SkyEdge the Wraith

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Wind Astella
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SkyEdge the Wraith

Postby Wind Astella » October 26th, 2013, 9:34 am

Here is the project I had been working and started a few weeks ago. I posted it IndieDB. There were concept art and video showing how will it be when it finished.

http://www.indiedb.com/games/skyedge-the-wraith

If you wish you can comment for any improvement.

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Mike
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Re: SkyEdge the Wraith

Postby Mike » October 30th, 2013, 5:27 pm

That map looks a bit familiar hehe. Why is it lagging so much for you?
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Re: SkyEdge the Wraith

Postby Wind Astella » October 30th, 2013, 6:10 pm

Its rosestorm map. It was for prototype on gameplay only. The real map should be of my own. Sorry if this cause problem with the license of the map.

The game did not lag but the video was. I should use proper video capture software for this...

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Re: SkyEdge the Wraith

Postby Mike » October 30th, 2013, 9:46 pm

By all means use it however you want, was just interesting to see it in action :D I'm glad the map wasn't actually lagging for you, I was worried, because I spent a lot of time optimizing it :) Glad it is seeing some use and can't wait to see more of your game!
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Re: SkyEdge the Wraith

Postby Wind Astella » October 30th, 2013, 9:59 pm

Thanks Mike for the great map you produced. Rosestorm is the inspiration for me to create SkyEdge. I love the idea of using the recoil parameter to make the character fly.
I am in the stage of making the content of the game. I will start with the level after I have the content I need.
I am also trying to mod the game to had attack anim. This is my problem so far if you can see in the video that the attack anim was not right yet. Maybe I need to learn to program more.

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Re: SkyEdge the Wraith

Postby Mike » November 3rd, 2013, 10:58 am

Hmm Hirato said something about that but I forgot what. He still needs to update the RPG code too in SB so that might help a bit.
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Re: SkyEdge the Wraith

Postby Wind Astella » November 3rd, 2013, 10:31 pm

I think the problem is because the engine is originally for FPS game. The hold animation came first then the attack anim.
I think I could try to tweak the RenderClient sub in the engine part or just wait for Hirato to release the code.

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Re: SkyEdge the Wraith

Postby Wind Astella » November 22nd, 2013, 3:16 am

After a week of pause in modding the engine. I had sum up a theory.
I can add DrawDistance feature into the engine. This will allow the engine to use almost limitless number of mapmodel without hurting the fps so much. Its a great idea for my game since the setting was not set mostly in urban envirenmont but natural which required trees and other expensive use of mapmodel but I'm currently unable to do so now since I will be in front of my pc for quiet some time.
The animation were not going to have any changes because I realised the problem do not cause by the engine but more on th e weapon script. It need to have short cooldown or non at all. This lead me to use the mana system more than the cooldown sytem and melee battle. It is okay because it is a Hack n Slash game so it will benefit from it.
Any feature that you wanted to see? Please comment. Thank You

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Re: SkyEdge the Wraith

Postby Wind Astella » December 5th, 2013, 5:19 am

I had upload a new video on the animation system that I had implemented into the engine. I had also successfully code the DrawDistance system into the engine even though there were no obvious appearance of it.

Now I will focus more on the game. We will see how fast I can develop the demo. I also re-model Stellar because I am unsatisfied by her model now.

Visit IndieDB for the video and news on the game development. :)
http://www.indiedb.com/games/skyedge-the-wraith

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Re: SkyEdge the Wraith

Postby Wind Astella » January 4th, 2014, 10:41 pm

Ancient weapon leaked and a new chat system! This few weeks, we had set our focus on custom content creation and the chat system for a more JRPG style chat. There also will be a deep relationship system between player and the residents of the town much like Harvest Moon series.

First thing first, the weapon system in the game will be divided into two which is the Ancient Weapon class and Normal Weapon class. The Ancient weapon class is the important weapon that player cannot drop or sold as it is vital for players to open path or solve puzzle in the overworld or dungeon. The normal class on the other hand is weapon that can be sold, drop or loot from defeated monsters. Here is a link to some of the screenshot of thee Ancient Class Weapon:

http://www.indiedb.com/games/skyedge-th ... s-ancient2

That the weapon. Now the newest changes with the game is the chat system that resemble JRPG style game. With this new chat system, it is possible to add relationship system found in Harvest Moon series (more like Rune Factory series).
Well it does need a better UI graphic.

Now here is my problem. I had focused more to custom content and gameplay because I'm more a modeler, game designer that a level designer. So my problem right now is the level design part, I do like designing level but since I had to focus more to custom content creation, level designing had become a stub for me. I wish for a Cube 2 based level designer that can design level base on my description of the level. Well he/she will be paid when the full game is released or after the demo. If anyone interested, PM me in the PAS forum or Indiedb, I will surely be delighted.

Best regard,
Wind Astella


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