PawnAge
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Re: PawnAge
Whoa, Zibo next level.
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Registration date : 2009-04-09
Re: PawnAge
You still developing this?
Been thinking about trying some simple 2D games myself. Not much motivation though.
Wonder if the new UE is any good.
Been thinking about trying some simple 2D games myself. Not much motivation though.
Wonder if the new UE is any good.
_________________
Recent singleplayer adventures:
Far Cry 3
XCOM: Enemy Unknown
Dishonored
Spec Ops: The Line
Tropico 4
The Vanishing of Ethan Carter
XCOM 2
Shadowrun Returns (+ Dragonfall, +Hong Kong)
Divinity: Orginal Sin 2
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Number of posts : 4330
Age : 34
Location : Estonia
Registration date : 2009-04-09
Re: PawnAge
I had a few months break due to moving over. But now that I'm finally settled in, I resumed again with full brain capacity few weeks ago. Came up with bunch of new mechanics - I might publish new version within ~2 weeks.
For 2D I'm pretty sure Unity would be more than enough. Give it a try - also when you get stuck with something there's always a chance I might help you out.
For me motivation came when I started to understand how it works and what I want to create. Having an idea stuck in your head and seeing continuous progress brings motivation. Don't know if you have any programming experience (Unity uses C#), so can't tell how hard would it be to start.
It was the same with Blender - I only launched it, because I had to, didn't want to at all, because Unity had its own more-or-less working plugin for modelling. But once I watched a couple of tutorials and ran it myself, I couldn't stop modelling/learning for next couple of months while still having fun.
For 2D I'm pretty sure Unity would be more than enough. Give it a try - also when you get stuck with something there's always a chance I might help you out.
For me motivation came when I started to understand how it works and what I want to create. Having an idea stuck in your head and seeing continuous progress brings motivation. Don't know if you have any programming experience (Unity uses C#), so can't tell how hard would it be to start.
It was the same with Blender - I only launched it, because I had to, didn't want to at all, because Unity had its own more-or-less working plugin for modelling. But once I watched a couple of tutorials and ran it myself, I couldn't stop modelling/learning for next couple of months while still having fun.
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Number of posts : 4027
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Registration date : 2009-06-20
Re: PawnAge
No programming experience though if this could help me unserstand it a bit better it would come in handy in my professional career as well.
Summer is quite busy, I might try Unity out at some point.
Summer is quite busy, I might try Unity out at some point.
_________________
Recent singleplayer adventures:
Far Cry 3
XCOM: Enemy Unknown
Dishonored
Spec Ops: The Line
Tropico 4
The Vanishing of Ethan Carter
XCOM 2
Shadowrun Returns (+ Dragonfall, +Hong Kong)
Divinity: Orginal Sin 2
Doppelganger- WICKED SICK
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Number of posts : 4330
Age : 34
Location : Estonia
Registration date : 2009-04-09
Re: PawnAge
PawnAge v0.0.6
Download (Win)
Download (Mac)
Features:
Download (Win)
Download (Mac)
Features:
- Units as LowPoly meshes instead of flat mesh-like images (currently used is a test mesh created in 20min as proof of concept)
- Pathfinding - moving directly from one field to another has been replaced with following a path, allowing to incorporate more mechanics (later on path waypoint will be selectable)
- Unit animations - every unit will have idle, attack and skills animations
- Directions - units can turn after move (later also without move) in chosen direction what defines their Opportunity Attacks range
- Opportunity Attacks (OA) - every melee unit can perform OA in a range of 3 fields in a direction the unit is facing. OA are triggered when:
- Enemy is leaving OA range
- Enemy is passing by OA range
- Enemy is being pushed through OA range
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Re: PawnAge
BTW I wanted to comment here before - sorry that I was obstructed by different useless business instead - that I honestly kinda enjoy following the process here. Just mostly because I ofc also every now and then have had thoughts about "doing my own game" - though my programming skills are bad - and for that it is useful and exiting to see your progress but also the pitfalls of it. The learning process (yesyes, me being a teacher kicks in) seems the most tempting to me at this point for trying such a thing myself. And be it just using gamemaker studio as a start and diverging from there...
Downloading PawnAge now!
Downloading PawnAge now!
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Re: PawnAge
Finally something amazing happening in IT world. Graphic design has entered into a new era it seems. As a lame 2d/3d artist, I'm thrilled to see how much they will improve that (already amazing) AI and its IDEs in near time.
Posting it here, because it looks like something I will be using in PawnAge.
Stable Diffusion
Posting it here, because it looks like something I will be using in PawnAge.
Stable Diffusion
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Re: PawnAge
It definitely works, all right. About 15 iterations with techniques shown on above videos.
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Re: PawnAge
You mean I can be an artist too?
Elohai- Spammer!!!
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Re: PawnAge
Absolutely. All you need is basic skills in PS/GIMP and proper GPU.
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Re: PawnAge
Zibo wrote:It definitely works, all right. About 15 iterations with techniques shown on above videos.
Pretty cool.
Some manual touch ups and you have something to work with.
_________________
Recent singleplayer adventures:
Far Cry 3
XCOM: Enemy Unknown
Dishonored
Spec Ops: The Line
Tropico 4
The Vanishing of Ethan Carter
XCOM 2
Shadowrun Returns (+ Dragonfall, +Hong Kong)
Divinity: Orginal Sin 2
Doppelganger- WICKED SICK
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Number of posts : 4330
Age : 34
Location : Estonia
Registration date : 2009-04-09
Re: PawnAge
Yeah, the funny thing is I drew something terribly bad in 1st attempt that had wrong proportions and it actually turned out like some dagger/shortsword that I might use at some point later.
