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Hazelnut bastille bandcamp
Hazelnut bastille bandcamp







hazelnut bastille bandcamp

She casts a haunted figure, and has come to seek the fabled knowledge of a race of long-dead ancients on the edge of the world, in hopes of finding a way to reclaim something which was lost to her. I could try that with the bat, maybe it would be an improvement, possibly.Īs far as the fire goes, it seems pretty standard for art from this era to render it opaquely:Īlthough one thing that might add to the fire in the game is a transparent layer to indicate "glow", and that is something I think we will definitely do.Hazelnut Bastille is the story of a young woman who has just arrived on the shores of a savage, foreign land for the first time. I will probably do hundreds of alternatives before I settle on one.

#Hazelnut bastille bandcamp how to

I have been making little sketches from time to time about how to do her a bit differently. Her 200 or so frames of animation were done pretty quickly (a few days) so we would have something to work with in prototyping that wasn't some stock character, but now that we are seeing enough of the art to establish the conventions and color palette, as well as general art character, there is enough information to make another pass at her. The player character is going to get a makeover at some point in the next couple months. They are of course subject to change, but the final set is probably going to at least closely resemble what we have now. We do plan to start explaining more about the quest items shortly, and write a general blurb about each of them, being we just finished adding them to the game engine. The fire could benefit from some transparency. Maybe you could afford to tone it down a bit? The white outline on the player's hair sticks out like a sore thumb. I do have some suggestions concerning the graphics: I'd be interested to read more about them. You're doing a good job of making sure they're diverse.

hazelnut bastille bandcamp

I like the title Hazelnut Bastille, and it works well with the graphics.

hazelnut bastille bandcamp

Usually when I see a blatantly Zelda style game I'm not impressed. I wasn't sure about this game at first, but it's growing on me. We had to create our own tile system as well, but were never able to work all the kinks out unfortunately Having all of our map-editing needs in one place was a major bonus.Ĭool, nice job again. We wrote our own editor system in Unity that was geared toward meeting these specific needs, as well as placing event items and managing the enemy spawn system. What ends up happening a lot of times, is a lot of devs will make their own system for tile management, because different games need different features in their tiles.įor us, We have the need for many layers (since we have greater-than normal overlapping layers, and we have a lot of depth-render challenges with things which should pass over or under certain other layers), we needed to separate our collision and our graphical layers (has something to do with transitioning floors when things like overpass bridges are involved), and a system for painting with animated tiles. Hmm, interesting, will have to look for that, to see what features they present. Wow, looks really impressive, keep up the good work!Ī note about the tiles, I could be remembering wrong, but was there a tile system shown at one of the more recent Unite conferences, and if so, did you try it out?









Hazelnut bastille bandcamp