#Lancer Tactics
1 messages · Page 5 of 1
Could an NHP be introduced the first time you install them into a mech?
yeah the issue with NHPs-as-characters is the same as basically any companion or hireling. giving them time to be personified as people. The bare minimum you could do is give them an introduction scene and then if your characters have quips, let them quip instead i suppose.
Like “hello, Lucifer reporting for duty”
you can't garuntee a build path either
so the writers can't include a garunteed interaction either
Yeah that’s why I suggested doing so when a player confirms installing the NHP, or first accesses it through licensing
“I’m here if you need me!”
I think a potential option would be to have NHPs present in the story as characters from the get go? Like in your first mission or something have a couple NHPs on call, talking to you
the issue with that i could forsee is "Why is that one speaking, but mine never speaking"
A happy medium could be the downtime screen
your terminal or something has a method for chatting with NHPs
Now I'm thinking about how you handle the Technophile NHP 
Pick from a precanned list of personalities
I don't know what your plans are for the LL level up interface but potentially you could have the nhps associated with specific frame being like, "hey, I'm scrupulous Jim, you should take the swallowtail license because I can help you free the colony of bajablast!"
this is a game, you cannot have the infinite possibilities of the space modeled unfortunately
Not fully car salesmen but like. Present trying to chat
There's a good number of NHPs and doing writing+art for all of them multiplies the effort of any approach we take... the ideas that seem most manageable and effective to me so far are:
- say a line when they do their thing
- misc combat barks throughout
- a little introduction cutscene on first install (bg3 has something like this on the start screen for all companions)
- maybe include their portrait along with their lancer in various UI locations
is that satisfying to you?
Dunno, it's hard to predict how stuff will land and if it will have the intended effect of like helping with our cultural understanding of lancer vis a vis the aforementioned ludonarrative D.
But I think these are promising approaches
Is there room for the combat bark approach to have the pilot say something too? Assuming some randomization in the NHP activation lines, would it be feasible for the pilot to ask for help sometimes/based on the NHP?
This way, i think you get personality and desires across, without upping your caseload offensively. But in a simulation of a ruleset like this, i think these problems can occur by accident
"Sekhmet, can you hop in?" "Since you asked so nicely!" Or the like
We haven't figured out silent/speaking protag yet, which would affect that
[...!]
One option that I'm unsure on the work-to-payout ratio for is having a dedicated "talk to your NHP" button where they get to react to the battlefield dependent on the tactical situation + potential narrative hooks
emoji keyboard for the silent protag
i always prefer speaking protagonists, for whatever it's worth
"[...?]"
"Wilco."
Speaking protag is a lot harder with open ended systems like this. Games with them like mass effect have "who are you" pretty established. Even BG3 wasn't able to swing it
Beyond like direct dialogue choices
High work to handle the infinity situations, low payout because it's very missable
i mean
tbh
i was under the impression youd just be commanding a bunch of preexisting characters
As was i
You know what I’d say you could do ?
i figured the create-a-friend was for instant action hah
in a lancer game you just command your own mech
Figures
Voice quips when you use their abilities and a distinct personality when they controls the mech
but this tactics game has you commanding more than one person
Maybe have a character be an nhp, comes installed in the mech by default
unless you make literally everyone else on the player side allied NPCs that cant be controlled
Same here
Nhps you unlock through the leveling is them using different abilities
And as an athology dealio different sets of missions would have different protagonists
Getting permissions for specific stuff
maybe its more accurate to lancer ttrpg buuuuut for a tactics game its boring
I like that actually
that's really neat
This makes sure that nhp isn’t accidentally dehumanized
that's going on the list of lancer characters for real
you dont need a self insert character really, im already fine commanding badass grandma and the 2 starry eyed newbies
like, if you really need a player insert character make them the nhp? lmao
sending commands to the characters who are in the mechs
Kinda like it’s the nhp equivalent of unlocking talents
Actually, that could be really cool.
youre playing as an nhp who was originally part of the corpo side but you escaped and decided to help the revolutionaries fight back
I got no problem with the self insert character/silent protag fwiw
I like this... that opens up space to have a relationship that precedes the mechanics.
would be compelling enough
it even works well with being exposited to
since you wouldnt know the history and such
Yup !
Re: self insert characters, I haven't ironed it out with the writers yet but our current approach is the BG3 Tav situation. You have a bespoke lancer that you can take between the anthology missions and an array of predefined characters that are embedded in the narrative threads
Hadn't thought about the possibility of skipping the tav and just playing the predefined ones
Eld’s approach sounds clever, I like it; reminds me a little bit of BT in Titanfall and how the mech has different kits. Basically make the “kit swap” an “NHP talent” and such
It’s always BT, just with different skills
The problem is almost how much more space that opens up.
Where do you put the scenes?
honestly thinking on it more i really like the idea that you're an nhp lending tactical help to the various protags of the anthologies
Would having one NHP pilot learning different abilities preclude other pilots getting those then
What do you mean?
sort of like a wandering cowboy
or mad max
where the "main character" is a vessel for the actual story's protagonists to enact change etc.
It's an interesting idea... I'll float it as an idea when I finally have my "what are we doing" writer's meeting.
if we use BT as an example, a lot of the scenes, like narratively, would involve the actual mech being present in a narrative capacity
but also, thanks to the power of technology, narrative scenes can happen over comms or video chat
like the scene where BT is arguing to the commander to keep jack as his pilot, BT's the one that matters, jack's the puppy he picked up
I should play Titanfall.
titanfall 2's campaign is amazing
like
genuinely one of the best FPS campaigns out there
I wouldn't go so far as to say that cooper was a pet dog; but yes I do think that the titanfall 2 campaign would be worth your time
its reasonably short
and evocative
and has great set pieces
great mechanics too
ye
in terms of letting people explore the licensing stuff giving each character in each mission their own license level up things with some "recommended" options might be a good idea
yeah my brain wasnt giving me the right analogy lol
I'm thinking through this NHP-relationship-before-LL3 thing that eld mentioned. When do they show up? Do they for every frame that can get an NHP? What happens when you get multiple frames that can?
bit late, but the way super robot wars does it is by having (a) separate portrait(s) for the AI, with periodic/semi-random cut-ins during the combat exchanges and just operating as a regular character in the story scenes
So you get a cutscene with them... when you unlock the first LL of that frame?
Also, whatever you do, watchdog should be introduced like a NHP like 5% of the time
Sow confusion on if its a person or not
what is watchdog
Is it s glitch? Purposeful? make it rare enough where most people never experience it, but common enough were people talk about it
Torguga core power
Either its non sentient and very good at pretending otherwise, or sentient and very good at pretending otherwise
From the start ! No need to unlock a frame i feel like the best way to get them to be made more than a piece of gear is to have them be a character from the start
Imo
Tbh you could probably get away with them also being a player character you customize when starting off
OH like you literally have an NHP companion and they can like morph into the various ones via LL
If you wanted to go that route
id say the first LL would be best since otherwise youd be juggling a bunch of new characters from near the beginning
In fire emblem terms, they'd be one of the characters you start with, like the paladin or whatever, and serves as the contextualizing force for your presence in the game?
Yeah ! Like the nhp is unlocking permissions and stuff through leveling
Same way you are
It’s a common way folks who take technophile do it
At least in my experience
Got it. Fascinating. Thanks.
Like flavor wise
Ahhh and that's a great avenue for any downtime exposition. Can always go chat with them.
Oh no we just invented Cortana from first priciples
Lmao
lol
I was going to say, high on the missable content scale, but might be interesting to have an "ask your nhp what they think" button next to 'help' on the battle map
Comedy value in SEHKMET answering "I think we should go hit them with a sword" regardless of situation
"SEKHMET, how do I jumpstart this reactor?"
"I think you should hit it with a sword."
"You always say that!" "I always think that!"
it's bound to work sooner or later
"How do I kill this Hive?"
"Hit it with a sword."
are we gonna have any narrative rolls with pilot skill triggers?
Now be fair. Berserker mode is something you have to trigger on Sekhmet and we don't know much of what Sekhmets tend to be like outside of that
There is a bit of a challenge regarding characterizing any nhp and the split between conforming to particular fanon, doing your own interpretation, cleaving to what the text gives you, or doing some kind of mix
I think picking your copilot personality and unlocking abilities by installing the systems might make sense
truth, but also having personality options is a notable development target
unrelated
I got my stickers in the mail
and wow Olive, that letter is the most you core thing ever lol
love it
Nhp as a single character that does all the things definitely sounds fun. And idk if the anthology mission pilots drop in and out but if they do it gives a consistent companion throughout
Isn't there still the issue of multiple NHPs across several mechs though?
i think the idea is that they work kinda like portal personality core, except instead of changing your personality it gives you special powers (and maybe also subtly change your personality)
that's just the nhp being able to affect stuff near their squad of pilots
cause I know you love these
lancer stickers next to my paradise killer stickers
😎
Have you seen/played Disco Elysium? Perhaps they could be similar to the way a stat will talk to you at times? Also the thought cabinet is a cool concept
xcom chimera squad has characters have a little dialog between each sitrep, as well as some longer ones between missions
I think you can write these games off as business expenses in your taxes at this point
research material 😌
Chimera squad is good stuff. A delightful little experiment that just dropped without warning
yee can concur with chimera squad being good
also it pissed off a certain subset of chuds so its double good lmao
i never encountered the PO'd side of the community, to my good fortune; the game was just good and added on top of a fun framework
oh i vaguely heard about some people not liking it, maybe that's what that was
Truly do recommend avoiding the steam community, there’s still a grudge held against it there
also I am totally going to implement "breach action" in my game as a reserve, where all the players take one free quick action at the beginning of sitrep
Lots of chuds and people who expect a game 1/3rd the price of its predecessors to have as many or more features
they're also narratively much smaller scale, which is made extremely obvious by like, everything
i like this, this is good. I may borrow this in the future
Terrifying prospect. I support it
@unborn glen flick your thanks here
Ta
Thank you to rpg peps, I really didn't expect the stickers to be as high quality as they are. I'm a bit of a sucker for these things and just looks absolutely amazing to have horus' mantra on my kindle. I'm massively looking forward to the game.
