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Sky City.JPG
Woah!
This really has a sense of height - the building at the top of the cliffs look more zoomed in than the mountains and forests in the background. It's not supposed to be like that because when you walk with the character down in the background he still looks the same, but it's a really cool side-effect that made this screenshot very inspiring for me. :)
This really has a sense of height - the building at the top of the cliffs look more zoomed in than the mountains and forests in the background. It's not supposed to be like that because when you walk with the character down in the background he still looks the same, but it's a really cool side-effect that made this screenshot very inspiring for me. :)
screeny_75.png
father.jpg
Summer Screenshot Spectacular!
@drgn_lord50: Looks really nice. The green color is kinda strong, and I think it looks a little weird in the second screen with the playground, but it still works. By the way, what do you mean by "dynamic active battle system"? How does it work?
@SDHawk - I love to see your progress and I'm happy to hear about the demo. :D
Also, after the comments about the small numbers and all that, new UI:

I caught the stab skill at just the right frame. 8)
As you can see, I went with the numbers setup for the skills.
I also changed the energy system mechanics. I have noticed that in the previous state I was just walking around, waiting for my skill cooldowns to clear, using them over and over again and nothing more. The melee fighting part of the system had no real use. So I changed it a little - you start the fight with 0 energy, and as you hit your enemy with melee attacks, you get energy based on the damage you deal. I should probably rename it from "energy" to something else too.
I'm still not sure whether I should use this system for the energy, or maybe go for the good old traditional MP system...
@SDHawk - I love to see your progress and I'm happy to hear about the demo. :D
Also, after the comments about the small numbers and all that, new UI:

I caught the stab skill at just the right frame. 8)
As you can see, I went with the numbers setup for the skills.
I also changed the energy system mechanics. I have noticed that in the previous state I was just walking around, waiting for my skill cooldowns to clear, using them over and over again and nothing more. The melee fighting part of the system had no real use. So I changed it a little - you start the fight with 0 energy, and as you hit your enemy with melee attacks, you get energy based on the damage you deal. I should probably rename it from "energy" to something else too.
I'm still not sure whether I should use this system for the energy, or maybe go for the good old traditional MP system...
Summer Screenshot Spectacular!
@Lennon: it looks very interesting. I like the "clean" feeling it has but on the other hand it bugs me a little that the map is so empty and closed.
@Blindmind: Love it! Great use of the chipsets, the scenes look like they really have some forest/outdoor atmosphere.
I wonder, which setup should I use for the skills in my ABS?

On this (above) setup you cast spells with the "Z" key and you change your selected spell with the "C" key. This is what I currently have in my game and it's very minimal which is good in my opinion.

On this one, all possible spells are in front of your eyes so you have a better idea which one is on cooldown, how long 'till it's ready and so on. I'm still not sure how I will make the controls with this setup - maybe use the number keys? Or maybe just like the first setup with "C" to browse between skills and "Z" to cast one.
What do you think?
@Blindmind: Love it! Great use of the chipsets, the scenes look like they really have some forest/outdoor atmosphere.
I wonder, which setup should I use for the skills in my ABS?

On this (above) setup you cast spells with the "Z" key and you change your selected spell with the "C" key. This is what I currently have in my game and it's very minimal which is good in my opinion.

On this one, all possible spells are in front of your eyes so you have a better idea which one is on cooldown, how long 'till it's ready and so on. I'm still not sure how I will make the controls with this setup - maybe use the number keys? Or maybe just like the first setup with "C" to browse between skills and "Z" to cast one.
What do you think?
Freedom!
Sounds like fun, good for you!
I can relate to you since I'm also in some kind of a no-freedom mode. I have a year and a half to go, more or less, and then I'll be free from this army crap. :D
I'm saving money to make a trip around the world right after my release.
I can relate to you since I'm also in some kind of a no-freedom mode. I have a year and a half to go, more or less, and then I'll be free from this army crap. :D
I'm saving money to make a trip around the world right after my release.
Screenshot Superbowl Sunday
Thank. And yes, the enemies AI is still very very basic (these ones are supposed to be random outdoor enemies anyway) - once I get them to do some skills and special behaviors (heal each other, call for help, etc) it will all look better. I'll start working on that next week I guess.
Screenshot Superbowl Sunday
Some more relevant description for the video:
This video is not from an actual scene in the game. I recorded it just for fun, and it shows the ability of the game to handle a lot of enemies at the same time.
As you can see it's called "Video 03" - there are two more videos in my youtube account - I recorded them before I had the idea for the game with the story and everything and that's why they're not here.
This video is not from an actual scene in the game. I recorded it just for fun, and it shows the ability of the game to handle a lot of enemies at the same time.
As you can see it's called "Video 03" - there are two more videos in my youtube account - I recorded them before I had the idea for the game with the story and everything and that's why they're not here.
Unit 56
Thanks for the comment. :)
About the location of the HUD, I gotta say, I like it right there - it spares me the need of moving my eyes away from the fight to, for instance, the left corner of the screen. I can see however that some people would like it to be in another place and therefor my solution is to make it movable - you will have an option to move it around the screen to a position that suits you best.
About the location of the HUD, I gotta say, I like it right there - it spares me the need of moving my eyes away from the fight to, for instance, the left corner of the screen. I can see however that some people would like it to be in another place and therefor my solution is to make it movable - you will have an option to move it around the screen to a position that suits you best.















