OK, UI is the next hurdle to tackle. As the core gameplay starts to come together, we need to get some good quality UX.
I took some of the critique of my previous style and have started work on a more naturalistic approach:
The bottom window holds your cards and displays info about the selected castle. The idea is for it to look like the edge of a board game (hence the ivory/wood pattern).
There is not much to go on, but the wood look seems to blend in very nicely with the environment. The only thing I would change is the plain white text that you are using, it looks a bit plastic on top of the wood. You could make it appear chiseled or something like that, just adding a shadow might do the trick. And if you are striving for perfection, maybe add a bump/normal map to the wood.
I took some of your suggestions - it looks better. I'll probably keep the text white on the castle select camera, as it needs to stand out more than the timer and pause menu buttons:
Life is very busy at the moment! Studenting and developing and watching black mirror at the same time is a complicated process. I have exams right now and am juggling the two responsibilities.
Sam is busy coding the game's core structure. It's taking a while because of the multiplayer component and the fact that the map can be changed on the fly. Troops need to be able to change their pathfinding dynamically, which is work intensive.
In the meanwhile I've been honing my 3D skills as much as possible. I've settled on what is the final style for the full game (I promise!) We've been chopping and changing a bit over the past year as I have learned how to properly model/texture/compose environments and characters.
Here's early work on what is to be the final final final tileset used in our Greenlight application:
We are working our asses off to get the demo ready. I know we've kept pushing things forward all year, but life is demanding. this project is still very much ongoing. Here's to a release soon! Once the Greenlight page is up, we'll be shamelessly whoring ourselves here at MakeGamesSA for your precious votes. Stay tuned.
I'm nervous about your thinking about a publisher and sales and stuff without having shown us any game play yet. :/
The gameplay is working, it's just that right now it looks awfully shoddy because the assets haven't been implemented fully yet. I'm going through the final art iterations, so I need a week or two more to begin that process. Patience ;)
Comments
It's fairly well optimised, too.
I took some of the critique of my previous style and have started work on a more naturalistic approach:
The bottom window holds your cards and displays info about the selected castle. The idea is for it to look like the edge of a board game (hence the ivory/wood pattern).
Thoughts are appreciated.
Life is very busy at the moment! Studenting and developing and watching black mirror at the same time is a complicated process. I have exams right now and am juggling the two responsibilities.
Sam is busy coding the game's core structure. It's taking a while because of the multiplayer component and the fact that the map can be changed on the fly. Troops need to be able to change their pathfinding dynamically, which is work intensive.
In the meanwhile I've been honing my 3D skills as much as possible. I've settled on what is the final style for the full game (I promise!) We've been chopping and changing a bit over the past year as I have learned how to properly model/texture/compose environments and characters.
Here's early work on what is to be the final final final tileset used in our Greenlight application:
We are working our asses off to get the demo ready. I know we've kept pushing things forward all year, but life is demanding. this project is still very much ongoing. Here's to a release soon! Once the Greenlight page is up, we'll be shamelessly whoring ourselves here at MakeGamesSA for your precious votes. Stay tuned.
The castle style WIP. There are some minor decorative features to add still:
I'm nervous about your thinking about a publisher and sales and stuff without having shown us any game play yet. :/
Today we start full integration of the map generator and gameplay. It's finally coming together :)
Completely WIP and not including all final features (we have some big ones in the works).
(I'm just guessing. It's hard to tell when there's so little gameplay footage. :P)
We've been integrating Vive support into the game. Here's a little video of how it works:
The pike troops. I upgraded their general fidelity a bit!
A longer gif here: https://gfycat.com/AcceptableCautiousJoey
We were super lucky to be gifted a Vive from Valve. I requested they send us one, and, after seeing our gameplay video they said yes!
We've got some great feedback from the guys over on the vive subreddit! Check out our little GIF teaser! https://gfycat.com/FlimsyFastImperialeagle