Congratulations I bet it's going to be cool for so many apps. I think you can pump the quality up quite higher on iPad Pro, and the next update will automatically detect it and set the default quality higher from the stat, so you wont have to do it manually. [/IMG]
Take a look at that one, should make for good inspiration: http://forums.toucharcade.com/showpost.php?p=4041014&postcount=47 And your latest screenshots look fantastic as always
Regarding the low poly character comment, I was referring to your "Rise of the Empra" posters. They show very low polygon count characters which just seems really odd since I presume those are like some kind of marketing banners? For your main character, the barbarian girl is totally fine.
I left a comment - its so beautiful - kind of reminds me of Journey. My next game was supposed to be The BOne sea, but i wasnt so inspired with the desert environment. This guy knows how to make it look wonderful Thanks for the compliment. Now that Im building Vandgels im snapping pics as i add things. I think this one is my favorite because A) I love Baeduls, they were the first creatures i built myself and B) I love the view from Vandgels Grand Plateau Vandgels is also getting a new herd to roam the much more frigid land - Reindeer! as well as Imperial Greks - on loan from The Empire
Yeah - i finally did the coding and i think this was one of the most popular requests I think it will also let the game shine a bit more on more powerful devices from the get go Subscribe to the TouchArcade YouTube channel
Yeah, they're low poly even at high quality settings. I just loved that i can customize them, and the anime style, which was something that i kind of found in the models by BitGem, who made the barabarian girl (who some people say look like Aloy from the amazing Horizon Zero Dawn Part of its the mobile thing, and part of it is just my resources - i have to take what i can get sometimes, but i try to focus on the atmopshere so hopefully that will make up for the lower quality.
Vandgels Update The characters are in. The Landscape is in. The wildlife is in. Next up - the citadel of Vandgels itself (the nation is called Tiviscus). This is the newest character, and one of my favorites since the gnome Grimlin, named Sentri. He plays an important role in the story. Speaking of Grimlin, he's the one character (well, almost the only one... but thats a surprise) from BrightRidge who is in Vandgels. Gnomes are very long lived, and we will be seeing Grimlin in all 4 worlds. Vandgels is much more vertical - some of these shots give an idea of the more mountainous landscape outside the Grand Plateau, which is where ive been hanging out. i decided to take a break and walk around and explore other areas of the land. Since it is mostly procedurally generated, even i get surprised at some of the views i havent seen. Im looking forward to placing the roads. Believe it or not, they make a uge difference in how you explore and see an open world Meet Sentri. One has to ask, do robots admire sunsets?
In the words of The King, Thank Yuh, Thank Yuh very much I tried Vandgels on devices yeasterday for the first time, and so far performance is awesome. My high was tempered by the news Unity is dropping dupport for UnityScript - which all my games are written in. There's a semi serious chance i will have to stop making games if the change is too hard to overcome - im ignoring that for now and will finish Vandgels Here's some new screenshots directly from my iPad Air 2
Me too Sometimes you get an affinity for certain characters. Here's a new screenshot from my iPd Air 2. So far performance is a lot better than BrightRidge - i think I learned a thing or two about simplicity BTW Unity is dropping support for UnityScript which is what I coded the games in so im unsure about its future - i will finish Vandgels though.
It would be a real shame if you were no longer able to develop your vision, I hope you are able to able to overcome this hurdle and able to continue to develop further games! More screenshots that look amazing! Are you any closer to fixing an approx release date
Thank you stelph The Unity thing is a big deal but I am already making plans to overcome this. in the meantime Vandgels will definitely come out. It all just depends on how many nights i have free over the next couple of months, but Im motivated and aiming for late fall.
Transitioning from unityscripy to c# isn't really that hard. Also, I think I've seen an asset that converts over code automatically.
I have literally no experience in coding but google popped up this, was this what you meant? https://www.assetstore.unity3d.com/en/#!/content/5954
If it's just learning C# and then going onto new projects its a pretty stress free move But Nimian Legends has been i development for 6 years, with literally thousands of script instances, each attached to its own game object and filled with other script references, values and settings. Not only do all these scripts need to be converted without breaking any of these references, they need to be actually replaced in place while preserving all these values, otherwise its akin to reprogramming the entire game -actually two games now, and both complex open worlds. I spent the last year just refactoring the code to make making new games easier, something that has helped with Vandgels. Now i'm faced either way with a complex undertaking that's going to take away time from making the current games better and making new worlds. As a solo dev already worked to the bone after work on these projects i may never even have the energy to do this - i am 45 and not a kid anymore, and Nimian Legends is a labor of love, not something that supports me. Finally i just prefer UnityScript, which is syntaticlly similar to JavaScript which i have spent near 20 years becoming an expert at. the syntax and flow of C# may appeal to many pr coders, but it's kind of Like Flash's ActionsScript 3 compared to ActionScript 2. I hav an artists mind, and it works well with languages like JavaScript /unityScript that are less powerful but more fluid for a mind like mine. Ive actually coded C# and personally I don't like it as much. Also no matter how you slide it, my 20 odd years of JS experience will not compare to me now being a 0-year newbie at C# coding. I will have to get back on a learning curve I thought was behind me. there is more to programming than logic, and there is more to game design than programming. I'm sure there will be many wonderful games i the C# unityscript free world. But for many of us this IS a big and difficult situation. BTW if it helps anyone the most promising converter ive found is CSharpatron: https://www.assetstore.unity3d.com/en/#!/content/20232 Anyways i have to go and now spend the next few weeks just figuring out how I will approach this transition. its a shame because i was just finally at the point where i thought i was done with figuring ot code and was able to get to the point of just making new games. Thats why Ive been able to do with Vandgels in the last 3 weeks what took me two years with BrightRidge.
For me this one looks more promising: https://www.assetstore.unity3d.com/en/#!/content/20232 But read my above post for the caveats
A Question for Players I dont THINk i will do this - its more complicated all around. But Ive been toying with the idea of Making Vandgels free, and charging 1 or 2$ for the main story instead. Its bring problems like more complex code and if a particular adventure may not seem worth it where a full game appears to have more value Just putting it out there if anyone has any thoughts, but i think i prefer just the game itself