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Messages - Mac Orion

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91
Is the boxing ring a homage to Fallout 2? I hope we can go 12 rounds!


Actually i made the boxing ring without much thinking, later we realized that fallout had also a cool boxing ring. There are a lot of homages to fallout and other classic games, movies and Ips. :D

92
Bugs / Re: Mine crash
« on: November 18, 2014, 06:45:42 pm »
can you send a screenshot of the mine and the crash log on our email.

93
Suggestions / Re: Better Stealth system
« on: November 18, 2014, 06:44:00 pm »
The system as it is now will stay that way, but for a future project we will look to make stealth an even more reliable way to play.

94
General / Re: Controls - Keybinding Question
« on: November 18, 2014, 06:41:23 pm »
yes, next update keybindings will be available.

95
General / Re: The stuff we deal with during development
« on: November 11, 2014, 02:23:19 pm »
Talking about Diablo 2's sprites, it used a nice trick of reducing the amount of redundant sprites. Instead of having sprite sheets for every possible equipment combination for all characters, some pieces of equipment were stored in separate spritesets and those were rendered on top of the character base sprite.

I always wondered why more games don't use that approach. I guess it takes a lot of work to implement properly.

Well it's easier now days to render a model in 3D on a rendertarget and use it as a texture in your sprite engine. This is something we would like to do but will not happen for underrail because it would need couple of months to set the engine, do low poly models and textures for all models we now have in the game and getting the animation right. Also we would need to change how we render stuff.

But for another game we would like to go that approach so we can have more animations for characters and overall better looking characters.

Underrail is really a mish mash when it comes to asset creation, some newer stuff looks better than older stuff, well that is the price of early access.

Usually I'm much faster in 3d, something like that I showed I can make in couple of hours production ready with couple of variations, doing that handpainted would take so much more time and it would multiply with every direction variation I want to have. 

96
General / Re: The stuff we deal with during development
« on: November 07, 2014, 12:41:49 pm »
she didn't like her new shirt

97
General / The stuff we deal with during development
« on: November 07, 2014, 10:08:39 am »



98
Suggestions / Re: Less cartoonish tile set?
« on: November 04, 2014, 08:19:56 am »
I belive that what Mac Orion meant was for you to provide screenshots of the title sets you think are cartoony.
yeah i meant that.
Tiles on Flare engine are free to use with appropriate credit. I think you guys should take a look at this one: http://flarerpg.org/media/


I like these tiles especially.

I'm guessing it's about the oldest tilesets by Styg, probably the cave tileset Eliasfrost mentioned. Wasn't there a discussion about the look of the rocks, a long time ago?

There is a bit of distinction between Styg's and Mac's art, but I thought most people wouldn't even notice. Styg's art is cleaner and simpler, but the overall difference isn't huge.
One thing that really pops out imo is the difference between the new realistic skeletons and the old default loot container bones.
Well this is the biggest challenge for me, to keep it in the style that styg already laid out. The biggest difference is that I model my stuff in 3d and render it out where styg was handpainting everything in paint, sure I could do that also but it would take just too much time. Often I go in and overdraw the assets in Photoshop to look more "cartoony", even I would rather leave it the way it was.
So some stuff will be changed, but don't expect a completely new look, stuff that really needs another look on them are the caves, the hallway assets(SGS,GMS) and Junkyard, everything else is just if I get the time to do it. Also I find icons to small, but they are so small so styg can also help out with them and really, better if styg puts his time in making new mechanics and scripting awesome quests than doing some tedious art stuff that just takes time and requires artistic skill to look good.

99
Discussions / Re: The Art Thread
« on: November 02, 2014, 05:10:16 pm »
Some ideas for the beast in foundry, but we dropped that one because we didn't want another insect.

100
Suggestions / Re: Less cartoonish tile set?
« on: November 02, 2014, 04:26:49 pm »
please provide some screenshots of those tilesets, some assets need another look at them. Thanks

101
Discussions / Re: The Art Thread
« on: October 30, 2014, 09:00:21 pm »
wait, why didn't i see this thread earlier. Well i will need to post something here :P

102
Development Log / Re: Dev Log #34: With Fire and Brimstone
« on: September 30, 2014, 06:42:30 pm »
Do fire bombs and gas grenades not have cooldowns or are they treated like grenades/special grenades?
they are treated like grenades

Can we also craft fire/gas mines?


As of now, no. But it's an interesting idea, we will surely take it into consideration, but no promises.


Whats about level cap?

Most likely not in this update, the level cap will be raise once we have end game content in there because it does not make sense to balance it without that content. (how much it will be raised we still can not say, or if it will be raised at all, but we will take a closer look to balancing once we close up).


103
Bugs / Re: 0.1.12.0 map glitches
« on: September 17, 2014, 10:59:47 am »
fixed all

104
General / Re: Core City impressions (spoilers)
« on: August 20, 2014, 10:59:29 pm »
I wasn't that happy with the transition pieces i had. But could not figure out some nicer transition, anyways did not have time to polish it out, the bridge was plain white to the last second before shipping the patch.
The black edges were a quick test, looked good so i put it everywhere i could in core city. I will do a polish later on on the old areas of underrail, so it will be used more often.
The abandoned facility and the warehouse were the creation of phrygian, i just made the assets. I tried to make some dirty metal walls, but did not achieve it quite, still kept them and phrygian found good use of them.
Well the Coreteck wallset was for me quite nice, stygs favorite, but ofc every one has a different taste and at the end i was still not happy with Coreteck, it needed some more sci-fi machinery.
But if I ever get some time to make some doodles for coreteck, I put it in.

In 1 or 2 weeks i start with some new assets for the next areas of underrail, so I will let you guys know and I'm going to put some wip stuff up on the internets so you guys can comment and of course suggest some ideas.

I will not put everything up, some stuff will be secret :P
(wut! a ton of text from me, I'm usually the quite one on the forums : D )

105
General / Re: Core City impressions (spoilers)
« on: August 18, 2014, 06:51:41 pm »
Talking to Mac in-game was interesting - not blatantly fourth-wall-breaking

well it isn't even IRL :P I've done some dialogs and they where so bad I did not touch any since Rail Crossing.

Any suggestions about the visual look of Core City? (that's mostly my part)

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