I'll shmaplefle your shclagorglymorg!
Omfg, I ******* love this style immediately. So ******* fluid and colorful. UUUUUUUGH. I WANNA **** THIS ART-STYLE!!
Okay, that's enough of the word **** for now.
Basically, even if it is Fantasy, moving your shield completely off to the side when swinging your sword is just really counter-intuitive. You can still hold that shield infront of you while you're swinging, and moving the shield leaves you vulnerable. This is clearly visible in the Combo x1 animation and the Combo x3 animation. Instead what I'd suggest is similar to how the Combo x2 animation does it, the shield is infront of the character at all times during that animation.
It seems like a really small thing that doesn't matter, but it does make a difference in that it makes the character more believable that they're a trained swordsman.
Considering this is out in the middle of a body of water, I think there needs to be some kind of insurance policy for it in case something like a storm comes along and sinks the whole damn thing. 12,000,000 credits is quite a lot to spend.
That looks kinda like C&C3; style... I don't really like the C&C3;-style Tiberium, it was for all intents and purposes a complete redesign like everything else in that game (Not to say that's bad, a lot of things worked out really well)... I think if you wanted to keep the pointyness, make the pot thing they sit in darker and more noticeable. It'll feel a bit more nostalgic that way but still be unique. As for redesigning the Tib Trees, I'm fine with anything as long as it's not a pit! That is a lot easier to make something really good in because pretty much anything that even remotely looks like a plant or rock works really well.
Initial Attack and Combo x3 are a bit too fantasy-style animations for my taste. They defeat the purpose of a shield, the way he moves the shield completely off to the side. Combo x2, the way the shield is there, is very fine. That's about how all the attack animations should be.
I like most of the other animations, especially the bow animations. They're really fluid.
I remember playing this about 8 years ago. I have no ******* clue how I got it, but all I could remember was that it was quite a unique RTS experience, and it has heroes like WarCraft III which made me identify with it at the time because I was hugely into WC3.
I'd say so. We already got one major TS and one major RA2 mod converting over to OpenRA!
This is actually really easy to do purely in YAML's, which is what the mod uses for its Rules files (Like classic C&C games use Rules.ini and Art.ini, this uses highly flexible YAMLs)
A couple things you should know, if you're going to use the Carry-All Harvester combo, you need to add the Dune mod to your mod. It's really easy once you know how to do it, but learning it is a tiny bit difficult.
Barrel seems quite overpowered and considering it's a level-specific prop it may be a very cheesy item. I don't know if you're going for competitive/E-Sport with this game, but if you are that's a bad idea. If not, I guess it's fine.
Good feature, glad to have it. =)
Dude, I'm an artist. I pay more attention to concepts and colors then numbers.
IT'S SO BEAUTIFUL!
SQUID GIRL. ♥
I also think it the buttons should be less saturated. The text is fine, but the buttons just look more yellow then gold IMO.
I was thinking so as well, you would have to have a lot of mastery for it to make sure you don't hit yourself with that loop. However, it could be useful for defense and the blade in general does have some convenience. If you catch somebody in that pocket, they're basically ******. It's a pretty small blade, so it's probably a lot lighter then most fantasy scythes. And it has a handle that widens as it goes out, which makes it easier to keep a grip. Some actual practical thought went into this design and I like it. =)
Uhm... Why is she blushing and her belt is undone? O.o;;
I remember this scene! I was like, "WHAT THE ****?! O_o" Then I was like, "Oh... LOL"
I like this idea.
Anything that involves more user-input to this I like. Although I really like this for how cool of a simulation this is, it still doesn't have the most exciting or engaging gameplay. =P
There are a couple good ways I can see Nod's compositions rolling out:
If Artillery had splash damage and their projectile landed a little bit faster, then supporting them by some Stealth Tanks or Bikes for AA + harassment would work out very well.
The second thing, Nod's usual Light Tank unit in both TD and TW (Though not so much in TS) was virtually useless because it never had a support unit for it.
In TS, the Tick Tank actually had this unit. The Reaper. Though the composition was still underwhelming because there was just better things to use. But Tick Tank + Reaper, if it's cost was slightly reduced (Like 650 for TT and like 950 for Reaper, with changes to health and armor to compensate) it'd be a very viable composition.
With this in mind, Nod's Light Tank needs a support unit. These qualities are also best for this support unit:
Slightly longer range. (Say, 5 for the Light Tank and 6 to 6.5 for this unit)
Fast and mobile.
Easy to pick off. (For balancing)
Decent enough DPS to support.
What this creates is a good dynamic of players trying to pick off the support unit when the Nod player is caught off guard, or requiring having to do some form of harassment that makes an impact so they can out-macro, or have better micro.
There's unfortunately no way to make Infantry really interesting. The only good Infantry mechanic in TS is Jumpjets. Infantry can't even hover. If you were in RA2, I could provide a lot more ideas for them. =P
Finally, Bike/Buggy is always a strong composition for how much harassment potential it has. I like the KW incarnation the best. Buggy's were quite tanky and Bikes were fragile.
I don't either! Well, what are they used for? XD
Okay, this is a bit more what I want to see. This is really nice and a pretty unique idea. It's a good start.
I do have a question: What kind of RTS are you trying to do here? Micro or Macro based? A bit of both? More positioning or fast-paced action?
Agreed, this is really fast progress.
(I know nothing about how the system worked in the show but I still like the design!)
So neat. <3
#1 has quite a bit of build-space too. #2 is alright. #3 is the one I'm most worried about, you have a lot of props you need to destroy if you want to build more structures.
How fast does the durability go down? This seems like an actually pretty fun mechanic but it needs to be fair.
Glad to see it back! Can't wait to see what you have in store for us. =D
That looks.... Surprisingly beautiful.
The good feature, the best feature.