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gel

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About gel

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  1. This is the correct functionality. Dice are assigned to a character within a party. If the character leaves or the party disbands, that leaving character (or the whole disbanded party) will have default blue dice. The reason this is done is to give a bit of colleciton to the game, without getting out of hand. Instead of requiring a unique set of dice to be assigned to every character, since a party size is maxed at 6, the most copies of a dice set you'll ever need are 6 (one for each party member).
  2. We had to change some of the dice because they were not rendering correctly on some devices (leaving us with some very negative feedback). The improper rendering was a more wide-spread problem than originally thought. I made the call to replace Hematite (intended as a dark shiny metallic color, but rendered as solid black on many devices) with a light glowing yellow/green because all the problem dice were changed into glowing dice to give them more visibility. I would like to revisit the metal dice (e.g. Hematite, Sky Metal Blue) because I really do love how they looked, when they rendered properly.
  3. Oh hi! I made all the dice you see in the game. I'll just address some stuff: - Some dice don't render the same on different devices. I'm working to make this more consistent - ^ That means some dice also don't look right in the current build. Lapiz Lazuli is a very nice blue on most devices, but sometimes appears a bright magenta! I've tweaked the shader and it's more consistently blue now (with hints of yellow like lapiz lazuli). - I'm striking a balance between readability and just fancy dice. Some of the fancier looking dice are given some strong effects, but that makes them harder to read. I'm ok with this because we have more common dice with easier to read numbers, so I wonder if making them entirely readable will keep them as cool. e.g. I don't want Guardian Blue to have dark numbers even though that would be more readable. I think the whole thing should look kind of mystical. - @Loswaith, I also would like to work out that little kink on the dice when they finish rolling. I think it has to do with how the code rotates the dice. I'll have to look into it! Glad folks are enjoying the dice. I look to improve them in future updates!
  4. Oops, this appears to be a bug. Thanks for posting. The green glow (with the particles on top) indicate new cards. The teal/blue glow appears to be a leftover from the last player who won the game, but it's not intentional.
  5. We are working on so many things, as fans of the game ourselves, and as developers with the power to keep adding stuff to the game. Improvements, more content, and of course, support for phones!
  6. Steam is a popular platform. We want anyone who wants to play to be able to play, so don't rule out other platforms necessarily.
  7. I animated everything in the game and can say that all the cards have subtle animation, or "pulse" as it has been said. Cards in your hand don't pulse, but if you tap them to enlarge, then they will pulse. This was the simplest way to get some movement without hurting performance. It's a simple effect, but I think it looks dead when the cards don't move at all. While fully animated would look cool, it would be a ton of work. I'm not afraid of extra work, but the budget is (budget = time and money). It would also hurt performance for some users. Not only do moving cards mean animation, but it means more texture usage because of layered art. The game has so many cards that animating most of them would balloon up the memory usage. However! I feel that adding more animation to an area of the game that could players could get the most out of would be combat and other card usage. There are vfx for that stuff now (e.g. using a fire based spell for combat results in a firey effect, using a healing potion has healing vfx on your deck), but there could be more! There can always be more. Instead of animating the card, I can animate some sword swings, clashes, etc. It will help bring the card to life without making each animation a one-off. We might even use the still art of the card in there somehow, or use the card itself in a more involved manner. If we ever have budget for some more fancy shaders (yes, that means slower devices will cry), then I'd like to add some to the card art as well. Thanks for the feedback! Look for some pretty things in the future!
  8. It's a bug, but perhaps not what you think. The Gallery is not supposed to show cards that are not unlocked yet. They will be completely absent until you've unlocked that particular Adventure Deck (and that Adventure Deck has actually been added to the game, which it hasn't since we only have decks B, C, 1 and 2 in the game). In other words, you're not actually supposed to see any cards in deck 3 or beyond at the moment, and part of the fix that is coming to a patch near you is that change, and also we'll put in some text to tell you this in game as well. This does not apply to the cards you get from Treasure Chests, which will show a ? card with a name, in place of the actual card.
  9. We're going to update that part of the UI Soon™, but in the meantime, as mentioned above, there's a button up there already. Here's a screenshot:
  10. During card selection, cards that are dragged to the bottom will be put back in the Vault. The Vault is what we call "the box" in our digital game. When you play the game, you will only encounter cards from the Vault. Cards you find in Treasure Chests go directly to the Vault, meaning you have to play the game, encounter the cards, and acquire them.
  11. There is already a button for that functionality in the game, but we are working on improving that part of the UI specifically! Here's a screenshot of that button now: http://imgur.com/4VFGals
  12. Hey, I'm André, the UI designer and art lead on this game. We've been discussing this issue for a while because it's come up a few times. I'm concerned about cluttering the UI with another button, so before we add a button, we're also looking into the causes of this issue (e.g. what's the performance on the device, how are users swiping, which direction, etc). Based on what is causing the problem most, we will attempt to fix that via the swiping code. I would be interested to hear more details or see video of people swiping and it not working. What I learned from watching playtesters is that not everyone "swipes" the same way. Some people use two fingers. Some people swipe from the edge of the screen. Some people only swipe downward. The game covers most of these situations, but it's important to make sure the game doesn't make swiping too easy either (accidental rolls). The swipe is currently a short distance, and that might be good on some devices and bad on others. If you have swiping issues, please tell me the tablet model you are using. If we have that tablet or a similar one, we might be able to fiddle with the way the game detects swiping and come up with a solution that works for [mostly] everyone.
  13. Yeah, you shouldn't need Google+ anymore. That's out the door. Google Play functions without Google+. I've certainly felt this change in some other Android games I play.
  14. There might be a bug where the vfx for gold play even when you don't earn gold. Will look into this. In the current design, you shouldn't earn gold while offline.
  15. That's right! It wouldn't have to be the exact initial location view, just something that lets me see all of the locations and adjacencies without having to scroll around the map. Ohhhh, that makes sense! So if I understand correctly, the fact that the Retaliation wildcard is a manual roll, is a bug? Culling all the stuff in my initial post that doesn't make sense, here's what's left (i.e., things that there is some agreement on): - A roll button: some like it, some don't, fitting it in the UI might be the hard part - Option to forfeit a scenario: it's coming someday. Yay! - Menu option to auto-skip cutscenes so that you don't have to pass 2 loading screens - Some method of negating the need to scroll around the map Sorry, but all culling is automatic and random, so 15% of your original post will be ignored. Just to be clear, I get you were making a joke about his post, but in Pathfinder Adventures, culling is not 100% random. We've put quite a bit of thought into how to make auto-culling feel like Lone Shark and Paizo originally intended for Adventure Deck progression. Because of this, things are random, but the rules they are based on are not random, and there are factors that play into what might be culled (higher/lower chances, etc). It's all in favor of a game that always feels right, whichever Adventure Deck you are in.
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