Anyway I'm gonna show it off again because it's just looks wicked
That's epic
🙂 thanks for the kind words, I'm glad you like em!
I'm a simple enby. I think NHPs being characters is a good thing, but I also want UNCLE to say "Kill confirmed" in a robotic voice when it gets a kill.
You know
When olive offered to send "some" goblin stickers my way for making the meme
I didn't expect a lifetime supply

Still feels wild to have it in physical form
lksdjfsdf holy shit
also, really glad i went for the coin, love the coin
Listen, my scale of what qualifies as "some" may have been skewed by dealing with these quantities. We went through a few stacks of this size and here's what I have left over that I need to figure out what to do with. Sharpie for scale.
Economies of scale are WILD, yo
lancer tactics merchandise
oh an important question
can we see some queer flags in the game
Personally, I like all of these. This is pretty much how the Pathfinder Kingmaker companions who are full characters act, and while I saw SOME complaints for that, if you can even pull that off that'd be impressive to me due to the smaller team here. 🙂
seeing this makes me want to go around and post these around my city like a true HORUS agent.
good golly goddamn
I have a few in my bag for this express purpose but I always forget until I get home lol
hehe
zamn, thats a lot of goblins
Tbh I don’t know if I’m gonna use my stickers so much as put them in protective transparent sleeves or something and display them on my wall. I don’t want to stick them on something permanently that I don’t know I’ll have permanently, I love these things too much lol
They’re so good, when mine arrived it made my day
Paint a ship with it
Very nice
Spent this week hooking up the dialogue system to play conversations via these word bubbles. Visual novels deserve more respect, it's mad difficult to manage and localize text.
Yeah lots of dialogue systems have dedicated translation management systems
Looks great, thanks for your work!
I just checked out the library that you're using for this, and the actual structure/formatting for writing dialogue in it looks like it's really smooth
so often these things are really clunky to write in
What's the name of the library (if that's a thing)? I like to collect useful tech things in case I ever need to use them haha
I'm not sure if it's the one being used for this project, but Godot Dialogue Manager is one that I see get mentioned every now and again: https://github.com/nathanhoad/godot_dialogue_manager
Yep that's the one!
whenever you're creating a new build of the project do you tell yourself that you're waiting for godot
In the Godot discord there's literally a channel called that that's dedicated to asking when the next version of the engine will be out (basically equivalent to folks asking when the next lancer foundry update will happen in #lancer-vtt)
Oh haha they actually updated the name:
It used to be waiting4godot because 4.0 was the next major release
lol nice
damn what will they do when version 5 comes out
Godot 4 II
it's gonna be like one of those 2022 new year glasses that really should have been stopped after 2010
"wtf does waiting 10godot mean"
4 godot 4 furious
waiting 4 godot: tokyo drift
I'm in this picture and I don't like it 😆
Poor Eranziel.
I wish there was a way to just have a floating tile that just says "it's been X minutes since the last question about version compatibility". It's relentless over there. Discord is great, but it's not good for keeping important info immediately accessible for folks who are new to a channel.
Discord pins etc... aren pretty bad for discoverability, but in complete fairness to Discord there would still be repeated questions even if they were more visible, and even if you made people click a thing that said they'd read it. There's always someone who won't read anything before asking. 😉
I didn't read any of this and im going to ask a question: (im not this is a joke)
I lol'd
I noticed that the BackerKit store still seems to be open. Does it still accept new pledges? Been looking to pick up another copy of the game to give away and I've been playing with the idea of submitting another mini-boss name. I wouldn't mind not receiving any stickers
I was actually wondering the same, but with stickers. 😉
Oh hah yeah I guess it is. New orders come through the same pipeline as backers who just are super late in filling out their survey, so yeah feel free to back at whatever level and you'll get your merch. I'll probably close it eventually, but for now it's easy enough to keep bundling new ones in with stragglers.
Incidentally:
YO the character creator looks cool af love the hair options!
There higher res images for the engine graphs?
so you mean to tell me that not only do I get a game I also get a cool ass character portrait creator
Ugh looks like Kickstarter automatically resizes the image itself, I was hoping people could right click to view it like they can on itch. Here's the post there: https://wick.itch.io/lancer-tactics/devlog/634012/portrait-maker-dialogue-bubbles-working-towards-a-vertical-slice
And the originals here:
I've definitely latched onto the sideshave as my favorite
woah, the person with the sideshave profile pic likes sideshaves?
no but fr it looks great
The official queer cut is a fav? Shock
love this moment fr
Idk how long it's been in there but I like the little hops the units do when moving around 😌
There's also a bit of dust cloud when moving
Beginning movement seems to create a bigger dust cloud
it would be kinda cool to play lancer tactics then export the same character model for your table
The keen eye will note
hell yeah
Very excited
Oh damn Olive one step ahead
the updates are really good and thank you for still doing them
ohoho
I recently started playing wildermyth and a lot of their popular mods are just, extra hairstyles
I also see the pick asset directory, which I imagine is for modding support
Technically it's for specifically Martina to be able to add and preview new assets without having to compile the game or even download godot, but I imagine it could be used for modding eventually. That's still a pretty big unknown for us on how we'll handle it.
Okay, question. How will it work if my Mourning Cloak hits someone with a knockback weapon (or a ram) and (a) they're next to someone, but get knocked away, or (b) they're alone, but get knocked next to someone? In both of those in the tabletop game, you can order the damage and knockback to get the Hunter bonus. Will it choose automatically?
Good question. I've thought a lot about how I'd let the player choose the order of things but the best example of an existing game giving that control that I could find is magic arena:
Two challenges with implementing it:
- it'd be not an insignificant amount of dev work to have the system collect all possible triggers ahead of time, surface a UI for reordering them, and then do that. There's a cost/benefit there that I'm not fully convinced of in comparison to just having a predefined less-flexible order.
- it surfaces the exact same design challenge of pacing as common triggers like brace. We don't want a screen popping up for this every time knockback happens. The infinite-resources solution is "let the player set their own rules for when they want to choose", but for us that's another cost/benefit I'm not convinced is a high priority.
So short answer: we're probably just going to have knockback applied after damage always. If we run into a situation where that makes a big gameplay difference (like potentially MC hunter) we could jimmy together a specific favors-player fix where it does something like check both before and after knockback and applies if it hasn't already triggered.
How about doing it the way Yu-Gi-Oh Masterduel does it? Trigger in that game got 3 modes which players can quickly switch with a mere button press:
Trigger off: Any trigger are automatically ignore and skip
Trigger auto: It will only have trigger pop up when the game deem that it's fitting to ask (like when it favour players)
Trigger on: It will create trigger pop up in every point in time that you can activate a trigger
Like this, player can switch however they want. If they want it to goes quick, they can just turn off the trigger. But if they want to meticulously order effects, perhaps because they got a combo in mind that requires it, they just turn the trigger on (which includes letting knockback be optinal)
I'm not familiar with that game, but it sounds equivalent to the "infinite resources" solution in the second point.
all attacks will do knockback? Wouldn’t that be problematic if it knocks people out of range/threat?
No, and no more than it is in the ttrpg
I think it might be worth cosidering having a... micro version of Masto's suggestion for knockback specifically
because I know there have been times I haven't wanted to apply knockback at all
knockback is also optional right
sometimes you probably don't want to knock back at all
exacto
some kind of toggle for "apply before damage/apply after damage/don't apply" that becomes available if you have knockback weapons or such
admittedly that's still probably a bunch of work, but it's come up enough for me to be worth mentioning
Didn’t the demo already have knockback control?
Choosing whether it happens and choosing when it happens are separate issues with different levels of complexity
Wait the demo had a knockback weapon?
It did have Ram, which let you potentially choose where you shoved if the target wasn't orthogonal to the rammer
and war pike for the nelson iirc
Oh wow I just stumbled on this very early effort to make a lancer crpg port: #colosseum message
They even end up planning to make it in godot. A ton of their planned engine structure is solid and pretty similar to how LT does it.
Though it was pre-godot-4-await-keyword so they'd of had to use an event manager instead of the awaiting anarchy I settled on
Oh neat
When you say anarchy I'm just thinking like
Letting the event system order at random
Let them resolve as the gods demand
I mean, kind of? Back when I tried having a manager keep a linear queue (like Magic's stack system) I kept running into situations where stuff wanted to be jankily inserted before or after other things. Now it's a cool tree structure where events just wait for anything that reacts to them to finish before finishing themselves. "Let the gods dictate fate writ large; I only care about the events close to me."
Love to see the term anarchy being used as a positive
Oh, that does sound very nice to work with
Design problem of the week: what the heck are we gonna do with skirmish vs barrage. Right now, as in the demo, we're kind of ignoring barrage and treating every attack like a skirmish (no dupe weapons still). It's much simpler to implement both the engine and UI this way. However, this allows you to:
- take movement between weapon attacks
- get skirmish-specific triggers even when attacking with two mounts.
I think skirmishing already kind of outclasses barraging in most instances, so I'm not happy with it getting even more flexible
What makes it difficult to, say, choose skirmish or barrage, then choose weapons?
We want the array of weapon actions laid out up-front, so that would imply you choose weapon first
Otherwise they'd be hidden in a skirmish/barrage submenu
Choosing weapon and then maybe a second optional weapon if you're barraging might work?
