Thank you so much for your support and endorsement Dorkster. It means a lot to me. Congrats on the 1.14 release, I would love to come back to FLARE and some point
Hello, I skimmed through the discussion regarding the amount of work needed to implement dual wielding in FLARE. I was wondering whether it would help to consider dual-weapons (eg Dual daggers) to be a 2h item class like the bow. This is the solution I had in my own Action RPG which began as a FLARE mod. That way, the only thing that needs to done is to come up with a single set of dual attack animations for all the avatar parts. Still a bit of work, but I believe it's neater that way.
So sorry for the late reply, I've been quite busy. Some of the new models I did myself, but others are kitbashes of the things that you can find here on OGA. I modify them pretty extensively, however. As you say, it is a total conversion.
I'm thinking of using your excellent derivative of Clint Bellanger's Minotaur model in my game. In fact, I believe you are already in my credits for some things! :D
Hi @Dorkster, I have your question regarding your new 256x256 "open world" map. I am assuming that you are going to populate this large area with monsters so that it isn't so much empty space. In this case I was wondering if you have a solution to keep monsters from chasing the player into the town areas where the NPCs (presumably) are. It would be weird for me to see all the townsfolk just looking on indifferently while you are being mauled to death by a pack of goblins lol.
Hey guys, thanks for all the responses. I've been working on the game this past few months. Right now I'm concentrating on skills design. Hopefully there will be stuff I can share again.
Some but not all of the assets I have created is built on top of things that use a CC-BY-SA licence. If I understand correctly this means that I have to release those assets regardless of whether the project goes commercial or not. I intend to do this after the project is completed and released.
Commercial plans are not entirely off the table. But it's really up in the air. Two considerations are 1) Is there enough original and interesting content to warrant a cash price and 2) Is there a big enough of an audience that will pay. I also have the issue of whether this is the right thing to do or not, given that the project relies quite heavily on work that other people have done for free.
One of the things I was thinking of - was that if the project goes commercial - will major contributors to FLARE engine and art (Namely dorkster, Clint Bellanger, and Igor Paliychuk, just to name just a few) be agreeable to recieving a percentage cut of whatever money the project makes. I was planning to ask this sometime in the future, but since the topic has come up I might as well bring it up now :)
And I was completely un-aware of Flare-engine-next. Will check it out, thanks!
Here's a video showing some avoidance-based combat. I didn't manage to capture the combos very well, but rest assured they are there :) Given that the natural combat system of FLARE is more attrition based a la Diablo, I think it's a good proof that the FLARE engine is a flexible one on top of being really easy to use. Thanks!
Thank you so much for your support and endorsement Dorkster. It means a lot to me. Congrats on the 1.14 release, I would love to come back to FLARE and some point
Hello, I skimmed through the discussion regarding the amount of work needed to implement dual wielding in FLARE. I was wondering whether it would help to consider dual-weapons (eg Dual daggers) to be a 2h item class like the bow. This is the solution I had in my own Action RPG which began as a FLARE mod. That way, the only thing that needs to done is to come up with a single set of dual attack animations for all the avatar parts. Still a bit of work, but I believe it's neater that way.
Nice! Thanks for this!
Hey Danimal!
So sorry for the late reply, I've been quite busy. Some of the new models I did myself, but others are kitbashes of the things that you can find here on OGA. I modify them pretty extensively, however. As you say, it is a total conversion.
https://opengameart.org/content/charging-minotaur
I'm thinking of using your excellent derivative of Clint Bellanger's Minotaur model in my game. In fact, I believe you are already in my credits for some things! :D
cool, this could be the interior of some of the houses seen in the grasslands tileset.
I think scale everything down by 50% and it will be good.
Hi @Dorkster, I have your question regarding your new 256x256 "open world" map. I am assuming that you are going to populate this large area with monsters so that it isn't so much empty space. In this case I was wondering if you have a solution to keep monsters from chasing the player into the town areas where the NPCs (presumably) are. It would be weird for me to see all the townsfolk just looking on indifferently while you are being mauled to death by a pack of goblins lol.
Just want to say I like this idea a lot. Crafting and upgrading weapons and armor is one of my favorite mechanics in games :D
Hey, it's not bad :)
Hey guys, thanks for all the responses. I've been working on the game this past few months. Right now I'm concentrating on skills design. Hopefully there will be stuff I can share again.
Some but not all of the assets I have created is built on top of things that use a CC-BY-SA licence. If I understand correctly this means that I have to release those assets regardless of whether the project goes commercial or not. I intend to do this after the project is completed and released.
Commercial plans are not entirely off the table. But it's really up in the air. Two considerations are 1) Is there enough original and interesting content to warrant a cash price and 2) Is there a big enough of an audience that will pay. I also have the issue of whether this is the right thing to do or not, given that the project relies quite heavily on work that other people have done for free.
One of the things I was thinking of - was that if the project goes commercial - will major contributors to FLARE engine and art (Namely dorkster, Clint Bellanger, and Igor Paliychuk, just to name just a few) be agreeable to recieving a percentage cut of whatever money the project makes. I was planning to ask this sometime in the future, but since the topic has come up I might as well bring it up now :)
And I was completely un-aware of Flare-engine-next. Will check it out, thanks!
Here's a video showing some avoidance-based combat. I didn't manage to capture the combos very well, but rest assured they are there :) Given that the natural combat system of FLARE is more attrition based a la Diablo, I think it's a good proof that the FLARE engine is a flexible one on top of being really easy to use. Thanks!
https://www.youtube.com/watch?v=q07goCXi9Wg
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