After I finish animating units and making some test environment, I will check how that tech performs with UI/menus.
After I finish animating units and making some test environment, I will check how that tech performs with UI/menus.
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Re: PawnAge
Pretty darn awesome! The heck, if Elohai can, I can be an artist any day! I´m a game designer now, yey!
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Re: PawnAge
Yoo, I saw all those fancy images on the forum´s front page and the sweet hand drawn assets. So I am wondering how the state of the project as whole is?
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Re: PawnAge
Remodelled and animated a couple of units recently - results satisfying, so I will be continuing with low-poly approach.
Currently working on first environment, lighting and it's core instantiation so the pathfinding and line-of-sight work again. Introducing also mid-height obstacles (e.g. boxes, carts, torches), that you can shoot over but cannot step on.
I'm still unsure if Mana Orbs flooding the board is a way to go, so I'm trying to figure out how to rework this system.
Hand-drawn assets will be replaced with AI generated - I'm planning to use it for unit portraits, skill icons and even UI.
Spending a bit more time on the game now, as unempoyment helps with that.
Next steps on roadmap:
- Revisit water shader
- Rework UI
- Remodel remaining units
- Remake mana system?
Currently working on first environment, lighting and it's core instantiation so the pathfinding and line-of-sight work again. Introducing also mid-height obstacles (e.g. boxes, carts, torches), that you can shoot over but cannot step on.
I'm still unsure if Mana Orbs flooding the board is a way to go, so I'm trying to figure out how to rework this system.
Hand-drawn assets will be replaced with AI generated - I'm planning to use it for unit portraits, skill icons and even UI.
Spending a bit more time on the game now, as unempoyment helps with that.
Next steps on roadmap:
- Revisit water shader
- Rework UI
- Remodel remaining units
- Remake mana system?
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Impossible is nothinG
Zibo- WICKED SICK
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Number of posts : 4027
Age : 36
Location : Ploland
Registration date : 2009-06-20
Re: PawnAge
So how does it look like at first glance?
(effects don't have lights yet)
(effects don't have lights yet)
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Number of posts : 4027
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Re: PawnAge
I'll just leave here some Unity skills level Asian:
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Number of posts : 4027
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Re: PawnAge
Pretty darn good, you actually developed kinda your own artstyle with this. I think this is an important step to give that game project a certain identity. Use the limitations you face to actually develop something unique along the lines of the constraints they put to you, in other words: Use engine/manpower limitations as a source of inspiration.
Thanks for the videos. I think that the lightning brings it to another level, I love those sunrays. You can use them to appear as special spell or level up effects too, can´t you?
Thanks for the videos. I think that the lightning brings it to another level, I love those sunrays. You can use them to appear as special spell or level up effects too, can´t you?
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Re: PawnAge
Dropping test build in both day and night settings:
PawnAge v0.0.8 - Day
PawnAge v0.0.8 - Night
Added bunch of improvements vs last videos:
Knows issues / todos:
Next:
PawnAge v0.0.8 - Day
PawnAge v0.0.8 - Night
Added bunch of improvements vs last videos:
- Water shader
- Moving grass and trees shader
- Action Fields remade
- Highlighting unit's path replaced with animated line
- Unit highlighting effect for hover and selection
Knows issues / todos:
- Units hovering a bit over the ground (visible especially in night)
- Blood splatter colliding with water
- Sometimes collision errors on unit's death
- Pushing not yet functional
Next:
- Lighting finish (it's harder than it seems, blinding flashes from HDR/lighting/effects are very headache to tame)
- Adjust pushing mechanic to new design. Implement half-covers (planning them to give -1 DMG on hit)
- UI rework - I'm planning to switch into 2D GUI and move units' skills in there as well, so they don't cover the board. I'm counting on Stable Diffusion to generate neat UI elements.
- Unit icons rework - proper HP bar will be introduced. HP/Atk of units will be greatly decreased to enhance readability and simplify dmg calculations.
- Finish remodelling/animating rest of units (Goblin, Goblin Shaman, Totems).
- Generate new kick-ass portraits with Stable Diffusion.
- Figure out new Mana system. Mana Orbs cannot hover all over the board due to aesthetics.
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Number of posts : 4027
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Re: PawnAge
Dropping build with new UI. Advices welcome to its usability/readability.
Now when I look at it, I see I missed the name of the unit... Will put it probably above HP bar.
PawnAge v0.0.10
Now when I look at it, I see I missed the name of the unit... Will put it probably above HP bar.
PawnAge v0.0.10
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Number of posts : 4027
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Re: PawnAge
Looks sexy on the screenshots, clean, kinda mobile´ish UI (I mean: easy accessible, doesn´t seem like having many nested menus). In 2 weeks I have holidays, I hope to test it then but mb other do that before, too.
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Re: PawnAge
Gold, you busy hard-working man with no time for pleasures (or maybe suffering in this case). It's not open world MMO (yet!!) - takes about 4-6 minutes to test.
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Number of posts : 4027
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Zibo- WICKED SICK
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Number of posts : 4027
Age : 36
Location : Ploland
Registration date : 2009-06-20
Re: PawnAge
Sheesh I somehow missed this post. How did you animate that, all manually? The leg movement is gud, quite appreciating the attention to small detail there.
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Re: PawnAge
Several days of hard work and learning stuff in Stable Diffusion. I'm very satisfied with the result. With new units I will be probably starting with sketch, generate ideas and model basing on top of that.
old vs new
Vagabond
Temple Priest
Broken Sword
old vs new
Vagabond
Temple Priest
Broken Sword
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