Weird to choose a second weapon and then go back to targeting with the first one though
select weapons you want to attack with, then another button to commit attack?
and depending on the selection the commit button can say "this is a skirmish" or "this is a barrage"
how hard would it be to implement Choose your weapon, then a little thing pops out that says barrage that you don't have to click. But if you do click lets you do a second attack?
i'm tired and currently cold turkey-ing caffeine so I don't know if that makes sense
Yeah something like that ui could be probably figured out. It'd be more awkward than just weapon->target.
But this might also be a place where we modify the game rules for the sake of the adaptation... not sure how though.
Couldn't you make it two skirmishes but treat it as not allowing movement between them ?
or something like that
This is what I've had in mind every time I contemplate an action menu for Foundry, FWIW. It is more convoluted than your current attack UX flow, though.
I guess I'm more interested in hearing if anyone has ideas on this front than specific UI solutions
That was my first thought, but then when/how does Skirmisher trigger?
I think its an important part of the balance of barrage that you need to commit to it, imo
one second let me put what I'm thinking to image
You could maybe keep all the weapons in the UI, then when you pick one prompt the user to pick skirmish or barrage?
Oh wait you do weapons first ?
Looking up all the skirmish vs barrage interactions at the moment, and there are some stuff that interact with skirmish specifically that isn't just movement
been a while since I played the demo
Personally I think it should be two different actions, where you pick if you either skirmish or barrage first
okay
instead of weapons first, it could probably save space too right ?
especially on an aux heavy build
We're currently taking the approach that it's more important to be able to see all the actions you can take than to save space here
So you'd have talents like skirmisher that trigger on selecting skirmish itself instead of firing the weapon
there's maximum potential of 6 mounts (3 mounts, +1 integrated frame weapon, +1 integrated aux, +1 flex mount)
idk off my head if there are any frames with 3 mounts and an integrated frame weapon, so it might be max of 5
That's fair, i'm mostly thinking of how it would look if you have a duskwing with 3 mounts (with a core bonus) that has as many auxes as possible
Sherman has 3+integrated
We've done some worst-case tests (specifically having like 20 invade options) and we think having actions be single icons at the bottom can easily handle it
So saving space by hiding action icons isn't currently an issue
Maybe you could do it where you gray out weapons and have people select barrage/skirmish which then makes them selectable
Again I'm not worried about the UI, I think we could shoehorn something in, but I'm polling for any lateral solutions via mechanics
The half-formed thought in my head that's not a UI thing is that if you use a skirmish-specific bonus, it locks out a second attack. But that only works for manually activated bonuses, I think, like skirmisher bonus move. Anything autmated would still be a problem
Or moving after skirmishing locking out a second skirmish
What's the main drawback of barraging? Like eld said, committing up front, right?
Yeah
The main drawback of barraging is you can't move between firing multiple mounts, you commit the action upfront too
I think also locking yourself out of all the little skirmish bonuses you can get
So you can't skirmish and then go "actually I would have gone for a barrage"
Like Skirmisher, Duelist 1, etc...
which is the important part
Hah we do that in our home games all the time
I think if a weapon or talent has a movement effect as part of it, like the hunter flight before using an auxiliary melee weapon, that can still be used?
Pretty sure I was able to get away with that as a player before
Yeah I guess there's not really an alternate drawback that presents itself to me.
Like if we could switch out up front committal for something else
I wonder how skirmish vs barrage looked in early versions of the game
I think that might be hard because a lot of the drawback IS that
I guess the other way to do it is by defining "skirmish" by the number of weapons you get to fire rather than an action in itself
You could add +1 difficulty to the 2nd attack if they move in between, but 1) signposting that well might be even harder, 2) that sounds a lot like saying no while trying not to say no.
So you only get skirmish bonuses (like moving) if you only fire one mount
but then you run into another problem of like, what do you do with Lunge from Hunter which is all about enabling you to get in range
since that's checked before actually "properly" attacking
Here's a funky thought, what if barrage is a status? Like you have a separate ability for turning on that status, the status locks out skirmish bonuses and non-weapon actions, and you get to use multiple actions on attacks while you have it, but if you don't have the barrage status you can only use one weapon per turn?
The other issue with this is it's a significant departure from TT Lancer. How big a deal that is is up to you, of course.
Here's another thought
I like this tbh. It's a stance toggle!
What if attacking is defined in advance, you always say how much you'll do in advance and the game decides "this is a skirmish" if you only take a certain number of weapons, like uh
okay this is a weird comparaison
you ever played World Of Horror ?
No, I'll Google it
One potential gotcha: off-turn skirmishes (overwatch etc) "should" still trigger skirmish effects even if you're in barrage stance
It asks you to commit to actions in a bar of action allocation, what i'm thinking is you give certain weapon a "weight" and under a certain weight, it counts as a skirmish, triggering effects for it, which you could then resolve before attacking proper
Oh I see! You queue up a bunch of stuff and then say launch attack
go above a "weight" and it counts as a barrage
maybe could have a pop saying "if you stop queuing actions now, you get bonuses from skirmisher"
I was imagining barrage would wear off after you got the equivalent of the tabletop benefits from it
so e.g. a Main or Heavy has a weight of 1, an Aux has a weight of 0.5; if your weight is under 2, you trigger Skirmish?
Cool thanks! We'll play with these. Both "stance toggle" and "queue then fire" seem like promising solutions:)
Queue-then-fire has other issues, since sometimes you want to change which mounts you're firing mid barrage depending on the outcome of the first mount
eg. if you're in melee and you destroy your target with the first swing, you might want to switch to ranged to attack someone further away
Isn't "You have to commit to your target" part of Barrage's balancing as discussed above?
[EDIT: as I've seen it played in practice, but see below for RAW] it's committing to the action itself. You can even change up individual targets in a skirmish between weapons if you have an aux weapon on the mount, you can decide attacks on the fly as you see them resolve
(same for Full Tech, which similarly you have to commit to in advance and locks you in to the full action)
I'm not necessarily suggesting that it's a good idea from an interaction design perspective to commit to the same resolution method as the tabletop game, but there's an element of flexibility there that can come up with reasonable frequency
(Actual play example from the game I played tonight: I needed to hit a particular NPC with balance control lockout, so I committed to the Full Tech just in case I missed the first invade. As it happened, I hit on the first one so the second part of the action I used to target a different NPC entirely, but it had to be a tech action and I couldn't just go "okay I want to skirmish now actually")
I think you could probably still get the same result for a barrage with queued up "mounts" cause it would only check for if the weight is "low enough" to be a skirmish
although, and this is interesting: the actual rules text for Barrage says this:
so IDK, I guess it's possible that every game I've ever played has done it wrong (or not cared enough about the specifics for it to have come up)
I wanted to say that was my read of RAW but I didn't want to push it, haha
But yeah, it's not necessarily the best way to run it even if it's the "correct" way
I kinda like it because it adds a little forethought, but I don't like it because Barrage doesn't need to be kicked while its down
maybe you declare a barrage, then select your weapons and targets as you go, with toggles for things like focusing every attack on one enemy automatically or using bonus auxes?
Oh, full tech also presents its own issues I now realize because you can choose the same thing twice for it but not for barrage. That'll be a weird thing to try and communicate.
I'd be happy to give barrage/ft a small buff of being able to change weapons... but yeah as you've identified, that would only work with the stance approach, not the queue.
I guess if there's no valid targets by the time you get to the second action, it could be smart enough to let you choose something else
Off the top of your head do you have a list of the mechs you know are too complicated and you won't even try to put in?
I know Calendula is some crazy stupid bullshit
The Calendula doesn't seem like it'd be too complicated, honestly. Intangible is kinda just an on-off switch for a character. (also we don't know if olive plans to add supplement mechs or not)
Gorgon seems like possible trouble with all those reactions though.
gorgon is hell enough on an adaptable human gm, who knows how algorithmic enemy AI or the reaction system itself will handle it
Lich would be pretty gnarly. You'd need to add a "do you want to interrupt this?" on nearly every effect.
I think it's a matter less of "Complicated or simple" and more of "Corebook or not"
Though I do think both Lich and Calendula are ones she shuddered at the prospect of doing
How I imagine barrage/skirmish working:
- Select mounts. If you select 1 it's a Skirmish, if 2 it's a Barrage. A UI indicator shows which will happen (hoverable for rules difference?)
- Confirm mount selection (maybe auto-continue on second selection, with back button to return)
- select target(s), and confirm to attack.
- imagining sequential targeting of mounts in order selected, with weapon icons to select in a different order if needed, and back button to undo if player changes mind before confirming attack.
- if a mount's target dies before its attack can go off, select new target(s) for it.
- Maybe can select targets for just 1 mount, confirm to resolve it, then target with the next, if the player wants more flexibility?
I guess that's just the queue method lol. I hope this wasn't too granular or comes across as telling you how to do your job, I just like thinking about these kinds of things from a UX perspective as little puzzles.
I mean, that's on brand for horus and their pocket dimensions
hoooooly cow scrollback
hell yeah, drink deep sticker on the cup
Hey uh, what ? And also don’t
hell yeah got my shader working to show weapon/movement ranges and whatnot! It takes whatever random collection of tiles we want to shop, turns it into a teeny 1px = 1 tile heatmap where the color encodes what kind of edge it is (west edge, northwest corner, etc) and the shader turns it into a nice smooth gradient-having shape.
this might seem like a small thing but took me like a week of evenings after day job. It's the first time I've had to write a non-trivial shader from scratch so I'm pretty happy it works.
that's nice! Is there a reason for selecting those colors?
Hell yeah! Shaders can be bloody awful, but they're so nice when you finally get them operational. I poured so much time into getting one operational for a game dev project in uni.
That's a funky and very clever way to encode tiling.
