Aedous









Level 0 Re: Eitr - [ Action RPG ] [E3 Trailer released!] « Reply #360 on: September 11, 2015, 06:51:55 AM » Quote from: Shipright on September 03, 2015, 07:22:46 AM Do you guys have any plans to put any of your assets up on the Unity Asset Store? I bet items like your map builder and water splash effects would be hot sellers.

No plans just yet, kinda feel like the code is specific to the game, so won't be much help to others. I do actually want to strip things down and get them working more freely and maybe hopefully then put them up on the Asset Store .



For now though... it's just way too messy No plans just yet, kinda feel like the code is specific to the game, so won't be much help to others. I do actually want to strip things down and get them working more freely and maybe hopefully then put them up on the Asset StoreFor now though... it's just way too messy Logged

Eitr - An Action RPG [DEVLOG]

Araielle









TIGBaby Re: Eitr - [ Action RPG ] [E3 Trailer released!] « Reply #366 on: September 25, 2015, 02:44:43 PM »



I started from page one and read the whole thread. I got more excited each page. The art is amazing. I love the style and ideas you guys have. The gif where she is standing in water and you added the splash effects had me giddy, as did the Favor! The combat looks like a ton of fun. I am really glad you added the targeting and other weapon combos!



Anyway, I don't want to make my post TOO long haha. I'm just a bit excited. I can't wait to get my hands on this game already. Thank you for all your hard work & updates! Hey there! I just wanted to drop a comment to let you know that I love following you guys and your game. It is absolutely wonderful. It looks amazing- beautiful, fun & challenging. I'm eager to see future updates. I'm curious if any type of art book will be available along with the game. I could totally go for a shield maiden figurine as well.I started from page one and read the whole thread. I got more excited each page. The art is amazing. I love the style and ideas you guys have. The gif where she is standing in water and you added the splash effects had me giddy, as did the Favor! The combat looks like a ton of fun. I am really glad you added the targeting and other weapon combos!Anyway, I don't want to make my post TOO long haha. I'm just a bit excited. I can't wait to get my hands on this game already. Thank you for all your hard work & updates! Logged

Aedous









Level 0 Re: Eitr - [ Action RPG ] [E3 Trailer released!] « Reply #368 on: October 30, 2015, 04:19:40 PM »



Attributes

I did some heavy rewriting of the attributes system using this post as reference





It uses a scriptable object to store all the values, and each stat has a range of values to select from to determine it's properties. The values at the top give us the final result of what the main attributes will be



I then use a separate class which glues it all together, just to make sure everything is managed properly and works together. I think this also opens the ability to have the enemies also have bonus stats applied to them.. hmm.



Items and Modifiers

There has been a few modifications to the items and how they work, we're now using Interfaces to determine the type of item it is. It was generally to remove duplicate code and also to make sure that creating new types of items was much easier. It was also to improve the way modifiers were used on items. The reason for this is because we figured that most modifiers will be used in multiple places, so wanted to keep the general structure of things the same. So now some items have a class 'Premademod' which holds a value and then a modifier that goes along with it. Modifiers now have their own unique behaviours and take their values from the 'Premademod' class which is proving to work quite well!





The modifiers are used in the PremadeMods section. Some use values and some don't, it really is dependant on the modifier that is being used.​



This means that I can create different types of modifiers with different behaviours and attach them to anything that knows how to read a modifier . Hopefully this will speed up the process of creating different types of modifiers.

The only issue I'm having at the moment is trying to figure out a way to create Action based modifiers, what I mean is basically instead of just having modifiers that alter your stats, we would have modifiers that also modify the behaviour of your character, for example "% chance to nullify back damage", but hopefully with this new system I should be able to do so, as long as the character can send out certain "Events" when something happens. Just some Unity technical things that I wanted to put up here, for those who may be interested!I did some heavy rewriting of the attributes system using this post as reference http://gamedevelopment.tutsplus.com/tutorials/using-the-composite-design-pattern-for-an-rpg-attributes-system--gamedev-243 . This helped eliminate the flaws in the old system and generally improved the workflow of attributes in the game. It's allowed us to clearly see the affects of stats on a character when modifiers are used on the character, whether it's a stat increase/decrease or a buff/debuff.I then use a separate class which glues it all together, just to make sure everything is managed properly and works together. I think this also opens the ability to have the enemies also have bonus stats applied to them.. hmm.There has been a few modifications to the items and how they work, we're now using Interfaces to determine the type of item it is. It was generally to remove duplicate code and also to make sure that creating new types of items was much easier. It was also to improve the way modifiers were used on items. The reason for this is because we figured that most modifiers will be used in multiple places, so wanted to keep the general structure of things the same. So now some items have a class 'Premademod' which holds a value and then a modifier that goes along with it. Modifiers now have their own unique behaviours and take their values from the 'Premademod' class which is proving to work quite well!This means that I can create different types of modifiers with different behaviours and attach them to anything that knows how to read a modifier. Hopefully this will speed up the process of creating different types of modifiers.The only issue I'm having at the moment is trying to figure out a way to create Action based modifiers, what I mean is basically instead of just having modifiers that alter your stats, we would have modifiers that also modify the behaviour of your character, for example "% chance to nullify back damage", but hopefully with this new system I should be able to do so, as long as the character can send out certain "Events" when something happens. Logged

