07-10-2013, 05:23 PM
(07-10-2013, 01:20 AM)EduardoGaray Wrote: the chest animation looks much better now, i have never done animation so i dont know how difficult could it be, but if you could look at old classic rpg games and take all the magic tiny details...Thanks Eduardo, one of the main things I want to do is to capture all those tiny details like you say. I want the dungeon to breath and feel alive! I want all the subtle things to add up and just make it a really enjoyable experience!
Chrono trigger *cough* :) the animations in that game were awesome.
(07-10-2013, 02:27 PM)Rognoll Wrote: What kind of system are you gonna use? I mean, for calculating damage, success or faliure and stuff like that.I'm not 100% sure yet, this project has already evolved quite a bit from when I started. I'll most likely use some main stats and simple algorithms.
As an od school rpg fan, this is making me increasingly happy.
Still working on the tiles, added some shading around the edges of walls, also this shows a simple torch glow, and also a treasure glow I gave to the chest:
(the .gif is making that torch light really banded)
And also some Idle animations for my Knight:
Idle 1:
Idle 2:
Idle 3:
Just thought I'd throw up a demo link: Quick Demo
WASD to move! It might be laggy or buggy in some browsers, it's not going to be released for HTML5 so I'm not trying to support it - but it's good for a quick demo!