Just posted an explanation here 🙂 => https://cohost.org/wick/post/3613700-what-do-the-yellowe
I was asked what the colors meant so figured would put answer here with pictures.
So: the shader needs to know what kind of edge a tile is; does it have neighbors to the north, northeast, east, etc? It turns out with 8 neighbors, there are exactly 256 possible combinations of neighbors (2^8).
Know what else gets passed around as a number betwe...
Think I’ll just bookmark that for later…
oh so the color choice was just because it was next in line for rgb! and you still have blue open for whatever else that may come up, maybe terrain modifiers like dangerous/difficult terrain?
exactly! and red is still technically mostly free since I'm only really checking if it's > 0
textures: the shader programmers' way of passing a multidimensional array into a program
The things you can do with shaders get so funky and cool
one of my biggest achievements in shaders was using the bitwise access thing @alpine sorrel used here to delete more than 200 shaders and replace them with a single one
incredible, that must have felt great
yes, both from a code cleanliness pov and a "no more shader stutter" pov
I was surprised to find there weren’t built in bitwise operations for shaders in ue5. It’s mostly visual scripting so I had to make a node for it
upside to that is that you're less likely to have nvidia randomly decide to break your game without telling you
Some fruits of my labor:
Dang, I just want to point out the ui is getting snazzy
Poggers, though I'm not going to lie I hope we'll get the ability to change the color for the "los shadow"
mm gonna say almost certainly not without modding on that one
Btw, I really love the "card" profile on top of the screen
@alpine sorrel sorry for ping but i found this and it sorta reminded me of the granny character
https://www.tumblr.com/queen-vv/734689234060001280
it's a great archtype 🙂
granny and nhp hehe
oh wow yeah that's a match lol
a pet peeve of mine though using random "bandits" as the generic bad guy. com'on! look at the world around you! it's so much more likely that the people coming to do violence to you are state-backed in some capacity!
just swap em out for idk some kind of IMF repo agents and boom you get infinitely more interesting worldbuilding plus don't feed into the "you need to have a gun to protect you from your neighbor" macho storyline
yee
I like the Defias storyline in Vanilla WoW. They're a construction worker union who rebuilt Stormwind after it was razed in Warcraft 2. Then Stormwind fucked them over and didn't pay them, so they rebelled, and gradually got corrupt and became a general gang (IIRC with covert influence from the evil dragon Onyxia).
Then the government sends Pinkertons (i.e. You and your 5-man party) to bust up their shipbuilding plant and kill the union boss (And Cookie the chef).
Like, the Defias have VALID COMPLAINTS! But they're also robbing people and stuff and the State gets to crush them for the latter without addressing the former
that's pretty rad
Historically, at least in medieval Europe, bandits where Nobles stealing from their neighbours or raiders from another country doing that whole "going after soft targets"+ "getting food and money to sustain the war effort" , so arguably you did need a gun to defend yourself from neighbours, just that those neighbours where your lord's neighbours or your king's neighbours.
Practically and generally historically speaking, the best trained, most desperate and best equipped bandits were either state agents or former state agents.
I was talking about neighbor-as-in-Jerry-across-the-apartment's-hall
of course of course.
I think lancer's equivalent to historical bandits are generally orbital pirates
and interstellar pirates i suppose too
Are there interstellar pirates? I thought Lancer piracy was just attacking ships shuttling things to and from orbit
Say your prayers Kramer
yup, both orbital and insterstellar pirates
The Long Rim has a good bit on how pirates come from economic conditions
theres also a section on orbital and interstellar piracy in the core book
interstellar pirates tend to be rather sophisticated operations with a lot of material and informational support, usually the figureheads for an interstellar pirate group become legends in their own right in a sort of counter to how albatross patrols take on mythical traits
In Golden Flame also has a lot of good stuff about pirates, and I like how it describes the economic conditions that create the various groups of moonlighters and sunlighters
(oh I forgot to mention the Defias also went big into piracy. hence the gigantic ship they're building)
Finally took a sticker photo :)
I still need something good to put those on
If you got a fancy notepad or journal, i feel ISP-N fits really well on that
I kinda wish I had magnets of shapes of theses so I can move them around!
oh man magnets would be sick
I mean joann's has thin magnet adhesive sheets you can cut to fit whatever shape you want.
Would be a very easy crafts project to convert these to a magnet
That might be what I do. The problem I’ve been having is “what if I want it on something else later?”
Another wip! We've been working on what we've been thinking of as an onboard comp/con assist. Instead of having to move and then attack separately, you can pick your weapon, page around the map for a target, and automatically get the shortest path to a spot where you could hit that target from.
Once again we're just copying BG3 where you can move manually if you want but can also just click on an enemy and your character will run up and hit them with a sword all in one go.
Real game design hours
yeah lol it's like this is something you wouldn't even think of as a feature in the game but it's taking me a week to implement
Huge QOL feature win. Honestly, seeing that kind of attention to detail and care for the UX makes me super excited.
Wait you don't have to move then attack in BG3? 😮
yea you can just click the enemy to move and attack them in the same action, assuming it's possible.
mood
Also I have to laugh - you've got this very cool gif demonstrating a very cool feature which ends with a robot running and jumping across the field to---- Miss!
The HMG life 😔
speaking of savescumming how are you handling rng seeds?
when someone saves and reloads
We aren't yet — I haven't even started on the save system beyond following good data organization patterns for serialization
Idk I don't have strong opinions about savescumming. That's actually something I'd be willing to let players toggle as a gameplay option
But like I said I can't say for sure until I get my teeth into that system
I am having trouble playing Lancer Tactics because my screen is too small.
Wait, I had Scale set to 150%. Damn.
Now it works.
Hive mind query: how many abilities proc some kind of movement before an action (including for NPCs)? So far I have:
- Skirmisher II: 2 spaces of free movement before/after skirmish
- Hunter I: 3 spaces of flight before aux melee attack
I feel like there's gotta be more but I have a head cold and none are coming to me.
Siege Specialist 2: Impact - you can get pushed 1 space in any direction after knocking back, prior to attacking with the cannon
Mimic Mesh is a reaction that resolves before the triggering action
by extension, Overwatch which can trigger those talents
Great. I'm specifically grappling with abilities that are kind of entwined with standard movement; how to have the automatic attack path planner incorporate additional moves before an action.
Those three can be handled when the thing that triggers them occurs, so that's promising that they'll not be too complicated.
Wait with impact it's tricky. You like declare your attack and target, and then stuff gets moved around?
Or can you use it to get in range for the attack?
1/round, before rolling an attack with a Cannon, all characters adjacent to you must succeed on a Hull save or be knocked back by 1 space and knocked Prone. You are then pushed 1 space in any direction.
I always interpreted as "before attack" meaning you can use it to enter range.
Otherwise Hunter 1 aka Lunge makes no sense
yeah for hunter that makes sense, but it feels like more is going on with Impact? they're phrased slightly differently ("before rolling an attack" vs "before the attack") but I don't know if that has mechanical implications
but good to know, I'll add Impact to my list of things that can be used to potentially get you in range
as i read it, all of the text has to resolve prior to rolling, but after the target selection?
presumably target has to be selected while in range?
not sure
I'll drop it in rules questions
I just had a brief moment of panic when I realized Jager Kunst exists but then calmed down when I remembered that it's its own action so I can handle it as a special case
xD
OK sounds like Impact is its own thing where you have to start the attack first and it procs
so it can get you out of engagement but not into range in the first place
Zheng's core passive is a free action, so that could be usable
Also Sunzi's slip trait
Pankrati 2 also gives you a free action charge
That's a category I hadn't considered... I've just been thinking about having the path planner look at things that specifically have to be a part of an action to proc, and leave things that you can trigger independently up to the player to use
Those are what I could think of, haha. They are technically separate actions, so I'm not sure how you'd want to handle those.
I guess it would be better UX to have the assistant incorporate those as well?
(Pankrati is not core or Long Rim, also)
This is a fringe case, but Spaceborn II could trigger off of a NPC overwatch or some other reaction when you try to move
Prooobably? It's a bit debatable I think. Zheng's core passive does other stuff too (deals damage to an adjacent enemy or terrain after the movement), so that probably gets tricky. Sunzi's slip is a straightforward teleport, at least.
Yeah, if you include effects like that there's stuff like Mimic Mesh or Reactive Weave also. I think that's probably out of scope though, since you're hoping for another character to take a certain action to trigger it.
I would think that's in the realm of the player tailoring their movement to try to trigger the effect
i.e. the "move and attack" planner can't account for it
I believe it is also written like this to get around ordnance restrictions if you want to target the person adjacent to you
rules chat apparently had a FAQ on hand that detailed how it doesn't get around ordnance i think
https://lancer-faq.netlify.app/#d114ab the reverse
ohhh
i think its as i mentioned?
the engaged character isn't a valid target, so the push doesn't then make them a valid target
because you have to have chosen a valid target before siege spec 2's text resolves
If there's really only two abilities that give bonus movement immediately before a generic action type, I might handle them as special cases instead of building the comp/con attack assist to handle them. It's a super hard problem to be able to change movement types at any point during pathfinding.
Or we'll play the "modify mechanics as necessary for the adaptation" card
and just have them work differently
Eyyy the stickers have made it to the sub-sub-arctic
oh dang that took a while! glad they made it 🙂
I was surprised how promptly they arrived in Australia
yo question, in lancer tactics demo every time i use the goblin tech reaction everything freezes, anyone know why?
That's a known issue in the demo. The demo is probably not getting fixed anytime soon, if ever. The engine is getting rewritten so it will be addressed in future versions though
I bought a wood lathe so now I have a durrable good to put some stickers on.
Oh sick! That looks like a fun project, too!
