Poll

What are you impressions ?

Really bad
1 (2.4%)
Annoying
0 (0%)
Could be better
10 (23.8%)
Good
10 (23.8%)
Excellent
21 (50%)

Total Members Voted: 42

Author Topic: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 05/31)  (Read 115772 times)

NT1

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
« Reply #15 on: August 28, 2013, 10:08:03 AM »
keep it up!  I can't wait to play a more complete version of the map.

Linaru

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.5
« Reply #16 on: August 28, 2013, 07:27:28 PM »
Thanks you Mayek ! ;)

For this sound problem, we're searching this, it'll be fix in the 0.6 version for sure :)

i believe the sound you are using is from my crumbling castle scene?  i have noticed when this sound is set to loop the disable sound script does not seem to stop  it playing.
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Stabaddey Stabaddey Zap
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Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
« Reply #17 on: August 28, 2013, 07:30:36 PM »
Oh really ? I didn't made this map, so it's possible, 'cause we learned how to use the editor thanks to your tuto and custom campaign :)

KptnKook

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
« Reply #18 on: August 28, 2013, 08:37:11 PM »
I like it so far.. couldnt see much, since hammerwatch seems to have crashed.. i couldnt find your game aferwards.

maybe you should guide the player more with some directions or minimaps, to give them a basic overview about exits etc.
but i know, you already have that in mind..

i also would love to know how you managed to make the direction-decision for your language setup. that's great, you could be able to add dialogue player decision dialogues into it! i ll check that up right now!

any way to share the source to see how you made this?

keep up the good work..


« Last Edit: August 30, 2013, 10:23:32 PM by KptnKook »

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
« Reply #19 on: August 28, 2013, 08:50:02 PM »
Oh it was you Kook.

Yes the game crashed... But it never happened before, we were searching the reason, but didn't find anything.
For the language selection, it's just a prototype, and we'll just add flags to choose texts, it's not working for the moment because we focus our work on other things.

We don't want to share our work for now, because it's still in developement. Maybe we'll share it when the campaign will be better, much complete.


Edit1 : 0.7 coming in some hours :)
« Last Edit: August 28, 2013, 10:15:27 PM by Xeronkar »

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
« Reply #20 on: August 29, 2013, 12:14:16 AM »
Uploading 0.7

Check the patchnote :)

Edit1 : Uploading 0.7.1 to fix a little bug
« Last Edit: August 29, 2013, 12:34:01 AM by Xeronkar »

Hipshot

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
« Reply #21 on: August 29, 2013, 11:18:28 AM »
Played it with myran last night, we really like the improved town here, that you don't need to teleport to the vendors, that's just no need to do it.
I was thinking, you could really do some more heavy parallax clouds, like real clouds instead of that mist you have now, would be pretty cool if done properly.

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
« Reply #22 on: August 29, 2013, 02:09:56 PM »
Hum nice idea !
I think we'll add it later, now we're working on a 3rd dungeon for the 0.8 ;)

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
« Reply #23 on: August 29, 2013, 02:33:44 PM »
So, for now, we'll add lot of new features in 0.8. Won't tell much, but prepare yourself, you'll have lot of surprises ;)

Edit1 : I'm wondering if i publish a 0.7.2 version with some features, or wait to finish dungeon for 0.8. What do you prefer ?
« Last Edit: August 30, 2013, 03:49:50 AM by Xeronkar »

KptnKook

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
« Reply #24 on: August 30, 2013, 02:03:01 PM »
the red map stronghold after a while started to lagg... was it because of to much spawning enemies? or the clouds? after a while it was almost unbplayable... did it work out for you?

by the way, music changes everytime you get inside or outside a shop...  but since the players are not distinguishable for the system the music toggles back and forth.. maybe you should have only one song in town, until the players are unrelated to each other. ::)

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
« Reply #25 on: August 30, 2013, 02:06:13 PM »
We're working on this shop issue, and we've just found a solution, it'll be better in 0.8 promess :)
We'll also reduce a little the map lag problem in the volcano, but i don't have any lag

Eternahl

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
« Reply #26 on: August 31, 2013, 12:28:19 AM »
Just because i think it's funny, there's our first village through the editor :


Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.7.1
« Reply #27 on: August 31, 2013, 01:21:55 AM »
0.8 released !

We've done lot of work on it, so please don't be afraid to give us feed back :)

Stumperific

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
« Reply #28 on: September 01, 2013, 06:15:03 PM »
Only feed back I can give is: This is the best fracking mod ever! PLEAAASE finish it... or don't, just keep making more and more until you have an entire world to explore more vast than "Secret of Mana"!

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
« Reply #29 on: September 01, 2013, 06:26:11 PM »
Ahah ^^
I'm glad you enjoyed it so much, we'll keep working on it, i really enjoy to make more and more custom stuff, and i want an entire new giant campaign at the end ;)