Search found 302 matches

by Sehiro
Tue Apr 28, 2015 4:22 am
Forum: Wolfire
Topic: Overgrowth Weekly
Replies: 360
Views: 368863

Re: OGW Q&A with David Rosen

There will be more animation for counters?
It is the same counter to every attack and for some it doesn't look right. Especially if both the attacker and the defender use weapons.
...Weapon counters'd be cool, parries, ripostes...
Some examples:

by Sehiro
Sat Apr 25, 2015 8:10 am
Forum: Overgrowth - Secret Preorder Forum
Topic: Multiplayer over internet?
Replies: 3
Views: 924

Re: Multiplayer over internet?

No. As far as I've understood (I don't know much about programming) the game code is not written to support that kind of gameplay and to implement that feature a big amount of work would be needed. The devs are not planning on implementing online mp, for sure until a beta will be released and possib...
by Sehiro
Thu Apr 16, 2015 2:45 am
Forum: Overgrowth - Secret Preorder Forum
Topic: Idea: Object Proporties
Replies: 1
Views: 402

Re: Idea: Object Proporties

Before adding properties to objects we should define what those properties are. Following your example, a property may be the functionality of a predefined shop. This predefined shop yet is not part of the game content. I assume other examples of properties will go under the same sort of functionali...
by Sehiro
Fri Apr 03, 2015 5:35 am
Forum: Overgrowth - Secret Preorder Forum
Topic: Bruises?
Replies: 16
Views: 2517

Re: Bruises?

Not exactly bruises, but David mentioned that with the switch to Unreal Engine 4 he might look into additional blood effects. Wait they did/are doing an engine switch? Isn't that usually pretty difficult to pull off? I hope it doesn't greatly effect gameplay development. David said that so far he d...
by Sehiro
Thu Mar 26, 2015 3:18 am
Forum: Wolfire
Topic: Overgrowth Weekly
Replies: 360
Views: 368863

Re: OGW Q&A with David Rosen

1) How do you actually determine attack priority? I know when faced with multiple targets, Turner will hit the first one who will hit him: do you just do a sphere check to see who is in range, then check who's attacking? To that question I would add: will eventually be implemented mouse direction a...
by Sehiro
Sat Mar 21, 2015 12:23 pm
Forum: Randomness
Topic: Top down games: 4vs8 directions, map segments vs open world
Replies: 6
Views: 8761

Re: Top down games: 4vs8 directions, map segments vs open wo

I can see how mouse movement could solve a lot of issues. But I have a question: by personal taste, I like using a keyboard, even if the game is not tile based. Is this common or do you prefer to move with a mouse? Or does it depend on the game? I can't think of a 4direction real time tile based gam...
by Sehiro
Fri Mar 20, 2015 5:36 am
Forum: Randomness
Topic: randomness
Replies: 8118
Views: 5711851

Re: randomness

Phoenixwarrior141 wrote:I've also figured out pixel art is easy as hell with GIMP. So I'm gonna start experimenting with that once I get a minute of my life.
Thanks for the unintentional hint. I was looking for a program to do pixel sprites.
by Sehiro
Fri Mar 20, 2015 5:33 am
Forum: Randomness
Topic: Top down games: 4vs8 directions, map segments vs open world
Replies: 6
Views: 8761

Re: Top down games: 4vs8 directions, map segments vs open wo

As always, interesting insights Endo. I can see how having different kinds of movement creates interesting tactics in case a single player has control over differently moving characters, but what if the player has control over only one character? In this case it would be the enemies to move in diffe...
by Sehiro
Thu Mar 19, 2015 4:30 am
Forum: Overgrowth - Secret Preorder Forum
Topic: A few (damage model related) suggestions
Replies: 34
Views: 5888

Re: A few (damage model related) suggestions

If I may add, in case of deadly wound by the dog broadsword, yes the blood is too little, but also the reactions of the cut character are not perfectly realistic. It'd be cool to see different reactions depending on different hit location (I guess it's doable by linking the speed of fainting animati...
by Sehiro
Thu Mar 19, 2015 3:36 am
Forum: Randomness
Topic: Top down games: 4vs8 directions, map segments vs open world
Replies: 6
Views: 8761

Top down games: 4vs8 directions, map segments vs open world

What are the differences that occur both from the player point of view that from the developer point of view for a game with different characteristics? To discuss the subject I would like to bring as examples Zelda (4 direction of movement and map segments) and Hammerwatch (8 directions of movement ...
by Sehiro
Sat Mar 14, 2015 7:19 am
Forum: Randomness
Topic: Terry Pratchett :(
Replies: 10
Views: 12697

Re: Terry Pratchett :(

‘No one is actually dead until the ripples they cause in the world die away…’ – Reaper Man
by Sehiro
Tue Feb 17, 2015 7:17 am
Forum: Modding
Topic: Carrot Man
Replies: 5
Views: 1279

Re: Carrot Man

+1
by Sehiro
Fri Jan 09, 2015 12:41 pm
Forum: Modding
Topic: [Weapon] Rabbit Swords
Replies: 9
Views: 1681

Re: [Weapon] Rabbit Swords

So it's just the shock combined with bleeding?

Wouldn't a trained person be able to coope with the wound avoiding the shock? He/she will still bleed to death, but may act before dying.

Or is the shock not emotional, but physical (e.g. pain induced fainting)?
by Sehiro
Wed Jan 07, 2015 6:02 am
Forum: Modding
Topic: [Weapon] Rabbit Swords
Replies: 9
Views: 1681

Re: [Weapon] Rabbit Swords

I cannot try it out right now, but still thanks for the effort. Unrelated to this, though, I have a question: how can the metal shard rabbit sword be lethal? It seems to me that it could generate a great amount of pain by breaking bones, but unless a hit lands on the cranium I doubt it'd be deadly. ...
by Sehiro
Mon Dec 22, 2014 4:41 am
Forum: Overgrowth - Secret Preorder Forum
Topic: 2-handed weapon expansion
Replies: 7
Views: 1403

Re: 2-handed weapon expansion

+1

this would definitely add realism, imo.