- Joined
- Jul 17, 2011
- Messages
- 860
This is really impressive. Animating doodads is quite easy. I can give you a hand with this. Anyway, you are doing an excellent map !
Thanks!This is really impressive. Animating doodads is quite easy. I can give you a hand with this. Anyway, you are doing an excellent map !
I'm on holiday at the moment, but I'll definitely send you some doodads when I get home!Send me the doodads that you want to have animation on. It's quite easy to do
Thanks a lot!Astonishing. Your absolutely best work yet.
Thanks!My oh my, that's looking real good. Especially the lighting and continuity in the terrain without any jarring transitions. Where do you get all those models from?
Have you checked the trailer in the main post? The first part of the trailer is basically only terrain shots. If you want more terrain shots I'm sure I can do that, but you'll have to wait until the next trailer is released (which is still quite far away).Just a suggestion, but I'd love to see a cinematic fly-by of some of your maps, kind of like a terrain showcase with music, etc. Maybe the camera can pan to show off the level of detail in certain areas, etc.
I could, the only issue with that is that the shots would be from the same angles as the top-down view you see when I move the character. THis is because all the terrain is built with the top-down view in mind, and will in many cases not look good from other angles.Yeah, that was a good trailer. In this case since you regularly upload gameplay footage for preview purposes of your character running around the level, maybe you can mix in in-game cinematics showing off aspects of the level.
Thanks a lot!Holy shit! Nice atmosphere! Love the depth!
At some point we will send an application for project hosting, but at the moment there's still a long way to go before we can think about that. A fully working prototype needs to be in place first for example. Thanks for the suggestion thoughcough Project Hosting cough
Love the dripping sounds and the theme bgm you put thereLevel 2 of the cave terrain is done;
Thanks!Love the dripping sounds and the theme bgm you put there
Maybe add some luminous things like mosses or shrooms or something natural that give the environment some life.
Looks like a diff game than wc3![]()
I thought the sounds are imported in-game coz it fits alreadyThanks!
Those sounds are just YouTube videos running in the background, but there will be something similar in the final version.
I can probably add some stuff, but Warcraft III doesn't really like too many light sources in one spot, and I have packed them to the absolute max in pretty much all areas. How I wish I could just go ham with the light sources![]()
It's a turn based combat system, so no combat will take place in the dark while walking aroundI have a sneaking suspicion the same would happen here if the gameplay inside that dark cave is difficult
Well since this is a turn based combat map the enemies won't actually be in the "open world" (for the most part anyway). There will be an encounter system, where you're likely to meet enemies randomly while walking around. When you meet an enemy you will be transported to an arena where the combat takes place, much like in some of the Final Fantasy games.Given how narrow some of these corridors are, is there a way to avoid combat? Do enemies gravitate towards the player?
Correct!Ah I see, so it's like older J-RPGs where combat occurs randomly. I thought it would be like newer games where you have enemies visibly wandering the map that the player could avoid.
Good stuff! I have added the video to the front page of the project as well.
sneeze-peak clipHere's the first ever
He can, but some places have the max amount of light sources, so the light will start clipping if you carry a torch with lighting into those places. I have considered it for the roads though, out of town and such.Can your character carry a torch with dynamic lighting?
It looks good, obviously. Maybe consider making trees transparent when the PC is behind them from our PoV?I have been working on improving the light environment. I have now changed from simply adding a fog filter, and changing back/forth to night time when entering interiors to actually changing the entire light environment using custom made DNC models. I am using the method shown here to change back and forth between light environments when entering interiors, and when it's night time. I'm quite happy with the results. Some interiors and things may look a bit overly saturated, but that will be adjusted later on.
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If I'm gonna take a wild guess I'd say we will have a beta within 1 year, give or take. Hopefully sooner, but these things takes time. I'll definitely let you know though. We're planning a closed beta first with maybe 10-15 people, so I'll remember you when the time comes.Any ideas when you will release a beta or a test map? I am eager to try this one out already =)
Thanks! Yeah I have done that with some other doodads in the other maps in this campaign. I have actually built the terrain in such a way that the overly tall trees mostly don't block vision. I have taken some liberties what visibility is concerned since this is a turn based combat campaign.It looks good, obviously. Maybe consider making trees transparent when the PC is behind them from our PoV?