Today we continue the story of making the cutscenes in Diplomacy is Not an Option.
Last time we stopped at the concept art stage. Allow us to proceed, shall we?
The task of the concept artist is to make the first impression of the character's look and to make him fit the script. For example, if the character is physically weak, but the script requires him to carry a weapon, it is necessary to understand what kind of weapon he can use - definitely not a heavy two-handed sword. It is also important to take into account the accordance of the drawings to the DiNaO world. If we're introducing a rebellious peasant in the cutscene, he should look about the same as he does in the game itself.
Concept art is not only about the characters, but also about the environment. At this stage artists also draw the details to help the Player to understand where the action takes place. The artists, with the writer's assistance, decide, for instance, what paintings hang on the wall in the Lord's chambers and what color the tablecloth in the King's throne room is.
When the concept art phase is passed, the modeling of the characters and environment begins. And don't forget about animation either. Thanks to the sketches, the technical requirements for each character's model are clear to the people in charge. For example, our Lord always sits with his back to the camera. Which means he doesn't have to walk around and wave his arms around. In addition, this means that the main detailing of his image falls precisely on the mantle, the back of the crown, and his haircut.
Each scene is created by hand, and most of all it resembles a movie shoot. Once the "pavilion" is set, whether it's the Lord's chambers or the ocean shore, the lights are adjusted, angles are selected, and characters are arranged. When the shooting is done - we get the same clip that you see in the game. With one slight difference. There are no text lines in the filmed and rendered cutscenes.
As you know, our game has no voiceover. The characters talk to each other via text bubbles, just like they do in comics. The next task is to place the desired lines in the cutscene editor and set their duration and timing. The only difficulty we may encounter at this stage is the difference in the number of characters and the duration of the phrase that may show up in the translation. The default version is the English text version, but often it happened that even the English lines had to be slightly changed to make the meaning of the texts remained consistent in all languages.
In conclusion, we'd like to say that the making of the game is a collective creative process. Not all of the solutions that look good on paper can be transferred to the sketch language. And not everything that looks cartoony works as well for the low-polygon graphics and slowed-down manner of in-game cutscenes. At each stage, something adds, something disappears.
We hope you enjoyed the story. Thank you very much for your attention.
I am excited to announce some upcoming changes to our game that I believe will greatly enhance your playing experience. I have been working hard on these improvements and I am thrilled to let you know that we will be adding two new features to the game: undo/redo support and a theme selector.
Firstly, I understand how frustrating it can be to accidentally make a move that you didn't mean to. That's why we will be introducing undo/redo support to our game. With this new feature, you'll be able to easily undo your last move or redo a previous one. This will give you more control over your gameplay and help you avoid costly mistakes.
Secondly, I know that many of you have been requesting the ability to customize the look and feel of the game. That's why we will be adding a theme selector, which will allow you to choose from a variety of different visual styles. Whether you prefer a bright and colorful interface or a sleek and minimalist design, we'll have a theme that suits your preferences.
I am committed to making our game as enjoyable and user-friendly as possible, and I believe these new features will go a long way towards achieving that goal. I hope you're as excited about these changes as I am, and I can't wait for you to try them out for yourselves.
Thank you for your continued support, and I look forward to seeing you in the game soon.
Knights of the Chalice 2 - HeroicFantasyGamesDotCom
Hi everyone! Here is version 1.58 of Knights of the Chalice 2. It's a small update.
Please see below if you're interested in the new Wounded Script and Turn Script for module design.
Thank you so much Dorateen for updating the Hearkenwold adventure and for uploading a new video of Hearkenwold showcasing the new special effects! Here is the video's link: https://www.youtube.com/watch?v=KmV57Ulsd-8 Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too. Thank you!!
Thank You So Much For Your Support, Valiant Heroes of the Realm! Best Regards :-)
List of changes in Knights of the Chalice 2 Version 1.58
Added the following options in the Game Options screen, under Display: limit weather effects to map boundaries, allow map colour changes due to rain, allow rain special effects, allow snow special effects, allow falling-leaves special effects, allow will-of-the-wisp (glows) special effects, allow fog special effects. Also updated the in-game help entry for game options.
Fixed a source of crashes when moving the party with the numpad keys and the destination square exceeds the map's boundaries.
Fixed a bug with the recording of game time. This would result in the display of an incorrect game time when loading a saved game.
Fixed bugs with the weather effects when the frequency is set as 'always' for any of them.
The combat-action tooltip for the Elephant Spirit Animal Sonic Breath Weapon will now indicate that it is indeed the Elephant Spirit Animal, and not another type of breath weapon.
Added the code required for the execution of scripts that are triggered in combat when a creature is wounded or damaged. You can set a creature's Wounded Script in the intelligence tab of the Creature Properties screen, within the Creature Editor. Examples of use of the Wounded Script: 1) The Wizard Zarx is essentially invulnerable until the player has done a specific thing such as destroy a mirror or a jar. After each hit, he recovers lost Hit Points and a Vrock is summoned (up to five). 2) The Necromancer Eldark has linked his body with that of a bunch of slaves using a sinister ritual. Each non-fatal hit on the Necromancer kills one of the slaves and heals the Necromancer (as with a casting of the spell Heal). 3) Garock the Barbarian will taunt the player the first time he receives a hit, shouting 'That's the best you can do?' or 'Oooh, a mosquito bite!'.
Added the code required for the execution of scripts that are triggered in combat at the start of the turn of a creature. You can set a creature's Turn Script in the intelligence tab of the Creature Properties screen, within the Creature Editor. Example of use of the Turn Script: at the start of her turn, the Cleric Llagotha will call upon Chaotic Evil deity Hexdra for assistance if her Hit Points have dropped below 55% of the maximum, or if half of her allies have been defeated. She won't be able to do it if she's sleeping, fascinated, stunned, dazed, affected by hideous laugher, etc. With the Turn Script, you don't need to check for these conditions within the script itself, as the Turn Script for a character will only be executed when that character can act normally. You do need to track whether the script was executed before if you don't want the script to be executed multiple times.
