• Finally, some good feedback!
    FYI, software developer for 16 years now, professionally. Been doing it for almost 30 years overall. So, I'm used to getting ripped apart for things that don't go as expected. I don't feel you're being mean at all.

    Yeah, the AI you see is absolute basic. I have a few more monsters in there that have a bit more advanced AI which makes for a really tough fight. I've lost my fair share of fights with them :)

    Hmm, head bob. Something I've always detested. I guess, I shouldn't let my personal tastes bleed into things; but, make it an option to turn off/on.

    Thanks for the feedback.
  • @keyboardcowboy No problem. Yeah Personal taste is something i tell my boss he shouldn't let Influence the game much. He's a huge FPS fan an has his own idea of what he thinks a fps should be like. so we butt heads every now an then on some issues. Cause i'll take the player's point of view while he takes his. But if you ever want some tips on level design. on how to make your scenes look more up to date let me know and ill go on skype with you or some thing and help you out. also look up OBS. Its a free vid capturing software. That out puts to mp4 and its a hell of alot lighter then fraps its what i use to do my vids.
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • edited October 2016
    Ugh I hate head bob so much! If you do implement it, do me a solid and do it with a selectable toggle in options. From player to Designer! Please please! I do agree though that would add a fair bit of polish to it.
    Post edited by paulgswanson on
  • Very nice,Looking forward to seeing the next update.
  • @paulgswanson @keyboardcowboy if it was me id have a a sword animated by a script. dont really need hands but a script doing some interpolations on positions and rotations. to give more dynamics to it by setting up a few different rotations and positions that are nice an smooth an randomly picking each time u attack would make for a good set up. dont really remember what it is in unity but i think its smooth damp to interpolate between to positions and rotations and then just interp back after the positions reached. same with spell casting just having a staff for spell casting would give it more dynamics. if done right it looks really natural as well and most times looks better then animations.
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • edited November 6
    Here are a few new screenshots of the starting area, Nerah's Landing.
    photo Grab 20171105 212053 w1920h1080 x626y126z649r35_zpstfpdtdii.jpeg

    photo Grab 20171017 231059 w1920h1080 x608y122z679r269_zpsot3mnpe3.jpeg

    Sunset photo Grab 20171105 204616 w1920h1080 x408y83z673r282_zpsg54oqm50.jpeg

    Nerah's Landing photo Grab 20171009 162709 w1920h1080 x655y101z717r11_zpswuqypmtr.jpeg
    Post edited by keyboardcowboy on
  • edited November 6
    Looks super cool!

    Are all these UIs created by ORK, I mean like the party creation screen, spell shop, etc??
    Post edited by ljx00_520 on
  • All UIs are ORK except the party creation screen. I wrote the code for that and used Unity's uGUI.
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