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Combat Presentation

🕑 Added 2018-03-06 17:38:07 +0000 UTC

Comments

Isometric is definitely the better choice here. It was sort of a "shock" going from the lovely drawn stuff to pixel art. I'm not averse to the style, but to go from one to the other was kinda weird. On a semi-related note; I really like your art style and would love to see a timelapse of a sprite/portrait being drawn. Would be a neat side thing to do. On an unrelated note; In the sex menu, when you choose from the two columns to pair them up, it doesn't show the gender. A small symbol in the corner of the portrait or something like that would go a long way.

Syvaron

maybe(just did the programming part with the square ones). It kinda makes the keyboard controls awkward, but atleast that would force me to make it better playable with mouse.

Syvaron

One type you get by leveling different forms with your maincharacter. The other one you get from rituals (sextab at home, mc needs a pussy,partner a cock). There you get skillpoints based on the maxLevel and species of partner

Just a quick question, how do you get skill points

Ghostflame

I love the idea, but implore you to go with a hex grid, instead. The one thing HOMM V did wrong!

Syvaron

No but it looks a lot like fire emblem, which probably has my favorite type of gameplay/controls etc. in that genre, but in that style, tile sprites would need to be connected to neighbour tiles to look good, which would be really tedious to do with randomly generating maps and changing terrain during battle. Also I think it wouldnt look good with more detailed sprites and I somehow really want to do some cool fantasy biomes etc.

Secured Party

have you played warsong on sega genesis? they do a very good job with combat on a similar non-isometric map with terrain. different terrains give bonuses to defense, or attack.

Syvaron

With trees etc I mean obstacles, which characters cant move on, but can be destroyed, spawned by skills etc. Slightly uneven terrain like hills should look fine. Not sure what I'd do with the exploration map, but probably similar. The battlefield is basically a zoomed in version of one overworld tile, so showing a same sized sprite in both would look weird, as they would then need to walk "over" forests etc.

Arachnid

I say, as long as you enjoy it, and if you think it's easier for you, go for it. Worries are as said above : Montains ? But at last i'll know what happens to tiles that get gooed on by tentacles!

Monceber

Yeah, I like isometric a lot better. Character models look nice, and it would really feel like they are moving. What makes me wonder is what are you going to do about more complex tiles? Tree, stone, water, sand and lava are relatively easy I guess, but what about trees? Mountains? Even if they are not very hard to draw, how would characters be displayed on them? Also, are you going to make similar change for exploration maps? Or are they going to stay as flat-type or reworked as well?


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