Yeah, currently it seems like the first one is our favorite, too. Your mouse aiming argumentation is of course perfectly valid. For switching tabs we could probably also have a firefox-like hotkey like Ctrl-Tab and Ctrl-Shift-Tab as alternative for "advanced users" who're able to remember some hotkeys ;-)
Can't really show you any work right now - Ablu has added very many lpc assets to our repository for later use, but that also means they're not ingame yet (adding means creating xml files for them etc., so it's not as trivial as you might think). There are some other minor changes, too, but I don't want to bore you to death with this.
I'll rather give you access to some brand-new sketches and ideas we had concerning UI design! The current UI is quite much what themanaworld is currently, but we want our game to be more action oriented (most tmw players would totally freak out if you'd kill them ingame, if it was allowed - we saw this behaviour quite often in an pvp enabled alternative). So we decided to pick some low resolution for our game and just resize that to something near screen resolution, if necessary - that way, everything isn't so tiny on the screen...
Also, we discussed some alternatives concerning allocation of GUI elements. Were not sure yet which one is best, so I'll just post the top 3 of them here. Maybe you could help us which one is best and why?
Ablu pointed me on the high view count of this thread - wow! I'm really stunned about this amount of interest in our project - thank you all! The lpc community is just great :-)
Speaking of great, we did quite some new things today :P We added wulax dummy death animation ingame (and fixed the AUTHORS file, quite some entries missing...). Also, PjotrOrial started mapping Goldenfields, which happens to be the village this game is settled in. It's not the capitol of the country, just some little small village somewhere in a lesser visited corner. See a WIP preview here:
Also, Ablu did include some sprite definitions using the equipment sprites we have (guess what, again done by wulax) and Jenalya put them together to some example set of npcs. We can change what they are wearing anytime later, also, some of them might get hair, but here it is:
Lastly, Ablu started implementing monster groups (which means, monsters wandering aroung in groups ;-) ). This would enable us to make quests like "ambush that soldier patroul there" for the rebels or "search for rebels in the woods and extinct groups of them". Also, we plan on making these groups quite tough, so that you have to team up with other players to successfully solve these quests :-)
That was all for today. Good night @all!
P.S.: Attached some random bonus screenshot for you :-) Somehow the Mana client gave me that as a screenshot... Seems to be some bug:
Thanks, we'll for sure keep working on this. Sadly, not much done today - just some sprites added and some trying to figure out how to use all the new tiles ;-)
We also have some concept Ablu drawed for the spawn, but it's probably pretty useless for you since it's quite unreadable and completely in german (as everyone of us except bjorn is german). Well, nevertheless, here it is:
Little translation: Starting point is some kind of casern. There the player will get a very short introduction to the basics of the game. This concept is a rough sketch of a possible structure of the casern - a little bit symmetrical for now as it's just a sketch. Background info: Second big fraction besides the army in our game will be the rebels - uncontent with the increasing demand for soldiers and food for a war that is fought far away. At least that's what they say.
More 2 come - I'm going to sleep now. Also, if anybody has a clue how to properly use the castle exterior tileset of the base assets, please show us a little example :-)
Today we did some progress on the castle tileset. Ablu added some missing tiles to enable us building complete walls including gates (which is what we need - a whole castle would be too much). Little sketch of it (not complete, but should show that it's possible now):
Also, we did some more corrections on base sprites and hairstyle. I wouldn't have expected so much work with simply putting the hairstyles of the styleguide to use. Seems like we used an old version of the base assets that had some faults in it - would have save us quite some work if we had known that before ;-)
Also, we're in some preparations for an official testing server at manasource.org - which would mean, everyone can get the latest mana client and login to see the latest git version of our game, without setting up an own server. Everyone - that includes YOU :-) A little howto will follow when it's done.
That's all for today. For tomorrow, I hope I can serve you a complete map of the spawn - it's a tough aim, but we'll give our best.
Good night everyone! See you tomorrow.
P.S.: For everyone having similar problems as us, you can find the extended castle tilesets (indoor and outdoor) in our repository. But probably we should rather contact the author and ask how the tilesets are supposed to be used properly?
