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EDI

Morning's Wrath: New Screenshots(updated:10/3/2004)

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EDI    3679
Hello all, Just thought I would show a new round of Screen shots from our game in progress, Morning's Wrath =) These shots mainly illustrate the new programmable magic system and the last few show the 'foot soldier' enemy, though,dead =) Disclaimer:(no actual foot soldiers were harmed durring the making of this game :-D) Enjoy! :-) (newest) (older ones) [Edited by - EDI on October 3, 2004 1:22:00 AM]

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nagromo    676
Those look really neat. Are you using 3D acceleration? If so, I would suggest using alpha blending on the magic sprites. It would probably be relatively easy to implement and those would look really good with additive blending.

Great job on being almost done with a project! I like her armor a lot better now, too.

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EDI    3679
yeah, we are using 3D accell. the fire has a bit of a blend on it, but probably needs more =)
thanks for the input.

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stormrunner    720
the table tags didn't work [grin]
besides that, it looks awesome. i like the pillars of fire, nice effect.
and yeah, if the flying blue electro-balls of apparent death are spells, then it would be good to alpha blend them a little. it looks like shes hurling marbles.
disclaimer : if she is hurling marbles, then it looks great anyway.
cheers.

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EDI    3679
hehe,
<sarcasm>
it's a spell man... Marble Blast!!!! ;)
</sarcasm>

yeah, just added blending to the fire and the 'energy' blasts.

Fire is show in a new shot added to the end of the original post,
also you can see there, two Zalmaterns(red lava fire ball evil things) and some 'Live' foot soldiers, In fact, the one in front of me just got hit by my spell "Fire Circlet" and is in proccess of falling to the ground :-D

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GroZZleR    820
Looks good.

Suggestions:
1. Special Effects, as already noted. Maybe a full fledged particle system for spells rather than sprites?

2. Lighting needs some smoothing out. It's too squared and "tiley" (I doubt that's a word).

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EDI    3679
hmm, good points, we were going to do a particle system, but, time hasnt permited it.

cant really smooth out the lighting either =/
since it is per-tile based lighting(2D API).

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