Sacre's Graphics. New stuff, kinda.

Forum for alternative clients, mods & discussions on the same.

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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby SacreDoom » Tue Feb 01, 2011 9:54 am

burgingham wrote:Mabe you guys working on the game should link the forums in your sig?


Good idea, didn't even think about it myself. :oops:
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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby Anaklumos » Tue Feb 01, 2011 10:24 am

Oh Sacre, you so funny :D

What're you cooking up next for us? Troll cape/skull helmet? Maybe some fancy weapon? :)
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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby SacreDoom » Tue Feb 01, 2011 10:41 am

Anaklumos wrote:Oh Sacre, you so funny :D

What're you cooking up next for us? Troll cape/skull helmet? Maybe some fancy weapon? :)


I wrote:I'll be updating with some stuff soon, Got a boar hide cape sketched, aswel as a 2-hand sword :) . meanwhile go to the forums, nao. ;)


:)
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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby jgudge » Tue Feb 01, 2011 1:38 pm

I went to your forums, i like the screenshot of gameplay.

I'd like to be a beta... Let me break your game, please?
George Carlin wrote:The real reason that we can’t have the Ten Commandments in a courthouse: You cannot post “Thou shalt not steal,” “Thou shalt not commit adultery,” and “Thou shalt not lie” in a building full of lawyers, judges, and politicians. It creates a hostile work environment.
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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby Jackard » Tue Feb 01, 2011 5:46 pm

i dunno first screenshot looks p bad, like they are copying features without knowing why they were done that way. especially the interface, why would you ever seek to emulate hnh in that regard? hnh has a terrible interface. and if the setting is steampunk, why are they starting with a forest environment?

do they even have a design doc?
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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby jorb » Tue Feb 01, 2011 6:16 pm

There are a lot of games that have worse interfaces than H&H, and the one you designed is not better from the perspective of implementation or usability. That's not to say that it doesn't have it's flaws, because it does.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby Potjeh » Tue Feb 01, 2011 6:18 pm

jorb wrote:There are a lot of games that have worse interfaces than H&H

That's not a very good excuse.
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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby jorb » Tue Feb 01, 2011 6:22 pm

It wasn't an excuse.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby Jackard » Tue Feb 01, 2011 6:27 pm

jorb wrote:There are a lot of games that have worse interfaces than H&H, and the one you designed is not better from the perspective of implementation or usability. That's not to say that it doesn't have it's flaws, because it does.

mine was mostly placeholder for stuff that seemed hardcoded. now that our custom client a separate chatwindow, hotbar and minimap, something i wanted to begin with but didnt think possible, i am much more content.

there are still many improvements that could be made, but there is only so far we can go. frankly if i was designing a game for two years and it still had some of these issues i would be pretty embarrassed

enders is a pretty cool guy
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Re: SacreDoom's ugly art.Embarrasing recruitment, cave cliffs..?

Postby Lightning2 » Tue Feb 01, 2011 11:31 pm

Jackard wrote:i dunno first screenshot looks p bad, like they are copying features without knowing why they were done that way. especially the interface, why would you ever seek to emulate hnh in that regard? hnh has a terrible interface. and if the setting is steampunk, why are they starting with a forest environment?

do they even have a design doc?


We only started 3 days, give it a break it was just a simple throwing everything in one piece for a second. :|

...can't even walk yet.
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