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start [2019/11/01 22:19]
lou
start [2020/04/04 21:42] (current)
lou
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 ====== Dusk Tactics ====== ====== Dusk Tactics ======
  
-{{:rain.gif?​nolink&​500x500 ​ ​}}With the upcoming alpha testing I have created a forum and bug tracker. You can access the [[http://​dusktactics.com/​bb/​|Dusk Tactics Forum]] by clicking the link or by navigating to the forum via the menu.+{{:giantbomb2.png?​nolink&​400x500 ​ }}A new interview has been posted where I go on and on (and on and on and on) about Dusk Tactics. Don't worry, they put in a TL;DR! 
 + 
 +[[https://​ghettogamer.net/​2020/​02/​11/​dusk-tactics-a-promising-homage-now-in-development/​|https://​ghettogamer.net/​2020/​02/​11/​dusk-tactics-a-promising-homage-now-in-development/​]] 
 + 
 +With the upcoming alpha testing I have created a forum and bug tracker. You can access the [[http://​dusktactics.com/​bb/​|Dusk Tactics Forum]] by clicking the link or by navigating to the forum via the menu.
  
 If you want in on the alpha testing, please make an account on the forum as I will be using that along with the bug tracker to conduct testing. If you're familiar with MantisBT or phpBB and want to help, I will need community leaders so let me know via the forum. If you want in on the alpha testing, please make an account on the forum as I will be using that along with the bug tracker to conduct testing. If you're familiar with MantisBT or phpBB and want to help, I will need community leaders so let me know via the forum.
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 <WRAP left round box 90%> If you are interested in helping with this project we are still looking for artists. If you are an artist looking for work or someone able to help out in other ways please feel free to [[louis.agoglia@gmail.com|Contact Me]] </​WRAP>​ <WRAP left round box 90%> If you are interested in helping with this project we are still looking for artists. If you are an artist looking for work or someone able to help out in other ways please feel free to [[louis.agoglia@gmail.com|Contact Me]] </​WRAP>​
 +
 +----
 +
 +===== March 30th 2020 =====
 +
 +Apologies on the lack of updates to the website, if you follow me on twitter I tend to do updates on a daily basis of what I am currently working on.
 +
 +There'​s a huge backlog of additions and bugfixes to add to the devlog and a lot of work that needs doing.
 +
 +The game has come such a long way and while I am closing in on a date I set for the Alpha Demo it's clear it will have to be delayed. I can't put an exact time frame on it, but I will be working nonstop over the next few weeks to get something out.
 +
 +I have a few more concerns I need to address and a final system to put in (unit hiring/​creation) and the demo will be packed with a little sample of a majority of the systems I intend to implement.\\
 +\\
 +I added an introduction to the demo in the forum News section, it will be updated going forward and will act as an up to date source for demo related info, releases/​versions,​ as well as what will be included, you can read that [[http://​dusktactics.com/​bb/​viewtopic.php?​f=2&​t=63|on the forum]].
 +
 +I look forward to starting the alpha testing!!
  
 ===== September 21st 2019 ===== ===== September 21st 2019 =====
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 Something I've never really done before is storyboarding. It's a process used in many different forms of media that is often a precursor to writing out a screenplay or script. Shows like Adventure Time, from what I have read, have taken to creating their episodes directly from the storyboards,​ which is a bit unusual. However, this created, in my opinion, a much more cohesive story that delivered on every plot point it was trying to convey. The story knew where it was going and every place visited was well thought out and engaging. Something I've never really done before is storyboarding. It's a process used in many different forms of media that is often a precursor to writing out a screenplay or script. Shows like Adventure Time, from what I have read, have taken to creating their episodes directly from the storyboards,​ which is a bit unusual. However, this created, in my opinion, a much more cohesive story that delivered on every plot point it was trying to convey. The story knew where it was going and every place visited was well thought out and engaging.
  
-{{  ​:storyboard.png?​direct&​730x303 ​ }}{{:​storyboard2.png?​direct&​196x353 ​ }}I use [[https://​www.openoffice.org|OpenOffice]] for everything word processor related. It's 100% free, and constantly updated with new features and bugfixes. I always have OpenOffice Calc open as spreadsheets are a MUST for anyone working in gaming, or theorycrafting. Recently, though, I checked out some of the other offerings in the software suite, namely OpenOffice Draw. I created a template that's a bit larger than the larger sized index cards and split it up into boxes as seen above.+[[http://​dusktactics.com/​doc/​lib/​exe/​fetch.php?​media=storyboard2.png|{{:​storyboard2.png?​direct&​196x353 ​ }}]]I use [[https://​www.openoffice.org|OpenOffice]] for everything word processor related. It's 100% free, and constantly updated with new features and bugfixes. I always have OpenOffice Calc open as spreadsheets are a MUST for anyone working in gaming, or theorycrafting. Recently, though, I checked out some of the other offerings in the software suite, namely OpenOffice Draw. I created a template that's a bit larger than the larger sized index cards and split it up into boxes as seen above.
  
