Alvarian Tales Project - March 2013
Thanks! It's a lot more fun this way.
Now I have to redo bounding boxes, because of so many angled walls and things. A bunch of square bounding boxes isn't really ideal on these kind of maps. But I have at least one alternative, the old way of using the mouse to point-and-click a destination to walk to, putting that A* path finding to use. It beats getting caught up on bounding edges. But I did like the idea of alternatively using arrow keys to guide the character around.
Also trying to figure out how many actions you can do on an object. So far I have hand/general action, eyeball/look at, bubble/speak to, and feet/walk to. It would be possible, of course, to add in the classic Push, Pull, Open, Close, etc, like this:
But fewer might be better. Might leave the bottom part of the screen open for just inventory objects to have ready on hand.
Lastly, scaling characters for a sense of depth as they walk into a horizon is a little rough looking since I'm keeping it a simple pixelized look. The screen is doubled in size so that scaling produces a half-pixel effect rather than losing pixels, which helps. But still, looks rough!
Opinions welcome, thanks for looking.
Now I have to redo bounding boxes, because of so many angled walls and things. A bunch of square bounding boxes isn't really ideal on these kind of maps. But I have at least one alternative, the old way of using the mouse to point-and-click a destination to walk to, putting that A* path finding to use. It beats getting caught up on bounding edges. But I did like the idea of alternatively using arrow keys to guide the character around.
Also trying to figure out how many actions you can do on an object. So far I have hand/general action, eyeball/look at, bubble/speak to, and feet/walk to. It would be possible, of course, to add in the classic Push, Pull, Open, Close, etc, like this:
But fewer might be better. Might leave the bottom part of the screen open for just inventory objects to have ready on hand.
Lastly, scaling characters for a sense of depth as they walk into a horizon is a little rough looking since I'm keeping it a simple pixelized look. The screen is doubled in size so that scaling produces a half-pixel effect rather than losing pixels, which helps. But still, looks rough!
Opinions welcome, thanks for looking.
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New screenshots (in first post) and looking for feedback.
The mountain scene I'm still a little concerned about. I don't want it to appear 3D-rendered (although it is), and I also don't want it to appear like the textures or clouds in the background are too realistic compared to the character who is rather simple and hand-drawn. It's important to have a consistent style.
Thanks for looking!
The mountain scene I'm still a little concerned about. I don't want it to appear 3D-rendered (although it is), and I also don't want it to appear like the textures or clouds in the background are too realistic compared to the character who is rather simple and hand-drawn. It's important to have a consistent style.
Thanks for looking!
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- Posts: 2338
- Joined: May 31, 2005 9:59
- Location: Croatia
- Contact:
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- Location: new york
I really like the cartoonish style of the graphics. Do you have a download? It looks like you're using a text adventure style RPG engine with LOOK/USE etc...
I've written a dialog engine for NPC's that works on external files. It may be of interest to you.
Really great work. How does the 3d modeler interface with FB? Or are you porting it is a bitmaps?
I've written a dialog engine for NPC's that works on external files. It may be of interest to you.
Really great work. How does the 3d modeler interface with FB? Or are you porting it is a bitmaps?