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  • in reply to: Paul´s Art Corner #15542
    Avatar photoPsenBattle
    Keymaster

    Hey Asterix, dont worry. Ill double check on that and see how it feels once properly implemented.
    Cheers!

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    in reply to: Paul´s Art Corner #15523
    Avatar photoPsenBattle
    Keymaster

    I cant explain too much yet because some details are still under discussion, but these icons represent different types of injuries: From top to bottom
    blunt, cutting and piercing.
    These would basically be temporary while of course there will also be permanent injuries. Notice these icons have the same golden border as the traits:

    Permanent

    We have some good ideas how to properly implement this whole system without just making the game more difficult. Stay tuned!

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    in reply to: Paul´s Art Corner #15517
    Avatar photoPsenBattle
    Keymaster

    Heres a little update on what Im working on besides the UI.
    It will be explained it time :)

    injuries

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    in reply to: Paul´s Art Corner #14571
    Avatar photoPsenBattle
    Keymaster

    like the tent do come with double work as you have to do a second picture for the view from behind the tent when changing from the south to the north perspective.

    Unfortunately thats the case :) On the other hand our units also only show one side. We’ll try a few things and then see how we handle it.

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    in reply to: Paul´s Art Corner #14570
    Avatar photoPsenBattle
    Keymaster

    is this also the solution for multi tile enemies?

    Unfortunately that will take a little more effort, we have to tackle one thing after the other. Its not off the table though.

    that would be usable, would lie next to certain objects

    I thought exactly the same while painting the wood chopping block :) We would have to decide how it works though, as its not very spectatuclar if we just spawn a bag of loot next to it where you can find an axe….

    The Goblin Longaxe never got into the game, as we do not think theres a clear place for it in the goblin equipment set.

    We have this baby in our back hand. It’s almost done, but I cant tell you when it will be added to the game, as our focus lies elsewhere at the moment.
    Longaxe

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    in reply to: Paul´s Art Corner #14536
    Avatar photoPsenBattle
    Keymaster

    Hey guys,
    heres what I am working on right now. The first thing is objects to depict certain locations on the combat maps.
    Heres some camp objects for example:
    camp objects

    Far more interesting: Objects occupying more than 1 combat tile. Due to the way our game engine works we had to be creative to find a solution to make this work. Heres how we are doing it. We are cutting up the object into pieces and put them back together when the combat map is generated.
    This is only a sketch for a tent, so nothing spectacular yet :) But theres more to come!
    tent cuts

    tent ingame

    Cheers

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    in reply to: Paul´s Art Corner #14157
    Avatar photoPsenBattle
    Keymaster

    Hey there,
    more weapons/armors/enemies/quests etc etc sound awesome, but I am afraid it’s not really an option to ditch the combat environments to add more random content and just fight every fight on a green meadow. I personally prefer fighting in an actual snow environment than having 85 instead of 80 weapons to choose from :)

    The combat environment was planned from the very beginning of the project and right now is the time we are implementing it. Contracts, game mechanics and content in general is all planned and will be worked on when we finished this task.

    Cheers!

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    in reply to: Paul´s Art Corner #14118
    Avatar photoPsenBattle
    Keymaster

    Like nordic Jarldom etc. Is their any concept art available on that case?

    I mentioned somewhere that we would very much like to do cultural expansions, but it basically depends on the full release success of the basic game. There’s no concept art yet regarding that topic, but I already collected a lot of reference material.

    o maybe its time to show something?

    Sorry guys, its a lot of tedious tile work I am doing right now and I sometimes forget to keep you updated :)
    Heres two work in progrsss shots of the snow and so called “autumn woods” environments. Enjoy!

    Snow

    Autumn

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    in reply to: Paul´s Art Corner #13833
    Avatar photoPsenBattle
    Keymaster

    The top row is the necromancer sporting some new faces, beards, hats and armor. I did it when starting the undead rework, but we never got the chance to finish it. It will be tackled when we implement the new skeletons some time from now.

    The bottom row is the normal vampire and the vampire lord, We will add him if we have some extra time on our hands, also during the undead rework.

    Cheers!

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    in reply to: Paul´s Art Corner #13554
    Avatar photoPsenBattle
    Keymaster

    I’m not that fast ;)
    You’ll have to wait until tomorrow.

    Cheers!

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    in reply to: Paul´s Art Corner #13513
    Avatar photoPsenBattle
    Keymaster

    Small details that convey the atmosphere of the place.

    The plan looks like this:
    First: I paint all the basic environments with the according organic elemnts (rocks, trees, grass etc).
    Second: I paint all kind of constructed assets to convey the actual place where the fight is happening (tombstones, crypts, campfires, tents etc).
    We will see how far we can take this as there are still some programming issues to be solved to make the implementation of objects possible which cover more than 1 tile. But I’m positiv that we will find a solution!

    Cheers!

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    in reply to: Paul´s Art Corner #13506
    Avatar photoPsenBattle
    Keymaster

    Fridays Blog will contain more than just pictures if everything runs smoothly *wink wink*

    Its still pretty WIP but heres a pic of the Tundra Environment:
    Tundra

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    in reply to: Paul´s Art Corner #13473
    Avatar photoPsenBattle
    Keymaster

    Hey there,
    right now I am working on the combat environments. This will be my focus until its done, which still may take some time. As soon as I move onto the banners (no ETA yet) I will let you guys know :)

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    in reply to: Paul´s Art Corner #13427
    Avatar photoPsenBattle
    Keymaster

    But it’s those little things that create a negative perception of an image. Like the smoke from the chimneys against the wind on the starting picture.

    True, I changed the sails on the ships, so it should fit now. Reason for this is, that the smoke from the chimneys was a last minute addition and I simply overlooked the sails of the ships….

    Shipos

    Is it just me or do these lakes look a bit wrong?

    The lakes can look wrong (just like in the picture you attached). I think its okay for now though. Creating the whole world with its tiles and details to have it at least somehow resemble a real, organic landscape is an immense task and I’m pretty proud oif what we achieved although there obviously is still a lot of room for improvement. We have to draw the line somewhere though and move on to new tasks.
    Maybe we’ll have another polishing pass on the worldmap someday :)

    Cheers!

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    in reply to: Paul´s Art Corner #13255
    Avatar photoPsenBattle
    Keymaster

    is it a falx I see?

    Absolutely,
    we have an almost finished undead (=skeletons) rework in our back pocket, including visual style, lore, equipment and stats.

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Viewing 15 posts - 286 through 300 (of 766 total)