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January 5th, 2019, 17:39
Hrm, it's fine, but not great imho. I think a one-color-overlay looks cheap.

I liked the Expeditions conquistador style with distinct hexes, some grading color at the outlines and coloring the hexes if they can be reached or not:

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January 5th, 2019, 19:56
Looks good to me, a lack of extra colours wouldn't stop me from giving this game a try. Thanks for the progress update!
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January 5th, 2019, 22:03
Thank you for the suggestions. I will be fixing the grid graphically once combat works as intended. It is very WIP as it is.
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January 6th, 2019, 22:38
Thanks for the update - good to hear you're making progress.
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January 6th, 2019, 23:34
Wonderful work, have been following it on and off on the Codex as well. The screenshots with their BaK/Daggerfall vibes make me want to jump in and explore right away. Is your work still focused on the engine, or is the game itself being worked on as well?

As for the combat hexes, don't go overboard with the graphical effects. Some different colours to support the combat mechanics are probably fine, but the screenshort Kordanor posted is almost taking it a little too far, IMHO; the strong color gradients seem more irritating than helpful to me. But as nitpicks go, that is a really minor one; having seen your impressive work so far, I'm sure you'll find an agreeable solution.
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January 7th, 2019, 10:31
Originally Posted by Atrachasis View Post
Wonderful work, have been following it on and off on the Codex as well. The screenshots with their BaK/Daggerfall vibes make me want to jump in and explore right away. Is your work still focused on the engine, or is the game itself being worked on as well?
I am still deep into building the major blocks of the game. Many are done, but many are yet to be done and/or refined. For example, the world exploration mechanics are in place, the inventory system too, same with camping, magic, dialogue, etc. They all need additional refinements or features to be added though. The basic combat is done, but need to add to the UI, AI, etc. Then I need to implement a journal, a map, etc. The rest is production stuff.

Anyway, thank you for your confidence!
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January 17th, 2019, 09:24
I've been following the game for quite some time, it's great seeing the progress being made. I can't put a finger on exact features, but I love the screenshot with the bridge - it is so cozy and calm, reminds me of Dungeon Siege 1 environments.
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January 17th, 2019, 13:42
I can't remember Dungeon Siege using hexagons in the environment, but then again my memory is failing due to age.
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January 17th, 2019, 21:38
Originally Posted by joxer View Post
I can't remember Dungeon Siege using hexagons in the environment, but then again my memory is failing due to age.
DS was freeform. I think he means the scenery theme, not the battle grid.
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January 21st, 2019, 22:56
Originally Posted by Paszq View Post
I've been following the game for quite some time, it's great seeing the progress being made. I can't put a finger on exact features, but I love the screenshot with the bridge - it is so cozy and calm, reminds me of Dungeon Siege 1 environments.
I'm so glad the feeling comes across. Thank you!
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Tags
low-poly, old school, rpg, story-driven, turn based
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