What's lacking with the current animations? Just lame style? If so that's understandable. But the amount of work to re-render everything is probably too high a cost at this point.
We can't really add more frames of animation if that's what you're considering. All the permutations for 8 directions, several animations, and all the equipment means the game already takes a considerable amount of memory. If we roll out the "hdcore" version with no new frames the game will require 1GB of video memory which is steep for such a simple 2D game. (actually more than my dev machine has).
Random map generation isn't part of the goal for Flare 1.0 but maybe it will be for later versions. I also do want to try pseudo-random maps: e.g. making four versions of each map so that most playthroughs will have a different feel
yau: Sounds like you're enjoying the game. That's great!
The Ring of Invisibility pretty much is a cheat code. If players are simply unable to avoid the temptation of using it we'll just remove it from the game.
Hopefully the "getting stuck on zombie corpses" is actually an IceClaw Zombie attacking you with his melee freeze. It will Immobilize you for a few seconds. There is a debuff icon that shows up next to your health, but we really really need a status overlay on the hero (e.g. feet encased in ice).
The Aether Walkers are just an alternative to the blinking skill. They're just an example of putting a power on an item instead of on the power tree. It's not a great example, and we may change the way those boots work.
Great tutorial. I must try this. Most of my absolute favorite low-spec 3D art uses this style. If I ever venture into making a 3D game I'm going this route.
I know the original track was meant for a synth/space theme. But my choice of it for Heroine Dusk is absolutely intentional.
I was looking for some really 80s futuristic synth for Heroine Dusk when I found this track. It's not so much that my game is about space at all, but it reminds me of the kind of music popular when this genre of game was popular.
Everything about the design of Heroine Dusk is purposefully slightly off genre. The font shouldn't work for a fantasy game; this song shouldn't work; the colors shouldn't work. But put all together and it has this slightly off, dissonant, excellent atmosphere.
@caeles It's fine to milk gold there. I had one mimic closer to a rest point that I removed because it was a bit too easy to farm, but the ones currently in the game are okay. There's some risk fighting them until OOM and trekking back to a safe area.
What's lacking with the current animations? Just lame style? If so that's understandable. But the amount of work to re-render everything is probably too high a cost at this point.
We can't really add more frames of animation if that's what you're considering. All the permutations for 8 directions, several animations, and all the equipment means the game already takes a considerable amount of memory. If we roll out the "hdcore" version with no new frames the game will require 1GB of video memory which is steep for such a simple 2D game. (actually more than my dev machine has).
tcauldillg: wut.
If this is satire it's over my head.
Anything is possible if you believe in yourself!
Random map generation isn't part of the goal for Flare 1.0 but maybe it will be for later versions. I also do want to try pseudo-random maps: e.g. making four versions of each map so that most playthroughs will have a different feel
dssi3332 Yes you can use this commercially. CC-BY art is often reused in commercial projects.
Note that technically all of the art on OGA can be used commercially. We can't accept submissions to OpenGameArt that have a non-commercial clause.
The trees are still a bit undercooked. I think as we develop the game more we'll figure out and correct some of those weak spots.
Ah, for the Aether Walkers you should be able to wear them AND drag them onto the action bar to use as a power.
yau: Sounds like you're enjoying the game. That's great!
The Ring of Invisibility pretty much is a cheat code. If players are simply unable to avoid the temptation of using it we'll just remove it from the game.
Hopefully the "getting stuck on zombie corpses" is actually an IceClaw Zombie attacking you with his melee freeze. It will Immobilize you for a few seconds. There is a debuff icon that shows up next to your health, but we really really need a status overlay on the hero (e.g. feet encased in ice).
The Aether Walkers are just an alternative to the blinking skill. They're just an example of putting a power on an item instead of on the power tree. It's not a great example, and we may change the way those boots work.
The title really doesn't say it all :(
Great tutorial. I must try this. Most of my absolute favorite low-spec 3D art uses this style. If I ever venture into making a 3D game I'm going this route.
This has sort of become the theme song for Heroine Dusk. http://heroinedusk.com/
I know the original track was meant for a synth/space theme. But my choice of it for Heroine Dusk is absolutely intentional.
I was looking for some really 80s futuristic synth for Heroine Dusk when I found this track. It's not so much that my game is about space at all, but it reminds me of the kind of music popular when this genre of game was popular.
Everything about the design of Heroine Dusk is purposefully slightly off genre. The font shouldn't work for a fantasy game; this song shouldn't work; the colors shouldn't work. But put all together and it has this slightly off, dissonant, excellent atmosphere.
@caeles It's fine to milk gold there. I had one mimic closer to a rest point that I removed because it was a bit too easy to farm, but the ones currently in the game are okay. There's some risk fighting them until OOM and trekking back to a safe area.
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