Well, daily update... I couldn't resist of leaking parts of it in #liberatedpixelcup, though ;-)
First, the neverending story of hairstyles... Ablu did finally make them dyable, which means you can choose the color of your hair at the start of the game. We just need to find some good looking colors now.
We also did some minor changes at the spawn map, added collisions and a spawn zone for the training dummys. I began with the indoor maps of the casern (only basic layout of the storage area done yet) - I also realized that we might have to recolor the walls of the inside tileset; Wouldn't be good if all buildings have blue walls inside, right? :P
Jenalya began creating some npc background stories and dialogs - more info on that tomorrow, 'cause I'll have to take a closer look into that stuff first to tell you what she has done.
Also, wulax brought us great news: He did make a combat dummy death animation for us. Thank you very very much, wulax! For the others, check it out here:
That was all for today. Going to bed, See you tomorrow :-)
P.S.: Attached a screenshot that shows pretty much what we've got so far at the spwawn map.
Well, my aim is completing the basics of the game before the month ends. Which doesn't exactly seem to be easily achieved... Of course winning would be even better than just getting things done *g*
Its a training dummy :-) We plan on using it in our little "tutorial" where a veteran teaches you the very basics of the game. Thanks to wulax for the great sprite he did on our request - the dummy keeps constantly rotating 360°. We're still lacking a death animation, though I'll figure something out. Had things in mind like disappearing in a cloud of smoke... Probably wulax will even make a proper animation for us.
Well, sadly, nothing much else new today; Happened that no one of the team had time today... Though we keep going, I promise^^
Good night everyone!
@Pennomi: Yep, fear of not getting the game done in time is certainly one of my worries... Also, you always don't have that much time for game creating in real life than you want to have. So I'm kinda priorizing. Just have to remember that hurrying when map-making is the end of high quality maps ;-) (that's a little bit the problem of automapping)
Hi wulax,
Yeah, currently it seems like the first one is our favorite, too. Your mouse aiming argumentation is of course perfectly valid. For switching tabs we could probably also have a firefox-like hotkey like Ctrl-Tab and Ctrl-Shift-Tab as alternative for "advanced users" who're able to remember some hotkeys ;-)
Thanks a lot for your feedback.
Hey,
Can't really show you any work right now - Ablu has added very many lpc assets to our repository for later use, but that also means they're not ingame yet (adding means creating xml files for them etc., so it's not as trivial as you might think).
There are some other minor changes, too, but I don't want to bore you to death with this.
I'll rather give you access to some brand-new sketches and ideas we had concerning UI design! The current UI is quite much what themanaworld is currently, but we want our game to be more action oriented (most tmw players would totally freak out if you'd kill them ingame, if it was allowed - we saw this behaviour quite often in an pvp enabled alternative). So we decided to pick some low resolution for our game and just resize that to something near screen resolution, if necessary - that way, everything isn't so tiny on the screen...
Also, we discussed some alternatives concerning allocation of GUI elements. Were not sure yet which one is best, so I'll just post the top 3 of them here. Maybe you could help us which one is best and why?
What do you think?
Well, I'll sleep over it now. See you!
Good evening everyone,
Ablu pointed me on the high view count of this thread - wow! I'm really stunned about this amount of interest in our project - thank you all! The lpc community is just great :-)
Speaking of great, we did quite some new things today :P
We added wulax dummy death animation ingame (and fixed the AUTHORS file, quite some entries missing...). Also, PjotrOrial started mapping Goldenfields, which happens to be the village this game is settled in. It's not the capitol of the country, just some little small village somewhere in a lesser visited corner. See a WIP preview here:
Also, Ablu did include some sprite definitions using the equipment sprites we have (guess what, again done by wulax) and Jenalya put them together to some example set of npcs. We can change what they are wearing anytime later, also, some of them might get hair, but here it is:
Lastly, Ablu started implementing monster groups (which means, monsters wandering aroung in groups ;-) ). This would enable us to make quests like "ambush that soldier patroul there" for the rebels or "search for rebels in the woods and extinct groups of them". Also, we plan on making these groups quite tough, so that you have to team up with other players to successfully solve these quests :-)
That was all for today. Good night @all!
