Happy Halloween! We may not be a spooky game, but I wanted to pass out some treats regardless!
First, now that asset building is complete (yay!), we’re currently building out and polishing all of the levels for Chapter 1, then putting together their lighting and post-processing effects - all the nice bloom lighting and fancy camera features that make a game “pop.” This means laying out the tiles, then filling the maps with the buildings and props that’ve been building over the last year or so based on the setting for the battle that takes place there. Once that’s finished, we go in with lights and effects to make everything look especially nice.
You may recall that we upgraded to Unity 5.5 a while back, giving us access to some nice effects as well as 4k resolution support, which the game takes to very well. To get a sense of how much things have changed, check out the evolution of one of our Docks maps (Azura’s turf) from when we did the Rezzed build compared to now:
Then:
Now (Click the images for the 4k version):
The UI is turned off so you can see more of the surroundings.
Bit of a difference, right?
Of course, if we’re going to talk about Azura the Merchant Queen’s area, a dinky wooden pier with a fishing boat won’t suffice. The docks where the merchants operate need to be something a little more serious:
We also have areas that are set to different times of day, including the late afternoon, where twilight creates a soft glow as the lights begin to switch on across the city.
Additionally, we’re wrapping up our sound effect creation, so everything in the game is popping, smacking, and exploding in a big, satisfying way. It’s hard to show how much of a difference it makes, so I hope you’ll give it a try once we’re able to get a new version of the game into your hands. We still have a few bugs to iron out, but the next update will sound more alive than ever!
We have more we could show in terms of levels, artwork, etc., but at this point, I’m hoping to hold back so that there’s plenty to surprise you when the game releases. It’s a difficult balance, but since we’re an RPG, I’d like to err on the side of not revealing too much! That said, there is something major that we’ve wanted to get out to you for quite some time, but that will have to wait for an upcoming update… muahaha...
[ 2017-10-31 22:24:28 CET ] [ Original post ]
Happy Halloween! We may not be a spooky game, but I wanted to pass out some treats regardless!
First, now that asset building is complete (yay!), were currently building out and polishing all of the levels for Chapter 1, then putting together their lighting and post-processing effects - all the nice bloom lighting and fancy camera features that make a game pop. This means laying out the tiles, then filling the maps with the buildings and props thatve been building over the last year or so based on the setting for the battle that takes place there. Once thats finished, we go in with lights and effects to make everything look especially nice.
You may recall that we upgraded to Unity 5.5 a while back, giving us access to some nice effects as well as 4k resolution support, which the game takes to very well. To get a sense of how much things have changed, check out the evolution of one of our Docks maps (Azuras turf) from when we did the Rezzed build compared to now:
Then:
Now (Click the images for the 4k version):
The UI is turned off so you can see more of the surroundings.
Bit of a difference, right?
Of course, if were going to talk about Azura the Merchant Queens area, a dinky wooden pier with a fishing boat wont suffice. The docks where the merchants operate need to be something a little more serious:
We also have areas that are set to different times of day, including the late afternoon, where twilight creates a soft glow as the lights begin to switch on across the city.
Additionally, were wrapping up our sound effect creation, so everything in the game is popping, smacking, and exploding in a big, satisfying way. Its hard to show how much of a difference it makes, so I hope youll give it a try once were able to get a new version of the game into your hands. We still have a few bugs to iron out, but the next update will sound more alive than ever!
We have more we could show in terms of levels, artwork, etc., but at this point, Im hoping to hold back so that theres plenty to surprise you when the game releases. Its a difficult balance, but since were an RPG, Id like to err on the side of not revealing too much! That said, there is something major that weve wanted to get out to you for quite some time, but that will have to wait for an upcoming update muahaha...
[ 2017-10-31 22:24:28 CET ] [ Original post ]
🎮 Full Controller Support
- City of the Shroud Linux Depot [2.42 G]
- City of the Shroud® Soundtrack
Choose Your Allies Wisely
Somewhere along the way, you made a huge mistake.
You got to the city. You bribed the customs agent to get in. You helped a poor, old haberdasher who was being robbed - the only decent thing to do, really - and then this monster from another dimension came out of nowhere.
It was already almost dead when you punched it and it fell over. You keep telling everyone that.
Except, now they’re calling you the Hero of Portals, the five most powerful people in the city are each clamoring for your allegiance, and just when you’re starting to think of leaving the city for good...
...a magical shroud descends around the city and traps everyone inside. Next thing you know, the place is devolving into civil war, there are monsters everywhere, and apparently, you’re the answer to everyone’s prayers.
Yeah, you definitely messed up somewhere.
Good luck.
Features
- The story is a living episodic campaign: in each chapter, every player's actions impact how the world, changing how the story unfolds for the entire community in the next chapter
- 4 chapters: each chapter is crafted based on the cumulative influence of every player's choices and actions from the previous episodes
- Real-time, combo-based battle system: think on your feet and chain your attacks together to defeat your opponents
- Play your way: an optional “Wait Mode” pauses the action while you enter combos, and you can choose to slow down or speed up the gameplay to suit your playstyle
- Multiple difficulty options let you choose between focusing on narrative and testing your tactical prowess
- Online PVP multiplayer
- Deep combo and stat system lets you customize your team to suit your playstyle
- A distinctive world, beautifully realized in 2D and 3D
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