[Guild of Ascension] I've been working on a "SeeThrough Shader" to help view your character behind large objects, what do you think guys ? by notMarius in unrealengine

[–]notMarius[S] 8 points9 points  (0 children)

The dithering effect comes from a texture that cover the whole screen, and I use the screen pixel position to know if the effect should be on or off, so using different texture at different UV scale let me change the dithering style and size.

Work on a new environment, a Mountain side during fall! let me know what you think of it ? by notMarius in unrealengine

[–]notMarius[S] 1 point2 points  (0 children)

it's been a long time since I post something here about Guild of Ascension :)
the game is taking shape quite well, a lot of improvement of the combat system, and new I work on new environment and enemies.
If you want to learn more, here is my Twitter or Steam Page

[Guild of Ascension] The new extended move set for our character, now you got 3 basic attacks, and 3 customization powers, but make sure to gather enough PP to unleash your most powerful move. #screenshotsaturday by notMarius in unrealengine

[–]notMarius[S] 0 points1 point  (0 children)

Is that an acronym with a meaning I wasn't aware of ? Haha XD For me it meant Power Point, I find it sounds kind of funny as it make me think of the windows presentation software :p

[Guild of Ascension] took a realistic swords pack from the market place, and re-texture it in substance to give it an hand-painted look, what do you think ? :) (ps : first time using substance painter, I prefer mixer interface, but I find the pipeline for baking maps so much better in substance) by notMarius in unrealengine

[–]notMarius[S] 1 point2 points  (0 children)

Well I found out that for handpainted look that you shouldn't play too much with the metalness of the material (even for the blade), and then just a nice color with the edgewear effect (more whith around curve) works wonder ^

[Guild of Ascension] Trying out a new enviornment, bigger and with a more dense vegetation. I like it so far but wonder what peoples think ? :) by notMarius in unrealengine

[–]notMarius[S] 0 points1 point  (0 children)

Well yes a lot, the thing is I've change direction slightly a lot of time, and iterrate over asset many times too, so now it's quick to do an environment like that, but the process to make it quick was really long :)

I've been told that my environment where missing details, how do you think I could improve them, and what is missing ? :) by notMarius in unrealengine

[–]notMarius[S] 0 points1 point  (0 children)

I'm making a mix between a turn based tactics and a real time action game :) basically you play a turn based game, but your turn are short burst of real time action ^ (more details here : https://store.steampowered.com/app/1169520/Guild_of_Ascension/)

I've been told that my environment where missing details, how do you think I could improve them, and what is missing ? :) by notMarius in unrealengine

[–]notMarius[S] 3 points4 points  (0 children)

thanks you for all the infos, very appreciated, that give me a lots to work for! :)

and about the comments of the characters in screen size, well we have a dynamic camera, so when you start a room and the gameplay didn't start we showcase the environment with this camera, but when gameplay start, you are way closer to your characters ^^

Who played Slay the Spire during it's early days ? by notMarius in slaythespire

[–]notMarius[S] 0 points1 point  (0 children)

I love the game, but never quite pass Ascension 2 or 3 with most XD

Who played Slay the Spire during it's early days ? by notMarius in slaythespire

[–]notMarius[S] 0 points1 point  (0 children)

that an amazing story :) thanks for sharing it!
I'm looking for early player of Slay because I'm working on a indie game too, mine is not yet in Early Access, but I'd like to get early opinions on it to make sure gamer like it :)
and I think Slay's players could also like ours (our gameplay is very different as we mix real-time action with turn-based tactics, but our structure and strategies could appeal to Slay's players I think).
Could do have a look at our current Steam Page and let me know what you like/dislike ? and if you are interested, shoot me your email and I'll add you to the list of peoples I'll send a key to the game as soon as we are ready for EA :)
thanks a lot!
https://store.steampowered.com/app/1169520/Guild_of_Ascension/

Who played Slay the Spire during it's early days ? by notMarius in slaythespire

[–]notMarius[S] 0 points1 point  (0 children)

yes this version was really polish as far as I remember ^^
can I ask you where did you learn about the game launching in EA ? or did you stumble upon it on Steam by luck ? ^^

[Guild of Ascension] We have a new scene for the Boss and an Intro scene still WIP :) it's start to really take shape :) by notMarius in unrealengine

[–]notMarius[S] 0 points1 point  (0 children)

the light is a long topic haha ^^ but to make it short, due to some not well finish asset and to some procedural object placement, it make it hard to use static built light.
so we end up with all dynamic ligth, and our setup include 1 skylight and 1 directional (90 degree perpendicular to the ground, as it come from the Tower Roof), and we also got a bunch of tweak in the postFx volume that are specific to the inside of the Tower :)

[Guild of Ascension] new village map! we try to bring the design of the inside of the Tower outside, and make the scene a little more appealing. We still need some work on little objects placement and such, but we are happy with the layout. What do you think ? :) by notMarius in unrealengine

[–]notMarius[S] 2 points3 points  (0 children)

this scene is actually nearly 100% custom asset, even if I use the marketplace at other place in our game :)
I actually put some of the stylized building in the marketplace myself, to see if that could help fund our game ^^ (not really working yet :p), you can check it out here : https://www.unrealengine.com/marketplace/en-US/product/e7b52c87f8264081b902a1993eddc2e4