Tonight Area effects

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Area effects ROCk

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I need to finish the area effect code tonight. I want all systems to run as smoothly an d through the least interface points as possible as I am also building this engine for the future games I make. So tonight I plan on finishing Zap area effect and then moving on the to do list. I limited down all the spells items and characters to what is in the alpha level one so I will no longer be making content and what not that will not be in alpha to get that done as soon as possible and into testing…

More later right now I am about to purchase the wife a used Challenger SRT8!!!

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Fx here we come

Update: Wow this is getting awesome.. I added a super level haste to the enemies and they were tearing it up all over the map … so cool… They would blink and be up on my guys and start swinging kill him and blink to the next… Then I was casting heals on my guys to keep them alive…. awesome… I locked down level 1s abilities finally. I am now play testing and making pretty… I want to have some more scripted events and cut scenes. I also want to test the combat and FX with the following guys over the next few days:
Pus Bucket
Corpses
User medics
Human Medics
Zangblood
and The demon called Sloth (he will be in level one…) I suggest leaving him alone.
Once they are tweaked I will place them in level one and then start scripting the cut scenes during gameplay I have not completed. I won’t get to alpha until I feel I have an awesome complete game at level one that will blow peoples socks off. It is getting there Very quickly =)…

Back to the to do list!…

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Adding fx to buffs now and building them in game and it’s going well!

Here is a shot:

More later

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Haste buff on unit 🙂

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New tags on chars

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Update: I settled with this look as I think all the other stuff was just to much I will convey buffs and debuffs with effects. The icon pool was too much now just a simple level and health 😉

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Here is why you Mach things up first… I wanted to show all the buffs per chat at all times….and now way it’s to much just level and go bar is all I am going with… The buffs and debuffs will be effects then icons will be in the ai info window

POLL PLEASE GIVE YOUR INPUT =)

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Really getting good

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Update: I moved the text to the menus so it is clearer and it looks better 😉

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Really down to combat testing and making combat fun.
I need to get the looting system in also.

Here is the first run at combat numbers. I love it!

I also am going to revamp stats and game mechanics to make them
Better. Think of
It turning dials here and there to make the game tighter and
More fun 😉

I will post here when I decide how it is going to work 😉

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Adding in combat numbers…

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I went to a friends and checkout a board game he got last week and it reminded me how much a simple dice roll with specials afterwards could add excitement. So I am adding in combat numbers during combat and critical hits with some random effects at even more random moments… =).. Ill post when I get it done. I am adding in a new node that resides in world space but renders in screen space for the numbers and some cool targeting like effects. More later…

Got it all in and working fast its awesome.. I love number spew telling me the damage done by my choices… and the effects system is already stellar… good stuff this is getting good!..

Need an enemy that looks like this….scary