OK nobody freak out, but I've been really inspired watching this project develop (https://discord.com/channels/426286410496999425/1175871353497338016) over on the Icon side of things and decided to sink a few hours into doing a lil investigatory development into what 3d map/2d mechs would look like in LT. Who knows if it'll come to anything but I thought I'd share.
not bad actually
yeah I'm wary of making such a big shift at this point, but also am not immediately opposed
The big advantage would be finally getting things that are higher up to actually look like they're way higher up, something that you can't do without obscuring tiles behind the cliff which brings up its own host of problems if you're working with a fixed 2D camera angle.
How much more work WOULD it be for assets?
Mhmm mhmm good question. I've only done one small 3d game ever before so I'm not totally sure. Some things would be easier like cliffs will go from being huge pains to near trivial.
It might end up being a style question; I don't know if we could produce a game at the same level of quality in 3D as we could in 2D. It'd mostly be cubes and pixel art billboards as seen above... which feels like baby steps compared to other 3D games I see?
Tbh i don't really mind the pixel art with 3d graphics personally ? could probably blend in with some effects on top to make them stand out less ?
An example of it done really well is this game our artist Martina is doing environment art for. It just looks incredible : https://youtu.be/vSXmqYjSSlc?si=t28bQ9ToKCuj1q0q
Hello everyone! It's been a very long time since I've had anything I wanted to share, but I'm excited to announce that RadicalFish Games' latest project has reached a point where I can start publicly showing off gameplay. Join me and Puella as we play through the demo that RFG showcased at the most recent Gamescom 2023 in Cologne, as a foretaste...
You can hardly even tell sprites are billboarding, but that requires front/sides/back versions of the assets
And 4x the angles means 4x the art budget
I guess it helps they have a fixed camera angle
i mean. 2d sprites with 3d environments is an absolute classic
it's good enough for DOOM, after all
Wildermyth 😌
My lancer group started as a friday night wildermyth and hangouts night. Love that game.
It's a great example of a modern 3d tactics game with a mostly free camera and 2d sprites, though it doesn't do anything with elevation. I think it would work well with that style though.
speeeeeen
while i do like the idea of having the option to rotate the camera, over the course of like, 500~ hours of SRW where the option was available, i can count the amount of times i did it on purpose on one hand, just because a couple of recurring maps made it a pain to see behind terrain sometimes
...actually, my biggest annoyance with using that (and the zoom option) was that there was no ability to reset it to the stage default. idk if that'd be a big pain to implement as a button, but my Aggressive Desire To See Things As Intended lizard brain would super appreciate it existing.
I think the 2d/3d mix is dope as hell, and personally I wouldn't mind if the sprites only had a single static angle. With good art direction, ultra low-poly stuff looks great.
I can imagine lot of potential strengths in having fully and effortlessly dynamic terrain (like those cliffs).
So my instincts say the gameplay advantage of 3D maps would be hugely exciting, and at least worth investigating further. Of course, that is solely my opinion, I don't know if everyone or anyone else feels that way, etc. etc.
yeah 2d "pop ups" on a 3d world can work
but you do have to consider youll have to have some even rudimentary low poly 3d modeling for the environment
cause unless you want all you buildings and stuff to have the same shape
youll want some not cube shapes in there
i dunno if your budget can make room for that, thats something youll have to decide
personally if the pixel art/3d blend is executed well then id be for it
I mean, it's lancer, and all the objects were going to be 2d sprites anyway. you could get away with just a heightmap in 3d with everything being 2d sprite popups, similar to games like disgaea or final fantasy tactics. Any cover is supposed to be targetable and have a set size, after all, the only difference between objects and characters is that objects dont get to take turns
Video I was randomly watching a few days ago seems potentially relevant
https://youtu.be/20KHNA9jTsE
Was basically a developer working on terrain generation for their game but was unhappy how procedurally generated terrain often lacked that artistic flair they wanted
In this devlog, I talk about my experiences using Wave Function Collapse to generate procedural terrain in Unity. Voxel worlds are great, but I'm really enjoying this algorithm. Stick around for more details on using Wave Function Collapse in later videos. For now check out the resources below.
Follow me on Twitter:
https://twitter.com/_DV_Gen_...
Ooo that's both a great video and also intimidating because it's such a big can of worms 😅
This is the issue exactly. I'm not confident that we could execute well with so little 3d experience.
We could take a swing and probably get it OK but it's not gonna be on the same level as something like phantom brigade or townscaper.
But those might be too high of standards to hold ourselves to, and we could focus on getting something cohesive with the resources we have. Hm.
Yeah, I think it really depends on what your standards for "acceptable" are, because there's this sort of space with 3D models where things can be a little crude but charming, and it works, but it might not be what you had in mind for the project
Whereas with pixel art, I get the impression you can get a lot more return for your effort?
There's a WFC library named DeBroglie that I've managed to have running in Godot before, comes with a lot of options and constraint based generation so that maps with specific features can be built and handles both 2D and 3D, but I work mostly in C# rather than gdscript so that might be a technical hindrance.
C# isn't a problem, but looks like that's only for 3.x and LT is on 4. There's other WFC libs out there tho
Fair. I'm using it in 4.1 at the moment but as a nuget dependency
Also hi, wanted to say really looking forward to seeing this. It's looking great 🙂
WFC is cool but ime takes a fair bit of work to set up
is the prototype instantly skipping dialogue and acting like you're mashing the left mouse button making it unplayable a known problem?
or did i stumble into one of those lovely bugs no one can reproduce but me again?
... or is it freaking out because i'm still using a 1360x768 monitor on the grounds that it hasn't died yet
Nope, that's a new one. Are you playing the downloadable version or in-browser?
Also: huh, mech shadows. The feet don't line up right but it might be fine as an impressionistic effect.
Either does it, actually...
(And yes I made sure AHK wasn;'t running, haha)
This does look sick tho
I don't know if I have any guidance for this, sorry. It sounds like a "godot interacting with your system" problem, but it's not promising that it's in both as the browser is on 3.x and the downloadable is 4, so a major version upgrade wasn't enough to fix it.
Also I've run other godot stuff and not had pro... blems... wait a sec
i just realized i have a controller plugged in and didn't test unplugging it
YEP
That was it
this looks awesome
ok I need to put this down and take a real weekend day, I'm getting too pigeonholed following the dopamine.
Is LT your day job for the moment or do you also have another day job?
follow your passions etc etc but definitely take care of yourself
says someone who went to bed past midnight while "trying to fix her sleep schedule"
I'm 2 weeks LT // 1 week webdev day job, alternating
this upcoming week is a second LT week
HONESTLY just stopping there with some sprites for objects and getting the combat mechanics in, this would already be an amazingly cool game. I definitely don't think you need to be holding yourself to Phantom Brigade or Townscaper standards.
I hope you enjoy your weekend day(s)! It is good that you are being aware of the need for rest.
I agree, if you got a framework down and have the game easy to mod. The Lancer community would do the rest
It's going well. I've only had like a day and a half to work on it this week and most of that was spent getting the cursor raycasting to the appropriate tile. I feel super vindicated having kept the game logic very separate from the display.
We also considered and decided against supporting overhangs (being able to walk under bridges) and stacking flying units for the time being. It is in most ways still a 2D game being rendered in 3D.
is there a reason why the mourning cloak is moving zigzag?
if you walk without rhythm, you won't attract the worm
Oh this looks so dang good, I can't believe you implemented this much already!
gonna be honest, having run several 3D maps with overhangs and bridges, they... didn't bring much.
It adds a level of complexity that's not super interesting to interact with in Lancer.
Overhangs like that usually presumes that you'll have several 'floors', even if one floor is just 'the path that goes below the bridge'. It blocks line of sight, it's pretty! It's neat that things go under another thing!
Tactically, it's about the same as having a really big object in the way: It blocks line of sight and is a cool cover.
But it IS very pretty.
Lancer tactics does not use diagonal movement iirc
ALSO that 3d display is looking ballers, olive.
It takes a little zigzag step on its second move because the berserker is threatening that diagonal space next to it and if the MC stepped there it'd be end-of-move, so the pathfinder goes around.
It's on our list to make threatened spaces visible
wait i thought you could walk past an enemy as long as you start movement outside of threat range
That's good to hear. Hopefully mapbuilders can get the same effect — multiple "levels" of action that's going on — with multiple high levels and just have gaps between them. Maybe if we implement the standard jump action, gaps like that become easily traversable enough that a bridge is uneccessary.
oh shoot equal size stops movement too
Yeah. Don't get me wrong, overhangs are cool as heck! As are bridges! But they are, basically, tactically:
Force a secondary 'map' below what they are hanging above, block line of sight mostly from certain angles and make line of sight a bit of a pain.
Now, /tunnels/, that's the really hard one and is much different tactically.
haha I've been playing it wrong for so long lmao
I think it's one of the most common rules my table forgets about the most too 😅
oh man gosh
yeah same.
(it also bring to question some rules of some tags, like Ordinance, but I've played it as 'no different than cover')
i can't believe I'm learning basic lancer mechanic from lancer tactics channel
I've also had a secondary issue with Overhangs and Tall Buildings I've worked with 3d, is that it also made flying /really/ strong if you make 3D maps a certain way.
Yeah, one logical extension I've had of a 3D map is that it was a bunch of catwalks, and between them was further down below a floor. It made flying very good, that's normal.
However, if the terrain is uneven enough -- like if you're in a city, with size 3 buildings spotting the area, it's easy for a flier to go up there.
Similarly, with overhangs, going up and down for a Flier is very easy, or just peeking in and out for shots, or hanging somewhere weird beneath the bridge.
But mainly, when you work with very topographic maps that take full advantage of height, unless you have ways to make that easy to deal with for people that don't have flight, it makes flight very powerful to go from 'ground 1' to 'that height 4 building's roof'.
In short, 3d rules, but if you use TOO many 3d topography in the map challenges, it raises Flight's worth quite a lot.
