ScottTykoski

ScottTykoski

Joined Last seen Member # 93
52 Posts 1,073 Replies 2,367 Reputation

[quote who="Heavenfall" reply="10" id="2931950"]Deal with it.[/quote] Gif made me LOL...well played ;)

19 Replies 19,777 Views

[quote who="Cruxador" reply="16" id="2931621"]So you think people who play fantasy games have less imagination than people who play sci-fi?[/quote] Ah, sorry, that's not what I ment :) Both GC2 and WoM have the benifit of catering to a very creative group of players, with GC2 having the extra benifit of having some additional features that push immersion (random events is the big one in my eyes) and...you know...being stable :( WoM, however, also caters to a section

39 Replies 144,466 Views

Sethai: It's an issue of communication with the player, IMO. Its relativly easy to implement 'things' that happen, or for the player to do, but it's just as important (if not MORE important) to properly communicate with the player whats happening in the game and why. Proper and engaging feedback, be it in a cutscene, animation, or some other asset. We dropped the ball on this in WoM...you can't have a 'fantasy game in an RPG world' and fail to inter

39 Replies 144,466 Views

campaigner: Yeah, the entire creation process (from single 'Idle' pose to end result) was sped up. It took around 1 1/2 hours to do that one, and it was compressed to 6 minutes, resulting in some pretty fast falling as the animation was tested throughout the process. Next diary I think I'll go back to the step by step layout. Unfortunatly, as of right now, there are only 3 types of 'death' animation (killed standing up, killed lying prone, and the overkill ani

10 Replies 48,360 Views

Steven: http://www.youtube.com/watch?v=lVoSYDWX2Ig This vid should resolve any tenticle usage concerns :) Magog: We're trying...Brad came by with his iPhone taking some improptu vid, so hopefully that will whet the 'ol appetite.

10 Replies 48,360 Views

Hey everyone! This weeks animation forgoes the step-by-step rundown for a fast-n-fancy timelapse. It’s cool seeing all the little tweaks and adjustments that go into these animations, though you never get to properly see milestones as catalogued in the step-by-step versions. Perhaps I can go with a hybrid next time. Todays motion sees the end of one of the 10,000 ‘Butchermen’: human sacrifices that went unaccepted by Curgen at the Red Spring. This is th

10 Replies 48,360 Views

I've seen some internal mockups floating around that overhaul the shop screen, and I certainly remember 'Current Equipment' being readilly available. I'll see if Derek will let us 'leak' something next week :)

15 Replies 11,195 Views

[quote who="Mandelik" reply="11" id="2929351"] I'd like to see implemented some 'false 3D' mode that you could activate just by checking/unchecking a box at launch or by a shortcut. It would block the camera into a view similar as in Age of Wonders, Alpha Centauri and other games like that, you would just use the 4 arrows to move the map. For those of us who prefer simplicity of play than 3D. [/quote] Thats about right. The current mode starts out isometrically the

72 Replies 32,750 Views

[quote who="unacomn" reply="3" id="2928767"]Does anybody know how I could use the map editor to overlay an image that I could "color" over it? I keep meaning to make the full map of Elemental and the one of Ultima 7, and that would be very useful. [/quote] That feature is not in ATM, but should be fairly straightforward to add. I'll see if Derek can fit it into the schedule :)

8 Replies 10,974 Views

[quote who="Campaigner" reply="3" id="2929072"]BoogieBac, CariElf, Codecritter and the rest can't ALL have been blind! It just doesn't seem believable....[/quote] Unfortunatly, nobody on the team really got to put much quality time into playing WoM :( I remember playing a bit and going "I want to play more!" but there was so much that needed doing that only the testers got to play full games. Even if we got to play full games, by the time you're putting in 100+

72 Replies 32,750 Views

[quote who="Lonemessiah" reply="8" id="2928552"]but your game plug is in danger of distracting.[/quote] Haha That's always the danger of plugging another develoeprs game, I suppose :) The indie community is so great, though...mostly the ones trying to make new experiences. Very inspiring, IMHO.

18 Replies 72,581 Views

You crazy kids and your 'counting' [e digicons]:grin:[/e] [quote who="Alfdaur" reply="5" id="2928487"]The game you showcased was pretty interresting too, wouldn't mind seeing more of those.[/quote] Cool, glad it was something worth posting. John Harris (the dev behind the project) name dropped some pretty nice sources of inspiration (Boulder Dash, Dwarf Fortress, etc.). With 2 little ones in my life now, I find my video game time is truncated to small bursts, so it's

18 Replies 72,581 Views

[quote who="Lord Xia" reply="37" id="2928437"]Doesn't that Emote add to the level of creepiness? [/quote] Yes, and I would have also accepted... [e digicons]:drool:[/e] [e digicons]*_*[/e] [e digicons]:andrew:[/e] (The last guy because he's wearing his "I'll says Im not looking but I'm totally looking" perv-glasses.)

40 Replies 97,931 Views

https://forums.elementalgame.com/408083 IT LIVESSSSSS!!!!! [e digicons]O:)[/e] Hmmm...Perhaps for the 3rd installment I should do soemthing not-staff related :(

40 Replies 97,931 Views

First off, sorry this was a day late...we had a 4 day Easter weekend that cut into my weekly journal. It won’t happen again (until our next Monday off) ;) Todays animation is the ‘Cast Ranged Spell w/ Staff’ motion. In FE, we’ve added the ability to make weapon-specific spell casting animations (a wizard with a staff with cast differently then a warlord with a sword, etc.) as well as made tweaks to what animations are played for what spells (adding a targ

18 Replies 72,581 Views

[quote who="TheProgress" reply="25" id="2926431"]Boogie, I was saying this in another thread, but you guys should use mocap for the human animations. I'm sure it would make your lives far easier![/quote] You'd actually be suprised...while mocap is vital for long, cutscene quality animations (where actors can instill all the necessary subtlties) you end up spending so much time cleaning up unnecessary data that it'd be overkill for these quick 25-50 frame a

40 Replies 97,931 Views

[quote who="Sir_Linque" reply="20" id="2926063"]Clunkily animated animals can have a surprisingly big effect on the experience...[/quote] Yeah, first thing we do when animating creatures is pull up a proper reference in YouTube (and if you've never seen a cheetah run, go do so now...it's amazing). Unfortunatly, alot of the choppyness you're probably seeing comes from the lack of 'animation blending', where a run will programatically merge into an idle, or idle to a

40 Replies 97,931 Views

[quote who="LightofAbraxas" reply="131" id="2925839"]Do you draw it all 'by hand'? How do you even come up with the sequences in the first place? Is acting it out in the office really the first step?[/quote] Yeah, we literally stand up, go throhg the motions, and sit back down at our desk to implement. Think of 3d animation being a lot like posing an actiona figure...I want the attacking soldier to (1) pull back his arm, shifting his weight onto his back foot (2) lunge f

142 Replies 461,114 Views

Hey Everyone! I know information on Fallen Enchantress seems to trickle as of late. This is an unfortunate side-effect of adopting a 'large studio' pipline (rather than our previous indie-team system, where our excitement tended to go unchecked on the forums). Know that the game is on track and design decisions have been fueled by the feedback gathered post-WoM. Now, with the role of Producer in MUCH better hands, I was given the opportunity to pick up a new art form t

40 Replies 97,931 Views