 Once made, this becomes an easy template to reproduce and lay out, as seen on the left. It gives you a nice basis for the scene, a directory for your ideas and direction so to speak. Once made, this becomes an easy template to reproduce and lay out, as seen on the left. It gives you a nice basis for the scene, a directory for your ideas and direction so to speak.
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 I have begun writing and storyboarding some scenes and outlining the direction for the upcoming alpha release. It will include multiple scenes, to display the capabilities of the engine as well as to introduce some of our characters. It will also include a playable part, which will be very important for testing the mechanics of the engine. I have begun writing and storyboarding some scenes and outlining the direction for the upcoming alpha release. It will include multiple scenes, to display the capabilities of the engine as well as to introduce some of our characters. It will also include a playable part, which will be very important for testing the mechanics of the engine.
  
-{{  :​gallery:​screenshots:​gif:​chanelling.gif?​direct&​500x300 ​ }}Above is a gif showing part of a scene. It takes place in an underground cavern and shows a bit of back and forth between some of the antagonists of our story. Please note, that the character sprites are still placeholders. These are sprites from Final Fantasy Tactics and/or custom sprites from the FFHacktics community. I specifically chose sprites that resembled my idea for the actual characters they represent.+[[http://​dusktactics.com/​doc/​lib/​exe/​fetch.php?​media=gallery:​screenshots:​gif:​chanelling.gif|{{  :​gallery:​screenshots:​gif:​chanelling.gif?​direct&​500x300 ​ }}]]Above is a gif showing part of a scene. It takes place in an underground cavern and shows a bit of back and forth between some of the antagonists of our story. Please note, that the character sprites are still placeholders. These are sprites from Final Fantasy Tactics and/or custom sprites from the FFHacktics community. I specifically chose sprites that resembled my idea for the actual characters they represent.
  
 The effect seen is one of many effects I was able to gather/​edit/​make with the program Effekseer which is an awesome particle effect editor that allows you to export a spritesheet. The effect above is a water sphere combined with some lighting behind it. The effect seen is one of many effects I was able to gather/​edit/​make with the program Effekseer which is an awesome particle effect editor that allows you to export a spritesheet. The effect above is a water sphere combined with some lighting behind it.
  
-{{  :​gallery:​screenshots:​gif:​teleport.gif?​direct&​500x245 ​ }}This is another part from the same scene. It shows one of the antagonists teleporting into the cavern much to the surprise of the other. Something I have been using a lot, to help tell the story, are emotion bubbles. The "​!"​ and "​…"​ are just a few of the emotions I made to help give more feeling to the scene. These emotion bubbles would not have been possible without the amazing work done by Game Dev Alliance on OGA. They created some great animations that I worked off of to create the effects you see above.+[[http://​dusktactics.com/​doc/​lib/​exe/​fetch.php?​media=gallery:​screenshots:​gif:​teleport.gif|{{  :​gallery:​screenshots:​gif:​teleport.gif?​direct&​500x245 ​ }}]]This is another part from the same scene. It shows one of the antagonists teleporting into the cavern much to the surprise of the other. Something I have been using a lot, to help tell the story, are emotion bubbles. The "​!"​ and "​…"​ are just a few of the emotions I made to help give more feeling to the scene. These emotion bubbles would not have been possible without the amazing work done by Game Dev Alliance on OGA. They created some great animations that I worked off of to create the effects you see above.
  
 The teleport effect was an interesting combination between two effects. I wanted your standard teleport "​swish",​ but I also wanted something more sinister, so the dark purple lightening worked perfect. Combine this with some timing and "​acting"​ and you have yourself a scene! The teleport effect was an interesting combination between two effects. I wanted your standard teleport "​swish",​ but I also wanted something more sinister, so the dark purple lightening worked perfect. Combine this with some timing and "​acting"​ and you have yourself a scene!
start.1572646770.txt.gz · Last modified: 2019/11/01 22:19 by lou