I had to learn to make it 'yeah awesome to have' instead of 'mandatory'
also yay my 3d map experience being useful
Honestly, a lot of the problems I've had will be a lot lessened with Lancer Tactics, since it handles a lot of things automatically like 'line of sight'.
god line of sight is so hard, even with the computer. It's what put the nail in the coffin for hexes, and is the reason we've gotta use c# (so the calculations are fast enough), which is why I couldn't update the web-browser build for the demo
it's big field of possible algos with different pros and cons. Most research has been done on square grids, which is why hexes are out
maybe I could try raycasts again now that we're in 3D... but I don't have much faith they'll be better than an algorithmic approach like those
The problem is that you gotta do some sort of calc from your spot to every other possible voxel on the map, which is hefty but fine until you start needing previews of what you can see/attack from various points as you move your highlighted tile around quickly
the only way to do THAT fast is by warming up/baking a cache for every voxel about whether it can see every other voxel
and you can't do it all up-front before the game starts because terrain destruction and line of sight blocking deployables exist
anyway
that's my mini line-of-sight rant
oh wait no I have more
When I looked to our main reference of Baldur's Gate III about how they handle this, I came to the horrifying realization that they don't do this "who can you attack from this point" preview. They give you a fake one!
oh gosh
Yeah line of sight's been a thing to read about. I remember when I read about how the original XCOM in the 90s used to do it and it's... kinda of fascinating.
there's this white circle on the outside which is the max possible range, sorta, except it gets larger and smaller depending on the relative elevation between the character and your cursor
Right
and something can be well within the white circle and not be in LOS! And the game doesn't know whether it is or not until you hover over the target to ask about it!
you can tell because sometimes there's a jitter as it calculates various possible routes before telling you that the attack is blocked
which I've used at least once to move to a place I wasn't supposed to be able to fly to by very quickly moving my mouse and clicking before it changed its mind
This is the only reasonable way to do it in a gridless infinite world like BG3, so good on them for figuring that out, but it doesn't help us
ok that's it for real, I'm done
Nah, this is fascinating stuff
https://www.ufopaedia.org/index.php/Line_of_sight
What it ALSO did was having a voxel system under the hood for actual line of fire.
Old XCOM that is.
oh interesting, thanks, I'll take a look at those
it's wild to imagine that this is hard, I thought los and cover would be some of the simpler things to code in
Old XCOM also basically did balistic calculation for bullet trajectories.
what
I've tinkered with Open XCOM mapping and what it basically means, is that -- say, a Signpost is something like this in the voxel, basically a line, then 3 cubes.
Objects are assigned what the 'voxel' is and that's what makes them 'solid' and able to be impacted by bullets.
Better representation, thanks to Open XCOM:
https://64.media.tumblr.com/72bf3a66d5338b6ac5fb221d61abe49a/tumblr_mum3g6iLb71qdvhtvo1_1280.jpg
So when a soldier fires, the game basically takes a snap shot from the soldier's position, then calculates according to the aim and direction, if it impacts an obstacle.
It's kind of wild.
this concludes my side gushing about UFO Defense' engine, ahem
Yeah. Every time I've tried doing something tactics based in 3D I've always hit a brick wall with how to handle LOS.
Cause there's no shortcuts for it like with 2d where you've got recursive shadowcasting or visibility fans... you're instead stuck with mostly casting to every point in your sphere for whether it can be seen or not.
What I ended up doing is using the permissive fov algo from that adammil link (it's symmetrical which is a requirement in lancer; that XCOM link spends a lot of time talking about the edge cases where that's not the case with their method). I run it at every z level as a 2D slice, and count any voxel at you can see at a higher z as being able to see all the ones below it.
I also store all these y/n "can this tile see this tile" flags in a big single int for each row (which puts a limit on maps to be max 60 tiles wide) because that's just under the biggest int with 64 bits. I can then quickly retrieve the appropriate bool with bitwise math.... I should probably write a backer update about this, it's kinda a wall of text without pictures 😅
Hmm on writing this, I could probably skip half the work since it's symmetrical; I could check if we've already calculated the reverse before running the algo on a new tile 🤔
idk how useful this is, but in relational database we create an intermediate object if there's a many to many relationship, which points to each of the table as well as any data about the relationship itself.
Would that make sense here? Like creating line of sight objects for the relationships between every characters
many differences between the two worlds so idk how applicable this is
That's a bit like what the cache I mentioned is. A series of arrays that contain the bool for whether two tiles can see each other
oh yeah arrays are probably way more useful for this
Considering the average sitrep is at max, what 40 either side?
i think 60 wide max doesn't sound like a huge limitation
I think one of the demo missions is huge
I mean my gut instinct is to try to use a Long, but idk if you need negative integers for each tile too.
anyway this feels like backseat devving
compelling updates, Olive.
Oh no, Water 😐 😐 😐
I don't want to do water physics
maybe there's something that just scans the edges of every body of water and if a dam is breached
- the whole body of water lowers down to the lowest enclosed level
- the entire body of water turns into "mud" blocks so they can stay in place without it being weird
and being able to fly once you enter the water if you have an EVA system presents some problems with the pathfinder
what if the lake walls were just thicker
so you don't have to worry about water flowing down
I don't think I can guarantee that for all maps
maybe a map can just have a "water level" you can set and everything below that is in water automatically
or maybe they're only at lowest elevation? This does turn off some potential though
yeah, no alpine lakes
oh i was thinking like, water purification plant where there are large objects containing water
and also I could see wanting other types of liquids like lava or acid that you can stand in
but that's probably better treated as an object that does something when destroyed rather than actual walls with water in it
I don't think I have ever seen any GM done water physics XD. The best way to do it is make it an event trigger that spawn based on what happens
there is also the whole "lancer doesn't try to simulate reality" thing
Like if the GM wants, they would have to put the water block where they want, physically then "spawn" them when an event trigger, like "water container object destroyed"
But in my opinion, just make it water puddle, by making a block with its top part being water texture
Yeah, every time I've seen water on a map it's either:
- a river or lake. Covered by the everything lower than X is water approach.
- puddles etc modeled as difficult terrain. Just a texture on a tile, no need for enclosed liquids.
I wouldn't expect you to implement Minecraft or Dwarf Fortress here. 😉
are we going to get an underwater temple level where everything sucks?
Hmm, 0 g combat huh? That would definitely be a pain in the ass to make
olive yesterday: line of sight sucks
0G combat:
I think if we go with the "you can set everything below Z to be water" route we actually get zero-g for free; just set that Z to be the maximum map height and have the graphics be space-y instead of underwater-y.
that's hilarious
i love how things just work out sometimes
Here's space map
fills the map with water
Water and vacuum are functionally the same 😛
everyone has zero-g, it came free with your water implementation
Oh wait, i'm realizing but
This would probably also be what's used for Tesseract right
Sorta; I have it so deployable entities can project zones of terrain (like a smoke grenade), so tesseract would be a weird shape that checks the same "slow without eva" bool that water terrain does.
That's fair, I guess i'm mentioning it because it does allow people to fly also which I feel would work a bit like how bodies of water do in Lancer
"Witness, my power over the fundamental law of reality, my control over gravity itself!"
Summon a water column
got multi-tile terrain objects importing correctly, even when rotated; those big rocks are 2x2x2 and the hangars are 2x3x2.
it's amazing how much visual lifting that shader that puts a chunky-pixel border on the top edges of things is doing. Wish I could take credit for it but it was one of the first ones I found on searching godotshaders.com: https://godotshaders.com/shader/3d-pixel-art-outline-highlight-shader-adapted-for-in-editor-perspective/
I feel like this game is gonna be my chill out game when it comes out
Oh yeah, i wanted to ask how or when do we put pilot names forward?
You mean as the KS rewards? You should have gotten an email with a survey from Backerkit. I can dig up the page to resend it if you can't find yours.
Let me have a looksie
Nevermind, i have the memory of a tadpole
Cool, my niece's b-day gift is ready to go
Top billing as "cool uncle" here i come.
this genuinely looks so good
Those hangers look real nice

they do
urge to make some isometric game rising
do it
again this whole 3D thing was kicked off by being inspired by the IsoCON project here
I don't even know where to begin with the 3D isometrics
Both this and isocon have been very motivational to follow
my GotY this year (Cassette Beasts) did sprites running around on 3d tiles, so it can definitely work :P
Cassette Beasts is gorgeous ngl. And its application of the media, especially how it use the Archangel is genius
getting the range indicators working again
fun fact, Cassette Beasts is one of the most recent breakout games also made in Godot. I should really play it...
It's worth it for the music alone
oh this is looking good
It’s looking so good
Cassette beasts is phenomenal
Oh damn didn’t know we switched to isometric
Switching to 3D like this might add a lot of complications but the results are stunning. And the game logic should almost entirely play out the same, unless you weren't thinking of tracking elevation. It's not quite the same, but similar to my experience running Lancer tabletop with isometric graphics, it just adds something fantastic to the presentation.
One thing I've learned from that is you might want to consider giving characters some sort of occlusion effect. Something that shows through when the current camera angle hides a token behind objects or terrain. A glowing outline that draws on top of the world would work, that's what grapejuice's isomertic module does. Honestly it's not nearly as necessary here as it is in foundry; since you're actually creating a 3d world you can rotate the camera (the camera movement is so good, btw, it feels just right), but it might help in some circumstances. It could even just be something temporary, bound to a hotkey, to give the player another tool for understanding where everything is.
got vertical walls for the range viewer working ++ inset the border from the edge of tiles a bit
visually it's a little more busy than the last pic you shared, but I think it's worth it? the style is impeccable. the way slopes are given a bounding box? delicious.
seeing them side by side, you're not wrong
there's more lines without necessarily more information. hrm.
this is looking good
I guess... the first way feels more like a game UI, the second feels more like it's mech sensors displaying your options, scanning terrain. It's more diagetic, slightly.
how reasonable would it be to have a top down view when doing an aoe targeting?
easier to see but also like... this is probably like a whole new feature level work
we've discussed it, I don't think it'd be too hard on the technical side. 3D means we can just move the camera. who knows how readable it'll be tho
ok, here's moving around WITH the walls and inset:
and here's without:
in motion, I think the former gives a better intuitive sense of how large the area is because there's fewer interruptions to the color
but I'll keep an eye on that
The latter does hit our eyes a little weirdly.
