The Game (Eckolin's Worklog)

Kittens assemble! RSS Feed
Worklogs > Eckolin's Worklogs > The Game > Graphical Consistency

Graphical Consistency

Image thumbnail - click to enlarge
(Click thumbnail to enlarge)
Graphical Consistency

The Game (current V1.29) has had a graphical makeover. A strange bug regarding split trees has manifested.

AI now jumps around, usually not into the water, and uses the different weapons. It doesn't plan ahead, however, and doesn't often use barriers or terraballs.

Next thing to do is making the control more obvious. Currently some weapons are aim/click, while others are aim/click/hold/release. This could be confusing and proposed solutions are welcome.

Also more graphics need to be drawn, like an arrow for the active kitten and new mouse cursors. I'll get to that eventually.

Lastly, jumping should not change the wind direction. :)
(Posted on November, 15th 2006, 14:57)

Comments


Rincewind said:
I like the earth texture! Trees though look pixeled and they have a white contour.
(Posted on November, 15th 2006, 15:06)


yonni said:
Yeah, get rid of the white border on the trees and make them smaller or totally redo them.
It might also be nice to make the terraballs more consistent with the rest of the new graphics.

But overall this looks awesome, I liked the first to versions, I'm looking forward to this.

For the hold/release thing, you could put a shadow of the power bar between the active kitten and the mouse pointer which fills up as the mouse is held, and either a full power bar or none at all for a point-and-click weapon
(Posted on November, 15th 2006, 17:56)


Eckolin said:
The screenshot is slightly dated, I just wanted to show the general look. The trees don't have a white border around them here and I picked their current size so they have a reasonable impact on the terrain. They are pixelated because they are originally from PokéPC at 1/4 this size. Also terraballs are reasonably consistent here, I sample the colour of the terrain and create a gradient from that.

I'll consider the shadow of the power bar idea. Sounds like it might work.
(Posted on November, 15th 2006, 19:02)


Ariel Yust said:
good good ecko I like what my eye see :) upgrades :D
(Posted on November, 16th 2006, 15:31)


PEader said:
Which sort of solutions are you looking for? So that you can tell a weapon's function before hand or through usage?
(Posted on November, 16th 2006, 16:28)


Eckolin said:
Before hand, because they require different actions to use. You need to be able to tell how to use it before you use it.
(Posted on November, 16th 2006, 16:31)


Sandman said:
If you like the effect, you could use aqua.dll for the water.
(Posted on November, 17th 2006, 01:19)

Post New Comment

You must log in or register to post comments.

Worklogs > Eckolin's Worklogs > The Game > Graphical Consistency
Copyright © 2005 Booleansoup.com
Questions? Comments? Bug reports? Contact us!