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We who are about to Die! (+ video inside)

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    #61
    This looks really fun! I really love the artstyle

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      #62
      Thank you! Here's update 3 on the grand stadium



      And a sketch for a possible loading screen:

      (needs more work)

      One man developer on "We who are about to Die"
      Official Subreddit
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      Freelance Illustration & Concept Artist - for hire.
      http://jordylakiere.com/

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        #63
        Making of the grand stadium level!

        Also opened a discord for the game, feel free to pop in and idle or chat

        https://discord.gg/eCdUxht

        Last edited by jordylakiere; 04-15-2018, 03:31 PM.
        One man developer on "We who are about to Die"
        Official Subreddit
        Youtube - Twitter - Facebook

        Freelance Illustration & Concept Artist - for hire.
        http://jordylakiere.com/

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          #64
          Final on the Grand Stadium:



          Also -

          1 - Dat feel when you design a combat system that generates unplanned combos, like doing the right input for a twirl plus the right attack direction yields a faster attack and so a stronger hit! This actually works. And I never intended it to.



          2 - Have a listen to one of the AMAZING tracks made for the game by my good friend Marius Schlichting Seriously. Listen. It's amazing. This especially makes the game "real" for me. So good. Also enjoy the semi-dancing twirl gif to go with the music

          https://soundcloud.com/…/whe-who-are-about-to-die-battle-tr…

          PLEASE give some props to Marius. That track is so spot on with my vision for the combat music, I can barely believe it.



          One man developer on "We who are about to Die"
          Official Subreddit
          Youtube - Twitter - Facebook

          Freelance Illustration & Concept Artist - for hire.
          http://jordylakiere.com/

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            #65
            I redid the UI entirely. Here is the new career menu UI!

            Feedback very welcome


            One man developer on "We who are about to Die"
            Official Subreddit
            Youtube - Twitter - Facebook

            Freelance Illustration & Concept Artist - for hire.
            http://jordylakiere.com/

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              #66
              Very nice. Love the look and feel of your game thus far.

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                #67
                Originally posted by Focused Bit View Post
                Very nice. Love the look and feel of your game thus far.
                Thank you !

                Made a little training area for my game Sparring arena and all!

                Now to add functionality. The visuals are still rough but will be polished later.
                The idea of this place is to provide consequence-free sparring whenever you want, and also act as a tutorial.

                I need to still figure out how to do the tutorials. I'd like to involve the fighting dummies, like maybe have each one represent a "feature" of the combat or related tip.

                Designing a tutorial that isn't completely ******, immersion breaking, and that not everyone will skip will be hard. I know I'm a tutorial skipper, for example. I make it a point to try to figure out the game without a tut, so I want to encourage that.
                At the very least I will never force the player to do the tutorial at any time; I'll just let them play the game immediately and have the tutorial level be available at any time.

                Any ideas? What has been the best tutorial in a game in your experience, and why?

                One man developer on "We who are about to Die"
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                Freelance Illustration & Concept Artist - for hire.
                http://jordylakiere.com/

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                  #68


                  Basic dialog boxes with tips as the tutorial Super non-invasive and totally optional.
                  I also made the dummies targetable and hittable!
                  One man developer on "We who are about to Die"
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                  Freelance Illustration & Concept Artist - for hire.
                  http://jordylakiere.com/

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                    #69


                    We who are about to Die has officially gone out of alpha and into beta. (aka alpha 1.0 or beta 0.0) This makes the exhausted game-dev happy. I split development into 4 major cycles/updates, 2 for alpha. 2 for beta. Now 2 are totally done and already parts of update 3! I would say the game is about 65% done.