Yeah in motion I more strongly appreciate the former. It feels more like a solid area conforming to and smothering the terrain, while the later is broken up a bit. I see a few moments where it's even a bit harder to read which squares are in the area because of the walls not being colored, isolating one edge square. It's only a problem when it's in motion, but it does feel like those edge cases take my brain a few more milliseconds to register than they would in the walls+inset case. It's not enough to case actual problems; I'm not pulling the trigger until I've stopped moving around.. but it's enough to tell me which one I prefer
yeah i agree, former seems to be more readable and natural
i like the former as well
Former is good
i also like the former
I'm used to the latter from other games, so I'm kinda confused by the former, like is it just for a vibe thing or will walls be targetable?
prob, there are a lot of effects in Lancer that could affect terrains (Like the underslung from Siege Specialist)
ahhhh
Goblin sticker finally has a home on my boyfriend's laptop
getting a movement line working in 3D
I should really write the KS update announcing 3D, it's probably about time 😅
Terrify everyone, make the subject line "we're changing engines!"
So you officially feeling good about this direction?
Yeah
5d chess with time travel but lancerfied
(Happy late birthday!)
yeah I am! it's fun to learn new things! I just hope we are able to finish on time and budget
Full vote of confidence here
I mean my view has been no project is ever within budget and time but its how well you stick the landing once you go past those :p
When i did my CS course the number they gave me for project that ended in budget/schedule was like 14%
When I'm asked for a time estimate for any piece of software it's like [reasonable amount of time] +- 2,500%
Software progress makes as much sense as the windows progress bar that says "in 5 years" when copying a small file
Nothing is ever as long/short as I think it’s going to be
I’ve had big bug lists knocked out in an afternoon, and things I thought would be an afternoon take two weeks
the current project I'm doing I thought would take couple days
I think I'm like, two weeks in now and realized it's still got some ways to go
And of course the 90-90 rule... the first 90% takes 90% of the time, the last 10% takes another 90% of the time
The 3d gives really cool feel to the game, like a sci-fi pop up book
Pop up book aesthetic? 👀
Not too serious but
You could even do a fun vfx animation thing where when you start a battle theres like a holographic display thing fzzting on and then going from a monochrome color to full color when the battle starts
If you were still going for the "player character is an nhp helping characters" then that would be a fun way of visualizing the battlescape and explains the 2d sprites on simplified 3d landscape diegetically
I've talked with Carpenter a fair bit about how diagetic we want the UI to be, with no strong decision. Even if it comes at the cost of legibility, it can be fun to go full-bore on "the UI is in-universe" — High Fleet is my favorite recent example of a game doing this:
Mobius Front is another good example that doesn't go quite as hard but I think struck a good balance:
(I particularly love the printed-out paper style for the tooltip)
I think we need to get a bit deeper into the writing part of the game (to sort out more of what we're doing with NHPs, for example) before we can commit to diagetic UI.
The call will bleed over into the rest of the UI e.g. how we frame the downtime menu. Is it a computer console where you check messages / make work orders (heaven will be mine)? Is it a city map where you click on various buildings/characters (banner saga, darkest dungeon)?
And where do we draw the line about what's diagetic and what's not? BG3 has diagetic downtime and party management as you run around your camp having HR meetings with characters as you shuffle them around + mess with their inventories (ostensibly bags they're carrying), but the character sheets and levelups are in a weird subspace.
(with the cool and notable exception of tadpole powers, which are framed as the parasite physically growing to take up more space across your brain)
I don't think these are load-bearing decisions so I'm probably overthinking it lol
you did say the frontend is completely detached from your backend, right? You probably have a lot of time to make the decision
Well as detached as it possibly can be. But yeah, it's a category that can be kicked down the road till way later
Basic box menus can bring us a long way
Mech Engineer also has a pretty diegetic UI too, with a lot of fun clunky looking ui elements that you drag and drop with like manipulating cartridges
You could always take after the demo and continue using the Lancer house style, which honestly isn't a bad choice with how snazzy it is
@alpine sorrel honestly you could probably emulate the Mech Engineer loadout screen for setting up mechs
you drag and drop modules into the slots on the mec
(you also can shift click them to slot them automatically in an empty slot too)
I think that kind of mech slot UI works better when:
- you have a fixed number of slots on a mech (lancer's SP + extra mount CBs makes it variable)
- which slot you put things in matters (MechWarrior armor placement, Celestial Bodies powered components)
- the stuff you put on the mech is the whole story (your pilot talents are half of your character, and I've never liked how in Comp/Con you have to switch between mech and pilot screens)
It's a fantastic UI scheme for selling the fantasy, but not all game mechanics support it as making sense
If we end up doing mech sprite customization I guess it could end up looking like this though
oh yeah, definitely, but the drag and drop stuff is fun, and theres still things you can do to account for adding/removing/modifying slots
eg. setting up the locations of slots ahead of time even if theyre unused, so when the player adds a new slot due to core bonus/etc theyre accounted for in the UI
having pilot talent stuff be only a click away (eg a button to pull up a window) would help too
equipment ofc wont be feasible for this kind of UI
which slot you put things in matters (MechWarrior armor placement, Celestial Bodies powered components)
in mech engineer it doesnt really matter which part goes in which slot either, but it does help tickle the brain making things symmetrical or match up some arbitrary scheme in your mind
Interesting, I should play it or more realistically watch a LP
extra little details can help a lot too, for example the main, heavy, aux/aux, main/aux, or flex weapon mounts and weapon "cards" all having different sprites
for example, the two cannons i have in the upper right and upper left are the same weapon type, but the upper left one one is a "size+" weapon that deals more damage and takes more resources
theres a free demo on steam but this is the video that i watched that goes over the gist of the general gameplay (theres a fair amount he gets inaccurate because the game is really fucking obscure and obtuse about its mechanics and stuff)
https://www.youtube.com/watch?v=PNwidEf_dCU
Mech Engineer Gameplay with Splat! Let's Play Mech Engineer and check out a game where you'll guide a society forward as they attempt to deal with a bug infestation on planet Erf.
Download Mech Engineer Early Access : https://store.steampowered.com/app/1428520/Mech_Engineer/
---------------------------------------------------------------------...
this can also help make integrated mounts feel more special, like giving each a custom slot look (eg. sherman laser fancy tech/laser doodads vs raleigh's mjolnir having revolver aesthetics
would obvs be more overhead in terms of spriting
really late to the party re: line of sight algorithms, but there's an interesting take on this from id software's 2016 DOOM: https://youtu.be/2KQNpQD8Ayo?t=2222 (link is timestamped)
there's some pathfinding stuff in there too, but the most relevant bit is about how they iteratively update point-to-point visibility caches on a repeating loop over the course of many frames for performance reasons, which seems like it might be good enough even in gdscript (maybe that's optimistic), but anyway would help with dynamic changes to the environment (destructible terrain, deployable cover, etc). (direct link to that part: https://youtu.be/2KQNpQD8Ayo?t=2367)
One option would be to pull similar bullshit to how baldur's gate 3 does it, where the preview wouldn't necessarily be accurate (it would be based on the most recent update to the cache) but the actual action itself would behave accurately to the world (i.e. showing you that you can throw with a clear path, and then having your javelin or whatever bonk into a wall). Since the delay between updates would probably be pretty small, I think most of the time the preview would be accurate 🤔
And of course, this is all probably a moot point by now 😅 Sounds like you already are thinking about / are using visibility caches, and I guess it's probably performant enough the way it is 👍
Hell yeah, I loved the Mobius Front UI, I thought it had really good clarity of purpose and interaction combined with some very nice skeuomorphic material rendering. (also, what a paradox of a game, to have such high production values yet such jank...)
Anyway, uh, I'm sure whatever you and the team come up with will be cool! It's nice to know there's serious thought and consideration going in to so many of the game elements.
Also all the recent 3D tweaks and features and stuff are looking incredible. I didn't use to check this thread regularly but I've found myself visiting more often. Love all the gifs and mini-updates.
At the risk of adding more work for Olive; 3D models for Lancer Tactics? https://steamcommunity.com/sharedfiles/filedetails/?id=2918874293
My guess was going to be "that's definitely for sure adding a ton more work" but also I don't actually know what godot's 3D tools are like. But I'm not holding my breath.
There's that uncanny valley between sprites and 3D that's the doom of many a project
exactly
Sure is. That's why I do the models cartoony for TTS. You're not generally looking up close. Better for silhouette identification
yeah you've done a great job with these! I don't mean that they're not good, I love the style.
they make me think of papercraft versions
Exactly what I was going for
I just don't have confidence we could pull of a full-3D game stylistically as well as we could a billboard mix
maybe another team could someday
or like mods, gods willing
though I did say that about 3D in the first place, and I was wrong there
I think a good thing to think about as an example is the old sprite based Pokémon vs any 3d Pokémon game
Imagine if the 3d Pokémon models didn’t have animations, they just got transformed the way the 2d sprites were in the 2d games
Very much so. When you have simple sprites your brain fills in the gaps. The closer to real you go the more likely it will be to be uncanny if you miss
Expectations of animations for everything, weapon loadouts... etc. Yeah. 3D is the uncanny valley of doom
Yeah bingo. Not impossible to make still 3d look good, but it is more work
Something like these is at once incredibly cool and unimaginable amounts of work I reckon (credit to /u/QuadOrion)
Closest I can think of is darkest dungeon ii’s blending of dd1 animation style with normal animations
I have to resist the urge to do a potshot here, because the 3D models have so much less character than the Gen V animated sprites
Well, the point was less about one or the other being better and more that they not on equal grounds and can’t solve problems the same way
Dang, those are awesome. Were they made for something specific do you know?
