Retired Moderator
Level 25
Expert Grump
265

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    Death
    03/30/2017 10:24 am
    Level 25 : Expert Grump
    Moved to Server Recruitment
    1
    Death
    03/30/2017 10:23 am
    Level 25 : Expert Grump
    Moved to Server Recruitment.
    1
    Death
    02/21/2017 7:13 pm
    Level 25 : Expert Grump
    Moved to Gaming and Technology.

    hanzo is best
    1
    Death
    02/11/2017 5:53 am
    Level 25 : Expert Grump
    Welcome back!

    That username... :s
    1
    Death
    02/06/2017 2:21 pm
    Level 25 : Expert Grump
    Such green, very wow
    1
    Death
    08/01/2016 1:51 pm
    Level 25 : Expert Grump
    The slime is finally alive!

    I initially started out making the classes for the AI out of modules, however I realized later on that although it seemed to make things more organized, it also added a ton of overhead to adding different types of AI. Due to this I simply decided on making a base class NPC, and to have all of the NPC's in Runed extend that. The base class has things like checking surroundings, getting the player, getting a wander point, etc.

    I'm not completely sold on if it should be a slime or not, as to be honest a slime is kind of cliche. I may end up going with some kind of beetle esque creature that has a bouncy shell of some sort.

    Ignore my debug art if you will, just wanted to make sure that the custom animator was working and all .

    1
    Death
    07/31/2016 8:48 am
    Level 25 : Expert Grump
    Hey guys! Things are getting quite busy here as momentum begins to grow back up again. Admittedly you guys are going to see a visual break in updates around the 9th, due to No Man's Sky being released. In the meantime, here's a WIP concept image of our main character, along with some AI design on my part:

    1
    Death
    07/19/2016 3:24 pm
    Level 25 : Expert Grump
    Yeah.. about not working on the runestone UI anymore..


    Added some fades, changed the animation and such. :shrug2:
    IMG:
    1
    Death
    07/15/2016 2:53 pm
    Level 25 : Expert Grump
    The return | Editor | New Members




    Hey guys, over the past few weeks I've been attempting to get back into the swing of things. Thankfully some new kind souls have come forward in hopes of aiding me on this adventure that is Runed's development.





    New Concept Artist

    The first person I'd like to mention that's been added to the team is our new concept artist! She's already shown some promise and interest in the project, which is great. Here's some of the concept images we've had created over the past few days







    New Pixel Artist

    Next up is our new pixel artist, aka Skarik. You may have seen him before from his posts on TIG, particularly AFTER, or even Project M03.
    For more information on either of these projects, be sure to head over to Epic House Studio's Site for more information. [Disclaimer - I am not affiliated with Epic House Studios, I simply wish to bring a bit of publicity to someone who was kind enough to offer to help with this project. ]




    The Editor

    Finally, we arive at the editor.(Which by this point I might as well say editors). I've made several iterations on the Runed Editor, however I believe it's time for me to part ways with it given the new tools provided in the latest alpha build of Unity. Finally, after all of this time, there is a dedicated 2D tilemap editor. This means I can stop worrying about file formats, how the editor's UI should work, how I can efficiently load in 17,500 tiles(50x50 map, 7 layers at the time), along with the worries of having all of our files out in the open for anyone to reap the rewards. Anyways, back to the new editing tools. Here's a gif of it in action:

    Stolen Borrowed from Unity's blog on the matter.





    UI Work

    As of late I've been working on recoding a lot of things, in order to get it up to par and independent from the editor/level loading system. One of the things I decided that should be redone is the character UI. To start, here's a gif of the previous interface:

    I'm aware that this is in the old art style.. don't kill me please ;-;
    Aside from the lack of general motion, there is no depth being conveyed or sense of these stones actually being in the world. Not that I want to have shadows coming off of them or anything, but it'd be nice for them to feel there.
    Not to mention my lack of image effects for focusing on the UI, no darkened background, blur, vignette, etc.

