ELDER71'S PROFILE
Elder71
1480
Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.
Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.
Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)
ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.
Cheers,
S.E
Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.
Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)
ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.
Cheers,
S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))
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OMNIS - the Erias Line (DEMO) Review
Thank you, an excellent and generous review!
I'd like to acknowledge the simplicity of the battle system and say that it's only a place holder - if OMNIS gets its funding then we've got a whole new battle system to implement - an enhancement and variation on the usual front row/back row system found in a lot of jRPGs that includes flanks as formation positions and the ability to switch characters between positions to make tactical use of the various strengths and weaknesses of each placing.
We're also going to be enhancing the individual battle mechanics of each character (and a currently secret roster of temporary party members).
'preciate you taking the time to write this review, it is, as always, fantastic to get positive feedback.
I'd like to acknowledge the simplicity of the battle system and say that it's only a place holder - if OMNIS gets its funding then we've got a whole new battle system to implement - an enhancement and variation on the usual front row/back row system found in a lot of jRPGs that includes flanks as formation positions and the ability to switch characters between positions to make tactical use of the various strengths and weaknesses of each placing.
We're also going to be enhancing the individual battle mechanics of each character (and a currently secret roster of temporary party members).
'preciate you taking the time to write this review, it is, as always, fantastic to get positive feedback.
Update on Thyden design:
author=Vegnarus
Whoa Steph, this looks great! Great use of flora, sand and shadows that break up the colors and add life to the area! Way better than before.
There's something about it still not matching my vision of the location - though I'm glad of the kind words! Incidentally, Steph is short for Stephanie over here, though a lot of teachers misread my name (Stephen E) as Stephene, so perhaps it's a fitting nickname.
author=janussenpre
Nice work!
I've been following this game for a while and it occurred to me that I've never taken the time to say how much I respect the effort you've been putting into Omnis. It's extremely inspiring!
I've said all along that every supporter and follower and word of praise is individually highly appreciated and I still mean that to the core of my bones. I may be mad, but I more or less withdrew from society to work on OMNIS full time, so it means an extra special something to feel like the effort is paying off in some way :)
Thyden Screenshots
author=janussenpre
Excellent work. I <3 this so much.
Thank you! Always nice to get positive thoughts!
author=Hasvers
Really nice! Perhaps decrease the contrast on the floor tiles a little though, I feel that they attract too much of the viewer's attention - they are so much more visually intense that my brain almost wants to interpret them as the foreground (though that will certainly be less pronounced in motion)
Yeah, it's a good point. There are a few other aspects a little 'off' in my eyes too, so I'll be tweaking and polishing extensively.
Solis Impound Barge
author=Vegnarusauthor=Elder71Speaking of size, only copy the needed files for the demos or the full game. The size should be as tight as it can.
I think I'm gonna stick with pictures for now and see what impact it has on performance. I've become quite good at minimising file sizes and such
Hoo, yeah, took me a long time to realise that. I always go through and have a cull of any unnecessary files.
Solis Impound Barge
author=Vegnarusauthor=Elder71A powerful anti-lag script will work wonders if you go that route. But try to find the optimal and less troublesome way to make it.
Hadn't really thought of that...It's a crucial scene, so I've gotta find a way to do it somehow :S
Though eventing it will ensure it plays out just fine for the most part. As a movie, it needs to be a specific format (ogg) and I'm not sure if it will be exposed in the game's directory and thus be easy to manipulate so there's that.
I think I'm gonna stick with pictures for now and see what impact it has on performance. I've become quite good at minimising file sizes and syuch
Solis Impound Barge
author=Vegnarusauthor=Elder71And that might even 'cause some lag. So if you can do it as a movie or through Hasvers' method, that'd be great.
It might be easier to make the scene a movie and import it that way, rather than fiddling about with moving pictures by precise numbers of pictures and tackling their stack order.
Hadn't really thought of that...It's a crucial scene, so I've gotta find a way to do it somehow :S
Solis Impound Barge
author=Vegnarusauthor=Elder71Yeah that's exactly what I had in mind. And it's also why I thought that it's gonna be a pain to set up.
Basically my plan is to save the different components as pictures and then 'move' them in sequence. Complicated to set up, complicated to execute. Hoo boi
It might be easier to make the scene a movie and import it that way, rather than fiddling about with moving pictures by precise numbers of pictures and tackling their stack order.
Solis Impound Barge
author=Hasvers
Honestly I wonder if you wouldn't be better off using an animation program to do that, importing the various elements, putting them on a skeleton, and saving each frame into a picture. Actually no, I'm completely sure you would be better off doing that :P
An alternative would be a simple script where you specify keyframe positions and you let it do the tweening. Have you found a scripter yet?
I've found a programmer who's looking into the battle system I have in mind at the moment. By the time we raise funds (if...) we'll have a whole range of toys to play with, but for now I've just got the muddle through for the sake of the Kickstarter video.
Solis Impound Barge
author=Vegnarusauthor=Elder71Huh... I can think of one way to do that. It's gonna be time consuming to set up but it seems doable. And thinking about it, yes, it's gonna be complicated as fudge! =P
...and I'm hoping to animate it by having the claw extend and then lower onto the Berghis ship. That's gonna be one helluva complex scene to organise.
Basically my plan is to save the different components as pictures and then 'move' them in sequence. Complicated to set up, complicated to execute. Hoo boi
Solis Impound Barge
author=VVBlastFuryVV
Long time no see Elder! I see the project's definitely going well.
That looks fucking amazing btw.
Hi again.
Thanks! It comes in several separate parts and I'm hoping to animate it by having the claw extend and then lower onto the Berghis ship. That's gonna be one helluva complex scene to organise.













