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Messages - RailNomad

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61
Suggestions / Re: Graphics: Anti-aliasing, smooth edges?
« on: April 14, 2015, 01:55:33 pm »
I see and I'm cool with that. I still remember though back from the 90's when we experimented with "plasma effects" and various other graphical tricks that there are quite a few tricks that you can do even with simple draw routines. Smoothing filter which is applied on the picture on the buffer before it's copied to the screen is not theoretically difficult to write and there are lots of premade routines for it. Of course it requires work, but I'd encourage you to take a look at it. IMO such tweaking fits the retro gaming feel perfectly.  :)

62
Suggestions / Graphics: Anti-aliasing, smooth edges?
« on: April 14, 2015, 12:21:13 pm »
I really love this game and the direction the development is going. However, I wonder if there could be an easy way to add a little polish to the graphics. The tilesets include a lot of straight edges and redesigning everything propably isn't worth the trouble, but maybe we could use some anti-aliasing (or similar) filters to soften the rough edges? For example, I like the fact that you can see the amount of lightning for every square separately, but I wonder if the transition from one square could be a bit smoother.

This is really just about polishing, but if adding a few graphical tricks like this isn't too difficult, I think it would really add to the value of this game.

63
Suggestions / Re: Less cartoonish tile set?
« on: December 13, 2014, 07:34:03 pm »
The tilesets in new screenshots don't look a bit caroony. Great! Thank you for listening to the feedback.

64
Suggestions / Re: Less cartoonish tile set?
« on: November 03, 2014, 07:53:05 pm »
Tiles on Flare engine are free to use with appropriate credit. I think you guys should take a look at this one: http://flarerpg.org/media/


65
Suggestions / Re: Less cartoonish tile set?
« on: November 03, 2014, 07:45:17 pm »
There are also some ok looking creative commons tile sets on opengameart.org that can be worked on if wanted.

http://opengameart.org/content/flagstone-floor-tiles


http://opengameart.org/content/cave-tileset


http://opengameart.org/content/grassland-tileset


Tilesets on Underrail are not bad, but a little polish could add a lot to the atmosphere.

66
Suggestions / Re: Less cartoonish tile set?
« on: November 03, 2014, 07:33:51 pm »
Here's some screenshots form Fallout 1 & 2 to get the picture.









I like this darker feel. I think the existing tileset could be improved by changing the palette a bit. Some floor & cave tiles perhaps need cracks and rough edges to add grisp.

67
Suggestions / Less cartoonish tile set?
« on: November 02, 2014, 11:13:01 am »
I really like the way things are going forward in Underrail. New portraits look really nice. However, I find the cartoonish look, especially on floor titles a bit bothering. I know the point of this game is not to look astonishing, but I think with a fair amount of work it could be made look much better. Of course when it comes to aestethics there are a lot of opinions and tastes, but personally I'd really like to see more of the Fallout 1/2 palette. Maybe run a few tests with some areas and post screenshots for opinions?

68
Suggestions / Re: Shortcut for Take All
« on: August 13, 2014, 06:50:46 am »
Oh.  :D Shortcuts are a bit difficult to find. Then I suggest the A to be underlined like Take All.

69
Suggestions / Shortcut for Take All
« on: August 12, 2014, 03:50:22 pm »
Shortcut key for Take all would be nice as looting containers is something you do all the time.  :)

70
Suggestions / Re: AP display
« on: July 23, 2014, 01:09:12 pm »
You can already see your AP/MP, the cost of your action and how many AP/MP you will have left after the action. It's displayed right next to the AP/MP bar.
Yes. I just find it a little difficult to follow.

71
One more ammo related suggestion:
-When in inventory, when hovering your mouse over a weapon, highlight the ammo type that fits it.

72
Suggestions / AP display
« on: July 23, 2014, 08:53:01 am »
I find the AP display a bit confusing. I think it would help if there were numbers on those bars so that you could immediatly see how many MPs and APs you have left. And I'd appreciate if the cost of actions, at least movement and attacking, would be shown on the tip of the cursor.

-Show numbers one the AP and MP bars.
-Show cost of actions (movement and combat) with cursor.

73
Suggestions / Ending turn (UI)
« on: July 23, 2014, 08:50:01 am »
When playing with 1920x1080 resolution the end turn and end combat buttons are a bit far from the action. Keyboard shortcuts are fine, but it would be nice to reach these controls by mouse too. So I suggest:
-Move these buttons from the corner next to the quick slots

And another suggestion:
-Add option to automatically end turn when all your APs are spent.

74
I've been playing the game very little, but here are my first impressions and suggestions on the UI.
-It took me forever to figure how to ready your weapon
-It took me forever to figure how to load your weapon
-It took even longer to figure how to use special attacks. :-)

Few suggestions:
-Set R to reload currently equipped weapon with the first available ammo on your inventory
-Open the special abilities window when you click on empty quick slot
-Equip a weapon when you double click it
-Allow reload by dragging the ammo on weapon
-When right clicking ammo in inventory, apply it to current weapon
-Show different attack modes when pressing ctrl or right clicking the target

75
General / Questions about development?
« on: July 22, 2014, 04:27:01 pm »
Where is the developer located and how many people are there currently working on this?

Even though I'm tired of old school hype of certain games that has left me disappointed, I dare to say that this game could be the next big thing in the genre. It has received very little attention and I hope the Early Access campaign has provided enough resources to finish it.

I pray it won't get sucked into neverending development limbo.  ;)

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