Eitr - An Action RPG [DEVLOG]

Derity









Level 1 Re: Eitr - [ Action RPG ] [E3 Trailer released!] « Reply #369 on: December 20, 2015, 09:25:11 AM »



Anyway, we attended PSX and got some awesome feedback from the community, all these gameshows are so tiring, haha. We now have 4 before our next gameshow (PAX East) so now we can buckle down and concentrate on building the game more.



We're working non stop as usual, so I rarely get time to post and deal with our social media channels but I did take a moment to post this today on our twitter, etc:







Here's a larger image of the statue, I made it yesterday and it took roughly... the whole day rofl.







I'm happy with the result though. (The contrast of the art has been adjusted ingame) Haven't posted in a little while, apologies.Anyway, we attended PSX and got some awesome feedback from the community, all these gameshows are so tiring, haha. We now have 4 before our next gameshow (PAX East) so now we can buckle down and concentrate on building the game more.We're working non stop as usual, so I rarely get time to post and deal with our social media channels but I did take a moment to post this today on our twitter, etc:Here's a larger image of the statue, I made it yesterday and it took roughly... the whole day rofl.I'm happy with the result though. (The contrast of the art has been adjusted ingame) Logged

Eitr - An Action RPG [DEVLOG]

Theiresias







TIGBaby Re: Eitr - [ Action RPG ] [E3 Trailer released!] « Reply #371 on: January 24, 2016, 10:13:27 AM » I think you are onto something here. I was hoping for basically a skill based Diablo 1 for a long time. I think the setting has great potential. You should look into Wagner's Ring des Nibelungen for boss music! Prelude to act 1 Walküre and act 3 Siegfried are epic.



Best of luck!! Logged

Prinsessa







Ava Skoog





Level 10Ava Skoog Re: Eitr - [ Action RPG ] [E3 Trailer released!] « Reply #373 on: February 11, 2016, 04:34:39 AM »



https://soundcloud.com/devolverdigital/eitr-infectious



This one. They asked whether anybody could parse the lyrics for them, so I gave it a few listens...



What language is it supposed to be? I know 'eitr' is Old Norse, but the song doesn't sound like it. If it is, it's definitely mispronounced. Then I suddenly feel like I'm hearing 'fhtagn' from Cthulhu stuff in there. My other option would be Norwegian, but if it's that it sounds odd too. There seems to be an odd mix of trilled and guttural rhotics as well. There are Scandinavian dialects like that (including my own) but it doesn't seem to match any existing pattern that I'm familiar with.



I can't make out any coherent sentences no matter what language I try to hear it as. Would you please enlighten me? So someone just linked your song on a language group on Facebook...This one. They asked whether anybody could parse the lyrics for them, so I gave it a few listens...What language is it supposed to be? I know 'eitr' is Old Norse, but the song doesn't sound like it. If it is, it's definitely mispronounced. Then I suddenly feel like I'm hearing 'fhtagn' from Cthulhu stuff in there.My other option would be Norwegian, but if it's that it sounds odd too. There seems to be an odd mix of trilled and guttural rhotics as well. There are Scandinavian dialects like that (including my own) but it doesn't seem to match any existing pattern that I'm familiar with.I can't make out any coherent sentences no matter what language I try to hear it as. Would you please enlighten me? Logged Devlog: Ao



avaskoog @ twitter

prinsessa @ itch.io

Daepher







TIGBaby Re: Eitr - [ Action RPG ] [E3 Trailer released!] « Reply #376 on: April 30, 2016, 10:24:27 AM » This game looks amazing, I love to see this kind of stuff. I get proud of people I don't even know lol Good job guys!



I wanted to ask you about the character animations and its relation with different weapons. How do you do it? It's different sprites for every combination (one with sword and shield, one for arrow and bow, one for axe and shield, etc) or it's only the shield maiden's sprite combined with a different layer for the weapons? (Something like a shadow sprite would work) Can you explain a little bit? I want to know what's probably best to do when I have several different weapons.



Thank you in advance! Logged