@Steve J -
Gorgeous. My favorite, of course, is the one with the Geisha House in it. How hard would it be to put a girl in the forest? The lighting in the first picture would be great for that, shadowy and from behind, and you couldn't see much else besides her silhouette. Kind of like Samara from The Ring.
@dark coder -
1. That game looks awesome. They really accentuate the action with sharp animations and effects. I'll definitely move combat toward that style, quicker and 'slashier'
They are moving between a couple different combat animations that end in a power move, which I can definitely do. Every character has three different attack animations, it's just not evident in the video that I posted. So far, each weapon has its own start animation, I just haven't set it up to use all three in combination. I definitely will.
2. A trail for the weapons would be lovely, I'll definitely add that to my to-do list as well, I'll just hold off on it for now.
3. You are definitely right about the water. I made it out of tiled plains because I needed an easy solution that could be integrated into an editor. That was the real purpose of this project, I never intended for it to get published. The plains weren't all that obvious until I applied the gloss shader. Now the edges are much more visible. I'll add this to my possible to-do list, as I still need the game to be a direct representation of what is possible with the RPG Editor.
4. The pre-rendered shadows is a very good idea, I'll look into that. I can probably do that on top of a one sided mesh in 3DWS and deform it to the terrain for each plant. I'll definitely do that.
5. I have particles for small torches and such in the game, and I used them for the campfires at first, but they REALLY displeased me. I have a fixed axis billboarding effect that is pretty good so far, I think though that adding particles in addition to the plain might be good. I'll play around with it.
6. That ash/gravel (it's a gravel texture) is getting replaced, it looks bad. I modeled it in 3DWS, I have no idea why. I'll make a proper model in Milkshape.
7. There are a couple places where a mist would be perfect on the floor. I can use the Cloth and Particles pack for this, because I've set up every character to be able to collide with particles and cloth realistically. I can't use Dark Physics cloth or particles because they SUCK.
Great comments dark coder, I really appreciate you taking the time to do so
@Kieran -
Glad you like the game! Hopefully it will be done soon.
1. Like I said above, I currently have three different attack animations for every character. Right now it just depends on the type of weapon, but I'll integrate multiple attack animations for each character/weapon.
2. You are absolutely right. It's very easy to do, the height is set to 40, I'll change it to 60 (shoulder level)
3. I suppose that you mean his attack range was too far? That was just sloppiness on my part, I'll fix that.
4. The camera is very easy to change, you press Control+mousewheel and it swings down. The game runs best with an overhead camera, but that is up to the player. I haven't added a FPS view, but that is a definite possibility.
Thanks for the comments!
@Kaneda -
Thanks! This is absolutely getting finished. Dark Basic is capable of a lot, you just have to be willing do to a LOT of work and spend some decent money.
Come see the WIP!