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PawnAge

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Post by Doppelganger Wed Dec 15, 2021 1:32 am

Whoa, Zibo next level. PawnAge - Page 3 2076204186

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Post by Doppelganger Sat Jul 02, 2022 11:41 am

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.

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Post by Zibo Sat Jul 02, 2022 1:53 pm

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. Smile
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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Post by Doppelganger Sun Jul 03, 2022 11:41 am

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.

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Post by Zibo Sun Jul 31, 2022 11:15 pm

PawnAge v0.0.6

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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Post by gold Mon Aug 01, 2022 4:51 pm

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!

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Post by Zibo Tue Sep 27, 2022 5:46 pm

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




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Post by Zibo Tue Sep 27, 2022 8:31 pm

It definitely works, all right. About 15 iterations with techniques shown on above videos.


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Post by Elohai Wed Sep 28, 2022 3:08 pm

You mean I can be an artist too?
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Post by Zibo Wed Sep 28, 2022 3:13 pm

Absolutely. All you need is basic skills in PS/GIMP and proper GPU.

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Post by Doppelganger Thu Sep 29, 2022 10:37 pm

Zibo wrote:It definitely works, all right. About 15 iterations with techniques shown on above videos.


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Pretty cool.
Some manual touch ups and you have something to work with.

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Post by Zibo Fri Sep 30, 2022 4:13 pm

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.

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Post by gold Tue Oct 04, 2022 8:41 pm

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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Post by gold Sun Nov 27, 2022 2:17 pm

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? Smile

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Post by Zibo Mon Nov 28, 2022 5:54 pm

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. Very Happy

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Next steps on roadmap:
- Revisit water shader
- Rework UI
- Remodel remaining units
- Remake mana system?

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Post by Zibo Sat Dec 03, 2022 6:42 pm

So how does it look like at first glance?

(effects don't have lights yet)




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Post by Zibo Mon Dec 05, 2022 7:01 pm

I'll just leave here some Unity skills level Asian:


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Post by gold Tue Dec 06, 2022 8:41 pm

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. PawnAge - Page 3 632772

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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Post by Zibo Wed Dec 07, 2022 9:30 pm

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:
  • 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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Post by Zibo Fri Jan 20, 2023 7:14 pm

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

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Post by gold Sat Jan 21, 2023 2:26 pm

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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Post by Zibo Sat Jan 21, 2023 3:15 pm

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. Razz

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Post by Zibo Fri Apr 28, 2023 9:46 pm

pew pew pew


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Post by gold Thu Jun 15, 2023 12:08 am

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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Post by Zibo Fri Jun 23, 2023 11:22 pm

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

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