I've finalized the item formats and stats, come to a pretty good position on formulas for stat contribution to combat and damage reductions and the hit table. I have hit a complete wall with finalizing a character progression paradigm. It's really destroyed the speed I was progressing with before, I'll probably return to some art and start banging out the maps for the three starting areas just to give it a rest in the next day or so. My ultimate goal was a working combat prototype by Monday, I really don't see that happening at all right now. A very depressing setback.
Blackwood astral's in over his head again
#33
Posted 06 December 2009 - 03:14 PM
RyanThunder, on Dec 6 2009, 03:09 AM, said:
astral, if you don't mind my asking, how did you go about designing this title screen? Did you use a .BMP or something?
Designed it in Photoshop, saved it as a 16 color PNG at 80x50 and then converted it to MZM using some old tool Lancer made a million years ago. FWIW a lot of my art starts out that way, I do it in another medium and import it either manually like the Blackwood title itself or automagically like the astral presents screen.
i thought you said weast
#34
Posted 15 December 2009 - 04:51 PM
Just read through the entire journal, I'm liking the whole look of this game(Especially the sunset). It reminds me of TES:1 and other such games.
Was that tool Lancer made released on Dmzx? What was it called, it looks handy
Was that tool Lancer made released on Dmzx? What was it called, it looks handy
He who has not faced death can never understand life
#35
Posted 06 January 2010 - 12:16 AM
Nothing's set in stone yet, but I'm in the process of building a team to move this game to the Unreal Development Kit. UE3 ftw. If that doesn't pan out, I'll likely return to the Megazeux iteration, and it's also likely I might evolve this into a different (albeit simpler) project.
i thought you said weast
#36
Posted 06 January 2010 - 03:10 PM
astral, on Jan 6 2010, 01:16 AM, said:
Nothing's set in stone yet, but I'm in the process of building a team to move this game to the Unreal Development Kit. UE3 ftw. If that doesn't pan out, I'll likely return to the Megazeux iteration, and it's also likely I might evolve this into a different (albeit simpler) project.
oh..... kay?
#37
Posted 12 March 2010 - 06:25 PM
The move to UDK turned into something a bit more interesting than I'd originally planned, though the curve in getting everyone started is going to take a fair amount of time. With that, I decided I'd try and work on this a little bit and end up with a finished game. Unfortunately, it slipped through the cracks in my backups and when I changed RAID formats I actually lost the most recent version. My work laptop has a version that's about one major revision behind, which is fine, but it means I've got my work cut out for me just to get back to where I was. I guess we'll see how far I end up getting with that.
i thought you said weast

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