It's something like... ( AtkSpd x Attack Strength ) + Defense + ( sqrt (Current HP) ) ...but is subject ot change as the battle system is tweaked. :)
ScottTykoski
Wow, this is really getting heafty :) Awesome stuff, Winter!!!
[quote]It looked appealing in design,talk,vids,screenshots but with actual gameplay I'm just like meh[/quote] Feel free to post your feedback....you'd be suprised how much user input we take ;)
lol @ 30 tiles per turn Thanks for the AAR, can't wait to hear more! :D
We tend to hook up hot-keys for things before the official UI goes in :) Hope it does what you're looking for!
IIRC Ctrl+Scroll Whell does the rotation thing (when placing an improvement).
I would love to see 'Item Shop Inventory' be somethign that placed buildings affect (Healers Hut adds 'Minor Mana Potion', Armory adds some special items, etc).
Yup - item categories, your curerent inventory displayed at all times, showing how a peice of equipment would affect stats, different atmosphere based on city, etc, etc are all on our todo list.
NP...granted, I'm sure your card SHOULD support advanced lighting :) But that's a kink being worked out on our end. Enjoy!
Yeah, what you see now is basically the first iteration of that screen (all the parts are in to let you buy and sell) but it definatly needs polish. We'll keep your post in mind when we revisit it :)
Can you turn off advanced lighting to see if that helps? Thanks!
Bizarre...can you send a save file to [email protected] ? I'll take a peek :) Thanks!
[quote]That said, the research and tech system certainly needs a better presentation. [/quote] This is something I completely agree with...when you make a breakthrough, and you have the option of a RED (very rare) tech, it should feel like Christmas morning and you've just unwrapped a Red Ryder bbgun (or something). Right now it's really steril and very uninformative. Improvements are in the works...for techs and pretty much everything else in the OP's list :)
I find the 'Watch in HD' option highly amusing :)
[quote]How easy is it going to be to impress us with a barren desolate world?[/quote] It's going to be tough, but we're up to the challenge ;) [quote]The Mucha thing is what led me to stick around [/quote] Yeah, Mucha made some beautiful paintings of women...but no paintings of a fantasy world with cities, dragons, and knights :) So adapting his artistic rules to our game has certainly been quite the experience.
Just a heeds on on what we specificaly have in the gfx pipeline... 1. Terrain Textures: We have a couple of tricks to employ to get the terrain textures looking less..boring :) They dont currently have the washed/painted feel that we want, so expect improvements there. 2. Forests: Gah, where to begin! Basically, forests are getting a major overhaul, from their toothpick trunks to the size/plcement/number of leaf clumps, to FINALLY getting shadows beneith them.
This was discovered and fixed internally after hte cutoff point for new code to be added, so next update will have that taken care of. Thanks for the catch, tho!
Ships that feel HUUUUUUUGGGGEEEE!!!! :D
theprogress: Replied :) cyrogenic: I really never get sick of talking about the art style, but the way we're developing the game (engine and game in tandum) has made 'selling' the style a real uphill battle. Most major companies have the visuals NAILED before really showing the public. You guys were along for the whole ride, of which we still have ground to make before the art team is truly happy with the result. That said, and knowing what's in the pipeline, I can see being v
No paralax mapping...the ground does have a VERY subtle normal map on it, but even that is used sparingly. The more of those 'realistic' effects we slather on, the further we get from the intended style :( My goal is to have CRAZY paralax mapping going on in GC3 tho :)
kyogre: Do you think announcement facilitates a rekindling of the Elemental twitter account? ;)
[quote] We should trust that there will be videos later about backstory and character depth.[/quote] We have some cool plans regarding this area of exposition :) But that's for another day.
That link makes my heart sing :) Too much algorythmic genius to behold.
OK, so lets actually use that old (OLD OLD OLD) screenshot as a variable in our test... This is a really quick rehash of that shot in the most recient build of the game. Going back and forth I can see spots where the old shot trumps the current one: - The old river was bendy and natural (it
Actually, I think all the triggers to make quests based on this idea are in...I'm going to go make some right now :) Thanks for the great suggestion!