I think they had planned to do a full set for all the mechs. I also remember there being someone who wanted to do a Lancer videogame, but Massif declined a partnership so they opted to make their own mecha game, but I'm not sure if they're one and the same
OK so I'm second-guessing my kneejerk "no" reaction because I've been wrong a lot recently vis-a-vis 3D and I've been charmed by your papercraft style. I just threw a few into my art test scene to see how it'd look in-engine
o_o
it's like not as strong a "no" as I'd originally thought?
I think I need to think about it
Well: The ones I've already done are free to use.
if we decided that 3D models are something we'd be interested in pursuing we'd absolutely pay you for 'em
but I need to talk to Carpenter about it
Oooo. Very cool
It's worth noting they're a bit junky if you look at them from below, but I don't think that's an issue for you XD
I can see the edgesplit that TTS needs to display hard edges is doing weird stuff in Galdot. *stops analysing for now
I don't know what an edgesplit is but you might be seeing the fullscreen pixel-edge shader shader I have for terrain
with and without that shader
anyway thank you for reaching out with this! very cool, I feel like I'm being dragged kicking and screaming into 3D land. I'll DM you after we've had a chance to digest it as a possibility
I double-checked and they indeed were https://www.reddit.com/r/LancerRPG/comments/n94yoq/mech_3d_model_pack/
Oh, that was for a lancer video game too? that's very weird that they felt the 3rd party license wasn't good enough.
Rare instance of "Fortune favors the bold" when it comes to copyright law here
I was about to agree with you re: the 3rd party license, but I wonder if that actually predates the license.
@alpine sorrel I hadn't been following Lancer much due to life being busy, but I just wanna say that the recent update made me really happy that you had an happy accident falling into the 3D mapping.
Mobile reddit is only giving me "3 years ago" as a timestamp, but that's the right ballpark.
Sounds like you really did a good job keeping this project modular and flexible for yourself .
Weird, considering this was posted 2 years ago
But yeah, they were linked the 3rd party license
(Well, 2 going on 3, weird that mobile rounds up while desktop doesn't)
Tortuga, my love
Just wanted to wish everyone here a happy new year and a happy 3d maps
realized the round stickers were just the right size to go on my 2ds' clear shell
Oh, nice. That's a good fit
Very satisfying
old lady mech pilot from the trailer inspired this sprite im making for some custom Mech Engineer portrait sprites
Art test with 3D vs sprite billboard environmental props
Those trees…
i love the sense of scale
yeeee
Are any of those trees 3D? Billboard looks great for any props which are 1 square and you can't stand on, tbh.
The trees look pretty much perfect
The bottom trees are billboards and the top ones are models
I really like both of them, but I do think the top ones fit slightly better.
I honestly had trouble telling the top ones weren't also billboards.
here it is with rotation
Even seeing this, I don't have a strong opinion which direction we'll go yet.
tree dimensional threes look very good
3d tree pros: it makes the mechs pop out more (though that might partially be the difference in lightness in this test)
3d tree cons: they look... more lifeless to me? it's clearer that they're just polygons. Could possibly be improved by adding leaves via shader magic
making them sprite billboards would also allow for easier custom maps, right?
I think it's pretty cool to have everything 3d except the mechs, since you have 3d buildings already
Feeling strongly in favor of the billboards
as it currently stands i like the look of the billboards better but i can largely chalk that up to the aforementioned lifelessness of the 3Ds
Should be the same either way, there'll be like a forest terrain you can put on a tile and the trees will auto populate there.
Re: lifelessness. I think it's that 2D feels more... representational, like a sprite of a tree in this context is not a tree, it is an area of foliage that your imagination imprints on, while a 3D model is what it is, being more concrete and thus "limited". I'm not sure to what extent this is a "problem", or how far you can bend one to go in the other direction, but that's my take on it.
I wonder if a thick layer of ground foliage would do something for that? Not so much a goblin could go missing, but enough that they're wading through
i think the billboards work better because theyre a similar style to the mechs, so they feel like, idk how to say it exactly, layer differentiating?
like the buildings and the ground are 3d, they're Ground, they're the Map
and trees and mech are sprites so they become Terrain and Object and Character
it's like how in animation you can tell which book has the hidden door mechanism because of the cell it's drawn on and i like that stylistically
yeah, that makes sense!
I was thinking in terms of "simple pixel art is easier to edit / riff on / make", but that's also true
@crimson merlin sent me a tree mesh that was a better match for the sprite, added a basic wind shader to get a rough feeling-sense:
HUGE
I tried the ground foliage idea and not a great idea. >_>
Having this sort of visual hierarchy makes a lot of sense to me. If visually we come up with something that roughly fits, it's something I'd love to lean into to help with map legibility.
like 3d = obstructions, 2d = terrain information
which would mean jericho cover and kobold slag piles would actually show up as 3D blocks
Oof. Deployables. Drones, false idols, burning craters...
It's maybe not too relevant but 2d models would make any modding attempts by folks easier, but not sure how practical that would be a thing to consider
throwing a +1 for the enjoyment of the idea of sprites being interactive things
idk why but to me it kinda looks like the trees are breathing, kinda uncanny valley somehow?
its because they're synced atm, in terms of animation
Very very WIP of being able to draw terrain tiles in the mission editor
that looks satisfying
being able to paint multiple layers and fancy terrain props is gonna be so fun I think
Looks easy to use so far

be still my weary heart
I can't get over how good the shift to 3D looks. it feels so natural for this game
Best executed feature creep I've ever seen
look
if this means I get to make cool little 3d assets and I can get access to the map editor
I'm happy as a bee
not entirely sure how true this is nowadays, when stuff like blockbench exists and people have been making minecraft skins for a decade
simple 3d is a lot more accessible
no but they teach how textures work
My concern is not textures, its modeling
and once you know how textures work making really simple models in blockbench is very accessible imo
But like I said, it's maybe not worth considering when deciding if they want to go 2d or 3d
cause you also learn how much you can achieve just with a cube and a texture
both, both is good
Kinda hoping that the mechs stay 2D sprites tbh, I really like the aesthetic of the sprites running around on a 3D background, plus it makes things like weapon animations or even loadouts easier to justify in my head.
Yeah that's a big pro to sprites; I think they're more forgiving in letting the mind fill in the blanks
I gave @crimson merlin a Godot scene with our rendering settings and he's been doing some pretty cool model/pose tests, but we still are thinking it through which way we wanna go
(so if he posts some gifs that look like the game, it's not in an Official capacity yet)
currently making it so it'll only paint one new layer up at a time until you release the mouse button, at which point it recalculates elevation and you can paint on top of your new blocks
That's pretty sick. Are player mech spawns static?
Had just forgotten to also update unit positions after terrain
It might end up being a bit more responsive when I optimize it to only recalculate for the tiles you've actually changed instead of the whole map every time
[aggressive simcity terrain noises]
This kicksass
Could it be possible to set terrain to a higher height off the bat?
probably technically? I'd want to see how a larger brush size works with this system first, because that's another setting I'd need to set and check in the UI
That terrain painting looks incredibly satisfying
Poses are nice and easy to pick in godot, and much less costly in dev time than full animations. Think Darkest Dungeon where you have a static pose, attack pose, and recoiling from damage pose
omg is this based on the barricade token from retrograde
Yep
my beautiful cube-printing boy
I love the concrete mixer sprite that Olive has been using too
Eyes and glowing bits glow. Materials let you change colors on the fly without new textures
are y'all exploring full 3d at the moment?
@alpine sorrel gave me a copy of the visual scene so I could experiment. A decision has not been made
did y'all make a rough sketch of the tokens, or is that an asset pack from somewhere?
ah so modular coloring would be fairly difficult then
i was wondering if i should maybe use it to make tokens for my table in the future
For TTS I make them primarily white, so you can tint them - with lights and weapons excluded
Godot allows multiple materials, so figuring out a way to set primary, secondary, trim, equipment and lights colors
Shaders for that kinda thing seem like fun to make
Not without getting into unity bundles. Have made several attempts at that, but bounced off each time
Calling it for the weekend, but I'm pretty happy with how it's coming along.
It looks so good!
this is beautiful progress
Being able to watch this happen is so cool
It's definitely more fun to work on stuff that gives visual progress than raking data around in the backend
The new Lancer Tactics map looking hot. (Jokes aside, that mapmaker looks really snazzy.)
Fantastic suggestion from Tumblr
yeeeeees
If this gets added, it would also be nice to have an option or two for a basic cursor
It probably won't be the cursor itself; I'd want to see if I can work one into the UI like how Crocotile3D has its lil guy hanging out working as the axis orientation widget
Static poses test. I can't change them at runtime, so this is just in the editor without the shader. Idea is sort of like Darkest Dungeons you have a frames. Idle. Attacking. Taking a hit.
I know it would be quite a bit more work but DAMN those 3D mech models look amazing and would be so cool fully implemented
They look very damn smooth
honestly the 3d models looks super neat but im not entirely sure how to feel about them in this game tbh
for one itd make modding in homebrew stuff much harder to get a foot in the door
compare the number of mods made for Darkest Dungeon 1 (2d sprites) vs Darkest Dungeon 2 (3d stylized models)
I mean 2 came out last year right?