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Phodex Games

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Blog Comments posted by Phodex Games

  1. Hi reepblue,

    thanks for your comment. 

    On 9/19/2018 at 2:33 PM, reepblue said:

    Do you have a team/contact out or a one main army?

    I am actually a single developer, so no team.

    On 9/19/2018 at 2:33 PM, reepblue said:

    The presentation looks really well done here.

    Thank you, it took some effort, so I appreciate you noticed it :)

    On 9/19/2018 at 2:33 PM, reepblue said:

    If you have an VR HMD, I'd like to swordplay in  VR.

    Yeah would be pretty cool for the game, but I don't think I will go for VR any time soon. I have no setup here and am also not yet convienced by VR (but also never tried it yet). Let's see what the future brings :)

    • Upvote 1
  2. On 7/14/2018 at 7:00 AM, Josh said:

    which will make the feature viable for the real game.

    Actually I had the idea to use blenders physics system, pre-calculate the destruction and bake it into an animation. My first test actually worked pretty good, but at the moment its a lot of work to set this system up for an object. It also means the fragments have no collision and you can walk through them. I will try the debris collision setting. By the way if you have any idea how I could make the fragments dissolve smoothly after a while (to the release them) feel free to tell me. Thats why I asked for an alpha material/dissolve effect. Maybe I can scale them down over time...

    Introducing Leadwerks Marketplace

    That is very cool! Actually I never used the old asset shop, it was very clunky had bad loading times, at least for me and it just was no much fun to browse around in it. I think a good asset store is very important and I think this is one of the reasons why Unity is so popular as their asset store is filled with high quality assets. Now this just need some more good content :)

  3. First of all thank you for the feedback, really appreciate it :)

    1 hour ago, aiaf said:

    First I dont know how to draw weapon :)

    To draw the weapon simply press "F" you can also change this in the options menu. But I guess I should add this in the tutorial.

    1 hour ago, aiaf said:

    maybe they should be more dangerous

    Yeah I already good some critiques on this that combat is a little bit easy and repetitive. I will definitely take your objections serious and work more on the combat for my next projects. Already have cool ideas like implementing ragdoll or making it able for the player to kick the enemies away from you.

    1 hour ago, aiaf said:

    This should receive the best free leadwerks game award  :) Congrats!

    Glad you feel that way. As you seemed to enjoy the graphics and atmosphere the most, I guess I succeeded with my goal, as for me especially the atmosphere was very important.

    Stay tuned :)

  4. I see Leadwerks growing and growing and getting better and better, this is really great. As far as I understood this game engine is essentially created only by you @Josh isnt it? If so, then what you created is really insane, in a positive way :), really keep it up, I love to use the engine. I wish you to best luck, better said endurance, to stay in the market and beeing able to compete against engines like unity, UE 4 etc.

  5. @jen Thank you :). Well writing the blog doesn't take that much time, maybe 30 - 45 minutes per post. The videos do take a little longer, from 1 - 2 hours , its depends. Regarding the whole project, I spend almost all of my free time in.

    I am doing this content creation & gamedev stuff for quiet a while now and are glad you find this seems well thought out, as this is what I planned to achieve ^^.

  6. 9 hours ago, mdgunn said:

    Good work.  Slightly confused by the ending.  Does this mean the framework will remain an internal project only for your own games?  Whichever way you want to go, OK with me. 

    Thanks for the time you took to share some of your work.  Have a good Christmas.

    Thank you :). I understand this is a little bit confusing, but if you read my last blog post its no so far away from my former plan. There you can read I would like to test the framework in practice before thinking about publishing, and thats what I am doing by now. The thing that changed is, that I focus on the strengths of the framework (First Person, Fantasy, Roleplaying Games) and stop generalizing it. So to bring it to the point, lets say it this way: As my first game is as I expect it to be and the Framework did well and I also can see value for others in it, I will come back thining about sharing it with others. But thanks for the objection, was a good one.

    I also wish you a wonderful chrismas :) and thank you for sharing your thoughts.

  7. Hi @HeadClot. In the next blog entry I will provide more information about the progress of the Phodex Framework. In general, I am not sure about the whole publishing stuff. It is not even sure if I will make the project available for public.

    What I can say is that I plan to publish some features/mechanics on the workshop and I definetly think about making it available for public, so stay tuned :) .

    • Like 1
  8. Hi @Marcousik,

    thank you for commenting. You are very true, this a really interesting question, I haven't answered in this post, but I am aware of it. That is why one of the keywords of the Framework is "accessibility".

    I guess I best explain the idea with a specific example. My AI script offers the "user" to chose how the AI behaves in combat. Lets take melee combat for example. You can chose out of 3 block types (No blocking, block only on demand (parry), constant blocking (e.g with a shield)). You can chose if the AI uses one static weapon, or if it is able to pick up weapon items and equip them. You can even decide if the NPC uses combo attacks (instead of single hit attacks), if he uses spells or powerattacks. This is just a small example for one thing inside the framework.

    So to sum up, I always try to offer a varitey of designs and functionalities (I take a look at a lot of games and chose the best and most common systems) the user can chose from and at the same time, I try to offer as much settings and costumize options as possible to allow the user altering the style without needing to mess around with heavy coding. I achieve this, by using prefab systems, so you can either use the prefabs provided with the Phodex Framework or easily create your own. Furthermore, you can even adjust some more basic settings within the prefabs themself.

    I hope this was not to confusing. What I can say to conclude, is that you best wait until I can show the systems behind the framework and then comment again, it is a little hard to imagine everything I explained here and my ideas at all ^^. The only thing which is important is that I am aware of what you where saying and that is the biggest challenge with the Phodex Framework.

    • Like 1
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