stuart

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stuart
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  • Sweet! Good luck with your release, what platforms were you thinking of releasing on?
  • ah yes, thank you. The clue's in the name really isn't it... ;)
    in canLevelUp Comment by stuart May 2017
  • That's an interesting perspective. Thanks for taking the time to share it. Everything I have at the moment is very conceptual, so I might take some time to play around with engagement concepts and see how things fit. Your idea of some sort of 'chann…
  • Hi, thanks for taking the time to offer up some feedback. Yeah, as I alluded to in my post I have the random battle chance turned up very high in the video. I was testing my enemy and camera placement scripts around walls and forgot to reset it fo…
  • Hello, I can't comment on the specifics of the tutorial prefabs, but I have this problem sometimes and its usually because there is a child object of the prefab whose transform is miles away from where it's supposed to be. Unity puts the transform …
  • new progress video up. I've put in some additional placeholders for main menus etc, and added some more spells. I think my random battle chance value is a bit too high though right now!
  • Hi, I've been observing this issue for the past few months also. However because it happens so sporadically for me I've never managed to get to the bottom of what is causing it. If you find anything out please let us know!
  • ok no worries. I'll try scaling everything up by a factor of 10 or something.
  • Hi @inmysights thanks for the appreciation. The terrain itself? I generated it myself using an asset called Map Magic, and then passed it through a low poly mesh generator. I have tried a number of options for terrain in the past but I enjoy working…
  • some more screenshots, I've moved things into a more enclosed environment. It mostly works much better, but I've got some work to do to improve the camera placement during battles; sometimes the combatants can be obscured from view.
  • perfect, thanks
  • greetings fellow ORKers! It's been a while since I updated my progress. I haven't really been focused on this too much lately, but I've been trying to tighten up the 'flow' around battles. I've added some simple UI elements to cater more for touch…
  • What a legend. You've explained it perfectly, Cheers John!
  • @j0hnbane thanks for your offer of advice! I will pm you if you don't mind. Your youtube videos are nicely put together by the way. Your game is the Circle of Sages one right? Chucking fireball spells around in VR sounds like a lot of fun; will yo…
  • Intriguing! I think you should be pleased with how its shaping up. Do you have a particular architectural look in mind? Are you still intending to use the environment that you posted in your earlier screenshots?
  • Thanks for the positive feedback everyone. @wtyson LOL, oops yeah I might wanna change that a little. Yeah I'm enjoying crafting something that carries my own style, it's a great learning process also.
  • I really like this kind of game mechanic, I'd be interested to hear how you progress with your implementation. I'm doing something related, but much more simplistic than what are planning, I think. I have a very limited rune 'vocabulary', so I've d…
  • This looks really interesting! I like your professions design also, looking forward to more info :)
  • I've tried to do a video to illustrate the combat flow also. It seems like I've messed up something though because the picture is really choppy. I'll replace it later
  • progress update for the past couple of weeks I've been working to get the basics of the gesture spellcasting mechanism working. I see this as quite fundamental to how the game plays, so I wanted to get some foundations working well early. It seems…

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