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We've done some progress and 1vs1 player is being worked on.
I also finished the pathfinder (Might release a video showing it later) and I can say I'm quite pleased with it :) We're excited about how this will work out, and when we get 1vs1 and maybe 2vs2 done we might let it open for some alpha testers. Will be quite interesting when I come around to making player vs npc ai though ;p Anyways, jsut thought I would inform you guys. More information will come later :] |
open some of up to the public already
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The Server is gone :O
Dont ask me where it is |
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Maybe it's name changed back to DeveloperXY?
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The server is now back up again thanks to Stefan ^^ Quote:
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It looks nice.
A gender setting might be good though. Eventually. ;-D Also, lemme know if you guys stick to Turn-based...I'm interested to see how that'll work out online, if it'll be Largely Turn-Based with a default "impatience" timer when the other player's taking too long, and if they lose their turn or if you have an AI take over their turn when they default...or if you'll allow players to Turn-based at their own pace. |
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With DeveloperXY I meant Developer(SUMRANDOMNUMBERHEREPL0X)
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I didn't know that
XD |
I missed crystia in wired's vaporware list.
Any proof against the thesis, that crystia is just vaporware? |
Player VS Player is probably next to do on my list of what to do :o |
Hmm, is that what you needed the pathfinding help for?
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Wow, that's nice :D
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I don't know if it's just because it's Jan 1st, but the transition between selecting a place to move and the screen going back onto your character really started to mess with my eyes. You might want to try and improve that transition somehow and maybe reduce the opacity of the grid, but other than that it looks cute.
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Defend/Counterattack/Ready Attack is always fun...particularly when you can represent it graphically. "You can walk right past this guy, but he's gonna interrupt you with a sword on step #5..."
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Maybe have the opacity of each space lower the farther the distance?
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:] Kinda hard to see the opacity though, but yeah, it's there
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Much much better :)
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Screenshot?
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Attachment 46971Attachment 46972 (Tried the checkerboard thing :p) Attachment 46973 |
Should up the jump in transparency to something like...
1-((x/y)*.75) x being the the respective distance number, and y being the max distance possible. |
I like the last screenshot the best, but that'd probably be because it includes everything I suggested :blush:
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Attachment 46975 1-((x/y)*0.6) Attachment 46976 1-((x/y)*0.5) Attachment 46977 |
Just a little opinion here. Looks good but I think it might look better without numbers in every square. Why not just show the squares and have one number represented somewhere that shows how many steps it will take?
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I'll see if I can do something about that though (and the numbers are mostly for debugging). How the path finder works, is that it will it use that number you choose as how many steps it will max take. If you choose a square with number 8, it will find a path with max 8 steps. The path finder is quite flexible, because at the moment it only moves in 4 directions, but it could easily be done to make it work in 8 directions (Thus creating even shorter and faster paths..). |
I heard Crystia died because some staffs were leaving :O !
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Crystia is put on hold: Lack of staff. |
Ah, so Elk finally took a dump on you guys?
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