighting. Though picking up stuff from a large height difference just felt weird I know that you have been pondering magic and I definitely think it is time to introduce this in the game now as it will probably wreak havoc with any kind of balancing stuff. Otherwise it would be interesting to know what you have in the pipe... |
Submitted by hObbE
Tue, 06/30/2009 - 20:14
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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). |
Submitted by dntoll
Sat, 06/13/2009 - 19:30
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There is not much to actually complain on, other than the "need for more".