                    Now comes a big playtesting round. I need dedicated playtesters who want to try a very unfinished game, can elaborate why they like or dislike parts of the game. Are willing to write about the experience and report bugs or try to break the game. Roguelike players, melee combat game players, game designers or developers or modders are encouraged but not a must. Hang out in the discord for more info in the following week or 2 weeks. I'm prepping the playtest build at the moment.

                    www.discord.gg/eCdUxht

                    Feel free to share this info if you wanna help out even more
                    One man developer on "We who are about to Die"
                    Official Subreddit
                    Youtube - Twitter - Facebook

                    Freelance Illustration & Concept Artist - for hire.
                    http://jordylakiere.com/

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                      #70
                      The overall quality of the game is pretty hi, & pretty impressive for a "Captain America"(One man army). I should know as I am also Captain America. One major criticism I have, however, is the animations, which is not matching the quality to the rest of your work.

                      The motion is okay, but if you understand combat, & I have experience with it, having done unarm & rifle combat both in the military as well as Karate/Taekwondo, that it is not just about the motion, but the timing. If you can plot a graph of say a fist motion of a martial artist. the graph will not be smooth like a sine or delay curve. As the punching hand is pulled back, there will be a momentary pause.& as he swings his arm forward, the speed will be fairly constant, before a 'jerk' a fast acceleration of arm & body twist in the final 1/3.

                      You can test it yourself, Get in standing position, punch forward alternative between hand. Try swing as fast as possible from the moment you start the forward thrust motion. You will discover, no matter how fast you swing, something feels off, & the impact isn't as high as expected.

                      Then try doing the same, but this time, at the final 1/3 of the way, give a huge grunt (breath out hard), & with all your might hit as fast as you can. You know you are doing it right if there is very sharp motion in your wrist, elbow, shoulder, & wist. That the 'jerk'. The same principle for punching applies to weapons as well.

                      I provide video as a guide.

                      https://www.youtube.com/watch?v=R1PZbInSsyc
                      Last edited by starseeker; 05-27-2018, 04:41 AM.
                      Check my working title: The Locked Room here: https://forums.unrealengine.com/show...he-locked-Room

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                        #71
                        Thank you for the input! I really appreciate it Animation is definitely my weakest skill. I hope some day I can afford someone to go over all the important animations.


                        Working on item pick up & dropping! Inspired by one of my fav games, Titan Quest


                        One man developer on "We who are about to Die"
                        Official Subreddit
                        Youtube - Twitter - Facebook

                        Freelance Illustration & Concept Artist - for hire.
                        http://jordylakiere.com/

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                          #72
                          You don't think I'd make a gladiator game without the audience launching random weapons and items into the arena sometimes, right? (Especially now that item picking up & dropping is in the game)

                          So I wrote a little "launcher" script!
                          Making great progress the last few days

                          Last edited by jordylakiere; 07-25-2018, 09:08 AM.
                          One man developer on "We who are about to Die"
                          Official Subreddit
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                          Freelance Illustration & Concept Artist - for hire.
                          http://jordylakiere.com/

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                            #73
                            Now that you can pick up and drop any weapon/shield in the game, SHOWER ME WITH GEAR YASSS

                            One man developer on "We who are about to Die"
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                            Freelance Illustration & Concept Artist - for hire.
                            http://jordylakiere.com/

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                              #74

                              Deathscreen animation with score, rank and stats! Let me know your rank ideas (stuff like larvae, sewer rat, pit slave, .... , lord of the arena, grand champion, demigod)

                              One man developer on "We who are about to Die"
                              Official Subreddit
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                              Freelance Illustration & Concept Artist - for hire.
                              http://jordylakiere.com/

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                                #75
                                Content sprint part 1 & 2!

                                Did 4 armor sets total, they are actually all textured already and 1 already working in-game, but I'll show the process step by step in parts This is the second model I made. Tomorrow I'll post the other 2 models and the basic colour block in.


                                One man developer on "We who are about to Die"
                                Official Subreddit
                                Youtube - Twitter - Facebook

                                Freelance Illustration & Concept Artist - for hire.
                                http://jordylakiere.com/

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