That's all using DawnBringer's 16 color palette. I've been trying to study his technique analytically, like you're doing in this post. I noticed there too that luminosity is more important than hue in many places.
An aside; something Dawnbringer did intentionally with these palettes is make the brighter colors yellower and the darker colors purpler. It almost makes it so that you can choose any color ramp based just on luminosity, and the hues will work together to make a correctly lit material.
1) The game is definitely designed for keyboard movement. Our pathfinding is based on 8 directions too, so it would be a major change to make mouse move smoother. I don't have the time or interest to do this. If someone else wanted to do it, they should talk to me and the dev team and we'll discuss ways it might be possible.
2) Larger/smaller UIs are possible with mods. We include the mini screen option ("minicore") but not the large screen option yet. The current art looks terrible at 2x zoom so I don't know if I'll ever officially finish rendering the "hdcore" set.
I usually play at a smaller resolution and make it fullscreen. It sacrifices some sharpness for a playable scale. That's good enough until we have art worth seeing at HD sizes.
3) I think we can sort of do this by abusing the NPC system. E.g. talk to a teleporter object/person and instead of a list of topics to talk about you get a list of destinations to warp to.
4) Bosses with lots of treasure can be done with treasure chests or other map events.
5) Make a long enough item list and it feels random. I personally don't like the prefix/suffix system. Even in Diablo or WoW those were just temporary items until you got the named epics.
So this one's my personal preference, and keeps Flare 1.0 simple. I expect Flare 2.0 to support a full prefix, suffix, random item system.
6) This kind of thing will be added over time. Internally we have an EnemyBehavior interface but only one implementation, a "Standard" behavior used by all the current enemies. We'll add more behavior types as we add them to actual games.
7) Might be possible. If we add new bind actions for "Previous Power" and "Next Power", it could be doable. What order would the powers show up in? This doesn't seem like a high priority to me, but maybe because I didn't use that feature in other ARPGs.
8) Good ideas, I need to think about these. Maybe there's a way to do this with the current code already. Maybe with power item mods, kind of like the way using a "Bow" item changes ranged attacks to look like an arrow.
9) We debated a generic crafting system (e.g. combined two items to make one new item) that would handle socketing and similar. But it's arguably out of place in an Action RPG. More combat action, less boring manual labor please. So we'll probably see this in 2.0.
10) Re:stats/levels, that's just a design choice. I like slower levels and each point having meaning. The engine can handle a game with 50 levels and 5 stats per level though.
lostprophet: I just downloaded it to check and didn't see a languages.txt in fantasycore. Maybe try again, could be you got a mirror server of the previous file.
The issue was we had an engine/languages.txt in both Default and Fantasycore mods. Instead we want to use the languages in the Default mod. So I removed the Fantasycore language.txt and that should fix it.
Tetris is a protected trademark; you'll need to rename this sumbission.
Good write-up. I've been analyzing Redshrike's stylized versions of some Heroine Dusk monsters:
http://opengameart.org/content/heroine-dusk-first-person-dungeon-crawl-enemies-remixed
That's all using DawnBringer's 16 color palette. I've been trying to study his technique analytically, like you're doing in this post. I noticed there too that luminosity is more important than hue in many places.
An aside; something Dawnbringer did intentionally with these palettes is make the brighter colors yellower and the darker colors purpler. It almost makes it so that you can choose any color ramp based just on luminosity, and the hues will work together to make a correctly lit material.
Thanks for taking the time!
1) The game is definitely designed for keyboard movement. Our pathfinding is based on 8 directions too, so it would be a major change to make mouse move smoother. I don't have the time or interest to do this. If someone else wanted to do it, they should talk to me and the dev team and we'll discuss ways it might be possible.
2) Larger/smaller UIs are possible with mods. We include the mini screen option ("minicore") but not the large screen option yet. The current art looks terrible at 2x zoom so I don't know if I'll ever officially finish rendering the "hdcore" set.
I usually play at a smaller resolution and make it fullscreen. It sacrifices some sharpness for a playable scale. That's good enough until we have art worth seeing at HD sizes.
3) I think we can sort of do this by abusing the NPC system. E.g. talk to a teleporter object/person and instead of a list of topics to talk about you get a list of destinations to warp to.
4) Bosses with lots of treasure can be done with treasure chests or other map events.
5) Make a long enough item list and it feels random. I personally don't like the prefix/suffix system. Even in Diablo or WoW those were just temporary items until you got the named epics.
So this one's my personal preference, and keeps Flare 1.0 simple. I expect Flare 2.0 to support a full prefix, suffix, random item system.
6) This kind of thing will be added over time. Internally we have an EnemyBehavior interface but only one implementation, a "Standard" behavior used by all the current enemies. We'll add more behavior types as we add them to actual games.
7) Might be possible. If we add new bind actions for "Previous Power" and "Next Power", it could be doable. What order would the powers show up in? This doesn't seem like a high priority to me, but maybe because I didn't use that feature in other ARPGs.
8) Good ideas, I need to think about these. Maybe there's a way to do this with the current code already. Maybe with power item mods, kind of like the way using a "Bow" item changes ranged attacks to look like an arrow.
9) We debated a generic crafting system (e.g. combined two items to make one new item) that would handle socketing and similar. But it's arguably out of place in an Action RPG. More combat action, less boring manual labor please. So we'll probably see this in 2.0.
10) Re:stats/levels, that's just a design choice. I like slower levels and each point having meaning. The engine can handle a game with 50 levels and 5 stats per level though.
I uploaded this to Youtube to promote Heroine Dusk and plug Yubatake's work.
https://www.youtube.com/watch?v=SizBXcMLNTk
From the Title screen go to Configuration, then click over to the Mods tab.
The Active Mods list should have:
In that order. The error you're seeing is probably because the mods are reversed order.
Not sure about those books, I'll look into it. It's a minor thing so I'll figure it out for v0.19.1 or v1.0
lostprophet: I just downloaded it to check and didn't see a languages.txt in fantasycore. Maybe try again, could be you got a mirror server of the previous file.
Ok, uploading a fixed Windows test bundle.
The issue was we had an engine/languages.txt in both Default and Fantasycore mods. Instead we want to use the languages in the Default mod. So I removed the Fantasycore language.txt and that should fix it.
GunChleoc, I thought I checked the language.txt file but I must have missed this one. I'll go ahead and add it.
(edit) yeah I didn't copy the right language.txt folder over, fixing that now.
(edit2) nope, turns out we have a language.txt in fantasycore that doesn't belong there. Fixing this.
Sounds just right! I have some caves areas planned with an antlion queen nest, this kind of thing would be perfect.
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