Hey everyone, James here, Brand Community Manager at 505 Games and I’m excited to announce that Miasma Chronicles will be launching from May 23rd, 2023 on Steam.
Miasma Chronicles, by the legendary team that bought you Mutant Year Zero - The Bearded Ladies, is a tough and intense tactical RPG. Set in the near future, following the fallout of devastating environmental apocalypse that twisted the United States as we know it today. We follow Elvis and Diggs, two unlikely brothers on a journey of discovery, through a wasteland, reeling from a savage force known as the ‘Miasma’.
Digital players will be able to get their hands on Miasma Chronicles, across all platforms, from May 23rd. Hit that wishlist button now to get access from day one.
Following that, Miasma Chronicles will also be coming to a video game store near you. The physical edition for consoles, including art book and Elvis’ Mine Technician Suit and Diggs’ Mine Rescue Shell, will be available in Europe from June 9th and North America from June 20th.
We know you will have many questions right now, but don’t worry, we’ll be covering them all soon. In the meantime, tune into the Future Games Show on March 23rd for a brand-new look at Miasma Chronicles.
Stay up to date on all things Miasma Chronicles, by following us below 🔔
The Banger skin is one of the earlier Eclipse Battle Path prizes and today we’d like to tell you more about it.
The name Banger might sound familiar to you as it is mentioned in the Wages of Sin PvE mission – if you discover a certain semi-secret dialogue, that is. A bit of lore first:
The Banger was an old M113 leased to Perihelion for its training duration by the U.S. Army. The official version is that it gained its nickname from a large recoilless rifle mounted on top. Several days before the arrival of Samuel Thorpe, the gun was accidentally discharged in the middle of the camp, resulting in severe hearing issues for several Perihelion mercenaries. There are some who claim the name came from the stretcher found in the troop compartment, which a number of Perihelion troops used as their private hideaway. The Banger was lost during the battle for the U.S. Army base, the fate of its crew unknown.
As we promised before, pretty much every prize in the Eclipse Battle Path is tied to the Battle Path’s story and you can learn about every aspect from its description in the Customizations menu. Even vehicle descriptions change upon installing the skin.
This skin is connected to the earlier part of the tale where the forces of Perihelion fight an unknown enemy in Arizona covered, as we mentioned before, by the Wages of Sin mission. That much you already know. But we’d like to give you an overview why the skin does look the way it look.
The overall look of the skin matches an M113 that was previously mothballed and only brought to working order so that it could be transferred to the Perihelion mercenaries as a training vehicle. It was placed in Arizona for a long time (since the 1970s in fact), that is why it is painted using the MERDC “red desert” camouflage pattern, a perfect fit for Arizona.
Several signs indicate the history of the vehicle goes all the way back to the Vietnam War. The hull was modified by removing its side skirts. This was typically done to wartime M113s so that branches and mud wouldn’t stick behind them – those were a pain to clean up). Additionally, the vehicle carries spare parts on it which nobody really bothered to remove.
And last but not least, the rolled metal grid attached to the front turned out to be very useful when travelling across soft, wet or sandy surfaces.
The vehicle’s tactical markings were painted over by the military so that it wouldn’t pass as regular U.S. Army vehicle.
And last but not least, the vehicle was personalized by the Perihelion mercenaries to an extent.
We hope that you’ll enjoy this skin and, as always:
Marvel’s Spider-Man: Miles Morales - Nixxes_Community
Experience the rise of Miles Morales as a new Spider-Man in this action packed follow up to Marvel’s Spider-Man Remastered. Master his unique, bio-electric venom blast attacks and covert camouflage power alongside spectacular web-slinging acrobatics, gadgets and skills.
A war for control of Marvel’s New York has broken out between a devious energy corporation and a high-tech criminal army. With his new home at the heart of the battle, Miles must learn the cost of becoming a hero and decide what he must sacrifice for the greater good.
Save 33% on Marvel's Spider-Man: Miles Morales for a limited time through March 23rd, 2023.
When iconic Marvel villains threaten Marvel’s New York, Peter Parker and Spider-Man’s worlds collide. To save the city and those he loves, he must rise up and be greater.
Developed by Insomniac Games in collaboration with Marvel, and optimized for PC by Nixxes Software, Marvel's Spider-Man Remastered on PC contains a variety of graphics quality options to tailor to a wide range of devices, unlocked framerates, ultra-wide monitor support, ray-traced reflections and support for the latest performance enhancing upscaling technologies.
Save 33% on Marvel's Spider-Man Remastered for a limited time through March 23rd, 2023.
This is a quick update for you guys in visual form.
Note: Steam won't allow us to make the hentai content as a DLC for the demo. So we will Ensure the default Mode is Twitch Mode.
We are currently focused on save states to ensure things will be stable, even with over 100 decisions.
We are able to add one more feature that will take little to no time to implement. Scaling Live 2D Models. This visually emphasizes the current speaker by making them a touch larger and 'bounce' a bit XD.
H Scenes may require a touch more design choices based on input from closed beta testers. I want to ensure the transition from Story mode to interactive is seamless.
Staggered development is in progress. I am still doing what can be done while waiting on code to be finished. So have moved forward in alot of the sections.
Language translation depends on finalized Dialogue Parser commands. So to prevent redo work, I am standing by to finish this.
Progress may speed up post save states. There are a lot of little things that already have the back-end code implemented. I will keep you guys up to date.