    Which brings me on to the new UI. I knew that making a simple sliding menu wouldn't work, as frankly it's just boring. After meddling around for a few hours and catching up on Full Metal Alchemist, I realized that we could use something akin to the transmutation circles found in the show, as our character is basically transmuting himself into another form in the first place. With this in mind I created a small non functioning UI script that could convey my idea. This is what I ended up with:

    Now, there's quite a few problems with this:
    • The lines in the center are crossing over the player, which clashes with him being unblurred/brought to vision.
    • The lines connecting the runes on the outer edge simply look too harsh/jagged.
    • Kinda looks like a pentagram..
    • There still just isn't enough movement to it.(I know this is a still screenshot, but you'll just have to trust me on this one.)

    After thinking about this for a while, I made another mockup, this time animated.



    I removed the inner lines, and made a horrible mockup circle image. The particle effects came about whilst I was messing around with the thought of particles shooting into the player from each rune, however I later settled on them radiating out of the player himself.

    Next we have the final(current) version: (note - I mean final as in "good enough to move past it for now.")


    Now, here's what I changed/did differently:
    • Added a circle being drawn procedurally around the outer edge, this is the same circle that my code uses to plot where each icon will go.(Note - yes, that means it can support up to ~20 icons at a time, with the only border being displaying all of the sprites in such a confined space)
    • Added back lines between each rune, however not clashing across.(This way they don't interrupt the player's visual.
    • Tweaked the circular motion when moving the rune icons, along with adding left and right movement.
    • Added a nice fade in to the background blur, as it seemed a bit too abrupt for my taste.
    • Made the rune circle(wheel?) smoothly fall in from the top of the screen. I've toyed with the idea of having it randomly come in from a randomized direction onscreen, but never looked further into it.
    • (Minor)Made those blasted particle effects start only when the rune ui is ready, and not 'pop' on screen like before.


    I do however still have a few gripes about it, though:

    • The player's feet cut too sharply on the ground
    • The drop-in from the top of the screen still feels a bit strange


    All in all, it's definitely good enough to press on into further development.




    Thanks for reading! I know I haven't updated this devlog in a long while(I've come to find that scheduled posting is my mortal enemy), however I hope I can start back posting here again with updates as things progress.





    Cheers!
    1
    Death
    08/16/2015 3:39 pm
    Level 25 : Expert Grump
    I'll do dis
    1
    Death
    07/30/2015 2:46 am
    Level 25 : Expert Grump
    I've got around 2.5-3 years of C# experience. Most of which has been in Unity.
    As you can see in my sig I have another game that I am working on as well so I wouldn't be able to denote too much time, but working on a single thing from time to time is right up my alley as I commonly need a break from some of the code in my own game.
    1
    Death
    07/27/2015 11:54 pm
    Level 25 : Expert Grump
    Need a dev? Lemme know. I wouldn't mind helping from time to time. Have around 3 years of C# experience, and around 3 of other languages as well.

    As I said it'd be from time to time as you can see in my signature I have another game that I am currently working on as well, but I commonly take a few hours break from working on that.
    1
    Death
    07/27/2015 11:51 pm
    Level 25 : Expert Grump
    Whoa, this is actually a thing now! I remember hearing something about this(may have been something else) and there being no DL. Regardless, installing!
    1
    Death
    07/19/2015 12:31 pm
    Level 25 : Expert Grump
    Hey, just wanted to drop in and say that if you need any programming help lemme know. This looks great thus far!

    (I could also help you configure some image effects to make it look a bit better as well. :p )
    1
    Death
    07/18/2015 2:01 pm
    Level 25 : Expert Grump
    I'm not sure exactly. Possibly just because of how long it's been here? Dunno.


    Also to anyone viewing this as an update to the dev-log, you can find more frequent posts at the subreddit
    1
    Death
    07/09/2015 5:39 pm
    Level 25 : Expert Grump
    The more I work on this game, the closer I am to completing it it. It was recently brought to my attention that I should begin building a community around my game, which is something that I haven't really attempted to do.

    Today I'm going to change that. I've created two new pages devoted to Runed:
    A Facebook page, and a Subreddit.


    I'm going to put a large piece of text here to draw the attention of whomever is browsing through for images as well, just in-case they didn't notice the text.
    New social links:
    Facebook page
    Subreddit
    1
    Death
    07/09/2015 2:51 am
    Level 25 : Expert Grump
    Hopefully I can get this on steam, and then use the workshop.
    1
    Death
    07/08/2015 7:54 pm
    Level 25 : Expert Grump
    Decided to make a GIF of making a level and testing it ingame
    1

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