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Old 21 October 2013, 19:27   #21
Mrs Beanbag
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I don't even own a C64!

It just made me realise that they chose the palette very carefully. I used to think it was a very eccentric palette, since most other computers at that time were using bold primary colours, while the C64 designers chose more murky or pastel shades. I understand why, now.
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Old 22 October 2013, 23:41   #22
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Now we are re-drawing the sprites to look more plastic. It means adding light and shades.

Also two more character concept arts were added.

First 8:



new ones:



Early inventory screenshot:

Last edited by Predseda; 23 October 2013 at 00:02.
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Old 23 October 2013, 01:52   #23
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Who is the concept artist? Dave DeSade?

The pictures you posted above have a commercial quality look
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Old 23 October 2013, 10:46   #24
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Hello everybody, alow me to introduce myself.

My name is Dave de Sade and I'm huge fan of Amiga and games in general. Most of my hobbies are centered about computer games for all platforms, new ones, old ones, but I prefer classic games and Amiga is one of most important gaming platform of my life. I'm playing game since 1986, but it's not only gaming - I'm also studying game design, analyse the impact of games, resulting long articles for my personal blog - but only in czech language obviously.

I was never a good programmer, so my works were concentraing to easy to develop text based games, I tried to figure out new and original ways, how game can communicate with player.

Every year I'm organising Amiga game parties at my hometown and as it's already five or six years, I can see enthusiasm of fellow amigans. Last party (June 2013) was dedicated to one of the greatest games of all time - Hired Guns. After finishing game in four players, the question was - what's next on the list to play?

Therefore I have decided to create brand new game. I have met MarK, our main programmer, who find my idea for new 4 player game interesting and in very short time, he provided first version of the engine.

Game was officialy presented on Bytefest 2013 - two weeks ago.

Today we have working graphic engine, currently we are implementing objects, weapons, inventory and enemies. Based on that I will start to create detailed maps and dungeons (I have rough ideas on paper). Lot of graphic has to be painted as well - we are looking for help in this area.

Concept arts are done by Tomáš Čech: http://www.tomcech.com/ - and yes, he is professional artist. Generaly speaking - there are no amateurs in our team, but we work in our spare time only .
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Old 23 October 2013, 11:16   #25
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The first attempt in dynamic shading:



You can see the shade is not only a black area, but a real shade.
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Old 23 October 2013, 13:54   #26
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WOWWWW!!!
If possible an option to full screen for single player?
...I guess not, by the characteristics of the game
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Old 23 October 2013, 14:22   #27
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No, it is strictly multiplayer game, there is not an option for single, also all the quests are concepted for cooperative and/or competitive playing. But we are already planning a sequel for 2 players and who knows, maybe even single player adventure...
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Old 23 October 2013, 14:37   #28
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Quote:
Originally Posted by Predseda View Post
No, it is strictly multiplayer game, there is not an option for single, also all the quests are concepted for cooperative and/or competitive playing. But we are already planning a sequel for 2 players and who knows, maybe even single player adventure...
WOWWWW! a sequel!
professional game, with box and everything?
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Old 23 October 2013, 14:43   #29
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Could be. We now consider a limited collector's edition, with a box, a map, a printed manual etc. But it needs A LOT of polishing.
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Old 23 October 2013, 14:55   #30
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Could be. We now consider a limited collector's edition, with a box, a map, a printed manual etc. But it needs A LOT of polishing.
Hope so be it,
Now focus on developing,: Gran
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Old 24 October 2013, 22:18   #31
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Today's update - see shadowing for yourselves:
[ Show youtube player ]

Inventory is not interactive yet, but you can at least have some impression, how will final game behave.

Currently it's running on my Amiga 1200 with Blizzard 060.
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Old 24 October 2013, 22:20   #32
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good job
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Old 25 October 2013, 00:03   #33
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Those terrain graphics, etc, will they be improved?
This game is AMOS?
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Old 25 October 2013, 00:25   #34
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No it is not AMOS, it is PowerD. Coder is also author of the programming language.
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Old 25 October 2013, 08:36   #35
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Those terrain graphics, etc, will they be improved?
Definitely. These are just testing tiles, final game would contain much better graphic. However, character sprites are more or less finalised.
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Old 25 October 2013, 12:44   #36
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Ok, thank you, very good news.
Unfortunately, I'm no programmer or artist, I can not help.
We gladly donate or buy when available.
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Old 25 October 2013, 22:14   #37
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I did not realize that the objective is to reach this! :-)
http://2.bp.blogspot.com/-J0HlMqebqq...00/hybrid2.png
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Old 25 October 2013, 22:57   #38
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No, we are no gods
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Old 26 October 2013, 11:48   #39
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I did not realize that the objective is to reach this! :-)
http://2.bp.blogspot.com/-J0HlMqebqq...00/hybrid2.png
I made that picture in GIMP, you can clearly see that resolution of picture doesn't really fit... But as an illustration, what we are trying to achieve - yes, this would be our goal. To be realistic - we can't really compete with Team 17 in terms of graphic, but we will try our best .
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Old 26 October 2013, 14:03   #40
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Well, I don't see any disclaimer on the picture, such as "actual graphics may differ from the screenshot", so I guess you are now legally obliged to make a game that looks like this


Congratulations to all the team for the project. I wish you all that you manage to get the result you want.

Quote:
Originally Posted by davesade View Post
Concept arts are done by Tomáš Čech: http://www.tomcech.com/ - and yes, he is professional artist.
Congratulations to him for the quality then as I stated in my previous post.

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Generaly speaking - there are no amateurs in our team
What about Predseda?
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