P.S.: Attached some random bonus screenshot for you :-) Somehow the Mana client gave me that as a screenshot... Seems to be some bug:
Thanks, we'll for sure keep working on this. Sadly, not much done today - just some sprites added and some trying to figure out how to use all the new tiles ;-)
We also have some concept Ablu drawed for the spawn, but it's probably pretty useless for you since it's quite unreadable and completely in german (as everyone of us except bjorn is german). Well, nevertheless, here it is:
Little translation: Starting point is some kind of casern. There the player will get a very short introduction to the basics of the game. This concept is a rough sketch of a possible structure of the casern - a little bit symmetrical for now as it's just a sketch.
Background info: Second big fraction besides the army in our game will be the rebels - uncontent with the increasing demand for soldiers and food for a war that is fought far away. At least that's what they say.
More 2 come - I'm going to sleep now. Also, if anybody has a clue how to properly use the castle exterior tileset of the base assets, please show us a little example :-)
Time for daily update again :-)
Today we did some progress on the castle tileset. Ablu added some missing tiles to enable us building complete walls including gates (which is what we need - a whole castle would be too much). Little sketch of it (not complete, but should show that it's possible now):
Also, we did some more corrections on base sprites and hairstyle. I wouldn't have expected so much work with simply putting the hairstyles of the styleguide to use. Seems like we used an old version of the base assets that had some faults in it - would have save us quite some work if we had known that before ;-)
Also, we're in some preparations for an official testing server at manasource.org - which would mean, everyone can get the latest mana client and login to see the latest git version of our game, without setting up an own server. Everyone - that includes YOU :-) A little howto will follow when it's done.
That's all for today. For tomorrow, I hope I can serve you a complete map of the spawn - it's a tough aim, but we'll give our best.
Good night everyone! See you tomorrow.
P.S.: For everyone having similar problems as us, you can find the extended castle tilesets (indoor and outdoor) in our repository. But probably we should rather contact the author and ask how the tilesets are supposed to be used properly?
Well, daily update... I couldn't resist of leaking parts of it in #liberatedpixelcup, though ;-)
First, the neverending story of hairstyles... Ablu did finally make them dyable, which means you can choose the color of your hair at the start of the game. We just need to find some good looking colors now.
We also did some minor changes at the spawn map, added collisions and a spawn zone for the training dummys. I began with the indoor maps of the casern (only basic layout of the storage area done yet) - I also realized that we might have to recolor the walls of the inside tileset; Wouldn't be good if all buildings have blue walls inside, right? :P
Jenalya began creating some npc background stories and dialogs - more info on that tomorrow, 'cause I'll have to take a closer look into that stuff first to tell you what she has done.
Also, wulax brought us great news: He did make a combat dummy death animation for us. Thank you very very much, wulax! For the others, check it out here:
That was all for today. Going to bed, See you tomorrow :-)
P.S.: Attached a screenshot that shows pretty much what we've got so far at the spwawn map.
Well, my aim is completing the basics of the game before the month ends. Which doesn't exactly seem to be easily achieved... Of course winning would be even better than just getting things done *g*
Did you already work on the game before coding phase? I'm quite interested in how this turns out.
And of course, good luck :-)
Hey,
I just added the first enemy to the game:
Its a training dummy :-) We plan on using it in our little "tutorial" where a veteran teaches you the very basics of the game. Thanks to wulax for the great sprite he did on our request - the dummy keeps constantly rotating 360°. We're still lacking a death animation, though I'll figure something out. Had things in mind like disappearing in a cloud of smoke... Probably wulax will even make a proper animation for us.
Well, sadly, nothing much else new today; Happened that no one of the team had time today... Though we keep going, I promise^^
Good night everyone!
@Pennomi: Yep, fear of not getting the game done in time is certainly one of my worries... Also, you always don't have that much time for game creating in real life than you want to have. So I'm kinda priorizing.
Just have to remember that hurrying when map-making is the end of high quality maps ;-) (that's a little bit the problem of automapping)
pennomi, don't be disappointed. Mana has emotion support - I already though about whether we could use your facial expressions as part of that ;-)
Problem is, though, that you can't see them when the character isn't facing south. So I don't know whether it would be worth the work.
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