Working hard all through the holidays, we tried to create something really special. And now we are proud to present you with our newest character concept.
We have news. We just inserted our first character in the game. It was an awesome experience! It began with designing the character. The designing is a hard and time-consuming process that forces you to use several different programs. Next is the “rigging” which might just be the most tiresome work in the world. But all that pays off when you bring the character to the engine. It really is like bringing your character to life! Of course there is still some additional work with materials required, but seeing the model staying in the scene, breathing and moving – really amazing! I think, that this is the moment which every game developer waits for. The creation of “life”.
One of the battle locations in Tactical Legends. We made some extensions to the previous version to allow the gamer freedom to rotate the map in all directions. It’s not a necessary feature in a turn-based strategy game, but a really cool one to have.
One more week and one more concept. Now it’s the swordsman. Now that we have more experience, we are finding that the character is more detailed. We may change the hairstyle later, but he looks like a real warrior with this very short cut. We hope that you like this swordsman.
More images inside the post.
We have been working on game characters and already have some results to show you. As it shown in the game, the archer will be female. We don’t know what personality traits she will have yet, but at least we have her appearance and movement style down.
Every game, when it’s ready to launch pre-alpha version, has bugs that developers can’t find. We know it, and coming closer to the pre-alpha stage, we have to ask ourselves this question: “What is the best way of interacting with testers?”. We decided to create a bug-reporter button right in game interface.
As you know, our pre-alpha version will be hotseat because it is much faster to build and balance base game mechanics this way.There is one disadvantage of such an approach: finding live opponents can be a pretty hard task.
Here we will show some basic effects of the game that are already implemented. Also there is a new detailed version of the interface, a new design of the “Ruins” map and… an in-game soundtrack!
Making these effects, we paid special attention to particles interacting with the environment. It’s looks really awesome when we make the light less intensive on the battlefield. I think that there will be some “night maps” for those who are looking for a striking visual experience :-) So, sparks not only illuminate the scene, but collide with obstacles and other units, making you shout: “WOW”. Now we are working on the special effects for two new units and from November 20, we, at last, will begin to design game characters.
Earlier we showed the winter level, “Blizzard Passage”. But as you can see, there is another game location on the first screenshot of the site. And now we are ready to introduce to you the map we used in our first test battles, the map where we tested early AI versions, and the map that was the first one we created for Tactical Legends.
At the stage of Pre-Alpha there will be a lot of updates that will come on daily basis. For the brave alpha-testers, frequent downloading tons of files, an infinite installation process may be a real problem. Knowing that, we’ve prepared a launcher that downloads and updates only parts of the game that were changed.
We try to do our best to ensure that gamers have fun when playing Tactical Legends.