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SophieH
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Joined: 26 Feb 2009
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PostPosted: Tue Jul 20, 2010 8:00 pm    Post subject: [Alternate History] - Sunset Mirror [quote]

Sunset Mirror


So I started preparing for august's challenge, got an idea and started on coding an engine type thing in unity (playable web bit here, ignore chara model)

There's a reasonable chance I'll be collaborating with someone else on a different project for the challenge, but even if that's the case I'm super fired up for this and I know I can pull off the type of RPG I've been itching to make since I was a kid so will continure to work on this. :)


(edit: got a new title, Nurtural Story sounded a bit pants, I think this is a little more scene setting)
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Malignus
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PostPosted: Wed Jul 21, 2010 12:44 am    Post subject: [quote]

Nice! I love the engine. :)
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Terry
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Joined: 16 Jun 2002
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Location: Dublin, Ireland

PostPosted: Wed Jul 21, 2010 10:57 pm    Post subject: [quote]

Wow, amazing! I can't wait :)

That engine is seriously cool looking. Is that the new lighting stuff from Unity 3?
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Jinroh
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PostPosted: Thu Jul 22, 2010 3:04 am    Post subject: [quote]

Looking great so far. ^_^ Gunblade ftw! ^_^ I love the character design in your sketch too. hehe.
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The wolf and his mate howl, taking solace in the silver moon. Pressing ever foreward to see what the future holds.
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SophieH
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Joined: 26 Feb 2009
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PostPosted: Thu Jul 22, 2010 9:19 pm    Post subject: [quote]

thanks for the nice comments guys!

Quote:
Is that the new lighting stuff from Unity 3?


nope, its all 2.6, don't have access to the beta of 3, though I want that new lightmapping so bad for this game, I can't seem to get my blender-made lightmaps to work with unity's dynamic shadows at all, they keep adding, and I hate shadows that add. =/

started putting the main chara together (the one you see here is v. incomplete) as well as working on a dialogue system:


and also a swishy menu:


also been planning the story non-stop, to summarise it though: Assassins, magic, time travel, steampunk, steampunk nazis, and of course some dreaful thing you have to save the world from.

and just started planning the more intricate stuff this evening, like I think I can get away with one class for all my skills, items and magic. :D

oh, and my planned leveling system (the Dice thing in the menu) is you assign a stat/skill/thing you wish to gamble on, and after a battle for each enemy you kill a die is rolled, high rolls make for buffs, low ones make for nerfs. only the highest roll counts so you have to kill more to reduce your chances of going down, or avoid assigning stuff to dice beforehand if you dont think that chara will be doing much killing. I figure that should make for an interesting leveling mechanic, it should certainly make for very personalised skill sets for different players.
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Mattias Gustavsson
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Joined: 10 Nov 2007
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PostPosted: Thu Jul 22, 2010 9:23 pm    Post subject: [quote]

I really like where this is going. Good stuff! :-)
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Verious
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PostPosted: Fri Jul 23, 2010 1:23 pm    Post subject: [quote]

The Dice mechanic sounds interesting. I'm curious to see how it plays.
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SophieH
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PostPosted: Sat Jul 24, 2010 8:11 pm    Post subject: [quote]



> New playable build here <
talk to the capsule's:
-first: health recharge
-second: dialogue test with camera stuff
-third: combat!

as yet you can only use magic, but the skill and item systems will work pretty much the same so they shouldn't take as long to get working. should take 2 'damage' spells to kill a sphere btw, I just dont have damage display or effects yet to let you know it works.

theres a couple of bugs lying around but... meh, I'll sort them tomorrow :)
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Jinroh
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PostPosted: Mon Jul 26, 2010 4:42 am    Post subject: [quote]

Played the newest version. ^_^ It's coming along really great. I like it. ^_^
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SophieH
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PostPosted: Wed Jul 28, 2010 10:48 pm    Post subject: [quote]

thanks Jinroh!

I have some new concept art:

thats a dark-magic infused steampunk nazi soldier enemy btw ^_^

recently got all the combat interface working, and I'm currently trying to get all the main menu stuff like inventory management and things together.
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SophieH
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PostPosted: Sat Jul 31, 2010 9:03 pm    Post subject: [quote]

So heres the new build: > linky <

now you can use magic, skills and items in combat, and today I finished their menus in the field screen, so you can equip different things for different skills, swap items from pocket to inventory and stuff, and the same for magic.


anyhoo, making plenty of progress overall so I allowed myself some time to make some concept art for airships:


still lots to do, but bit by bit the boring stuff is becoming more behind me than ahead :)
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Jinroh
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PostPosted: Sun Aug 01, 2010 4:51 pm    Post subject: [quote]

Looking great, I didn't see any bugs when I tested and the new airship designs look nifty. ^_^ Very Final Fantasy-esque. hehe.
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Hajo
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PostPosted: Thu Aug 05, 2010 1:29 pm    Post subject: [quote]

Has also some steampunkish touch. At least it looks that that to me :)
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Jinroh
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PostPosted: Fri Aug 06, 2010 3:32 am    Post subject: [quote]

Hajo wrote:
Has also some steampunkish touch. At least it looks that that to me :)


Yeah that's true now that I think about it. Based on their clothing. Hehe.

But with the Airships and Gunblades that made me think of Final Fantasy. ^^
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SophieH
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PostPosted: Sun Aug 08, 2010 10:18 am    Post subject: [quote]

I'm going for both steampunk and final fantasy vibes, I'm glad you guys could pick up on that :D

anyhoo, finished the shop interface this weekend:

it was by far the most mind numbing bit so far to make, but feels good to have it out of the way.

new build: > linkness <
now there are 2 areas to look around (no invisible walls in the 2nd so beware infini-fall)

was hoping the system would be more done before the challenge started but tbh I'm pretty happy with what I have so far, my to-do list is not unreasonable :)
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