Yeah i change my design ideas with the years, first i wanted it to be like the games i played as a kid but now i prefer something with more depth.Make this party creation, turn based and with a Prelude to Darkness like story/quests and I'm game.
gotta keep dem standards high, folks!
Mine was also bad in previous versions because there were targeting issues, easy misclicks etc. Now i check every object on a grid, the sprite can go outisde the cell but the base coordinates are always in only one of the isometric tiles. But yeah battle systems take a lot of work, i'm focused on the non-violent gameplay right now though.Its up to you of course, its been difficult for me to decide but it just didn't feel right to have real time for me...maybe because I'm not sure how to make a real time that's going to be any good. I do think the consensus seems to be in favour of turn based from what I can tell.
I played some really shitty rpg indie games on steam that were real time and they really put me off - its like a lazy cop out because the devs were too lazy to make a decent system, thats what I'm afraid of.
Yeah i change my design ideas with the years, first i wanted it to be like the games i played as a kid but now i prefer something with more depth.Make this party creation, turn based and with a Prelude to Darkness like story/quests and I'm game.
gotta keep dem standards high, folks!
I'm working on the world generation code now and there is not much new to show, but here is a screenshot. New GUI scheme for the quest log/journal(previously was like diablo2), each one have icon but they are on the left with the text next to them. If there are many active quests you can scroll through them, up and down. The background is a simple rectangle rather than a sprite looking like a book etc. On the right is the skill window, i plan to add the same background there. Not sure about the inventory and statistics window yet. Thoughts?
Well its tricky to critique as its very much a WIP. Personally I like small (small text, icons), detailed UI's, with lots of slots. UI is so critical to a game I would spend as much time as possible getting it right. I must admit that I'm a bit of a cheater. I picked several games I liked and combined the ideas of their UI's to make the design of my own.
I think it would be more useful if you shared your design sketches or do some mockups in photoshop and show those. Then we can judge the ideas and its less effort to make a code mock up for each idea.
Great idea for a dlc mode, with online store. Faster horse or a new house, choice is yours.Make it a racing game.
Can you point me to a seam? Do you mean the big red texture that i use as a background?
I'll try to post a video in the next couple of days but there isn't much to see yet tbh.
For the character and equipment screens i had other ideas too, like placing the items on a big render of the human model or a tree of sort for the various player stats, but it's more difficult.
I forgot which game was it but you see the armor directly on the hero:
Pantheon, cancelled game but i like these menus:
I'm updating the menus. Added one more slot to the equipment and now the gold piles you carry take space from the inventory(nod to Diablo 1):
[/spoiler]