If you message me on Reddit I'll respond there!
https://www.reddit.com/user/Aggravating_Ant1516/
I've not got around to setting up a discord yet
If you message me on Reddit I'll respond there!
https://www.reddit.com/user/Aggravating_Ant1516/
I've not got around to setting up a discord yet
Thanks so much! I'm planning to do a devlog at some point to go into detail about how the units are animated/drawn with some gifs or something because it's a bit technical, but here's a brief summary:
The units are all drawn using 2D primitive shapes, a circle for the head, rectangles for thighs, shins etc. I move the legs and arms using inverse kinematics for the knee joints and procedural animation for the run cycle and foreshorten the limbs depending on the direction they're facing to give the illusion that they are actually turning in a sort of isometric 3D. The position of joints like shoulders and hips are also rotated about the centre in a sort of oval shape as they rotate so it really looks like the unit is turning.
I then add some highlighting as if they're being lit from the top left, some dithering between the different colours, and quantise the render into a pixel grid to give the pixel art impression.
All of that runs in a fragment shader for performance reasons so all of the maths is done on the GPU!
Thanks for checking it out, and thanks for the useful feedback!
The web build is really not well optimised and is quite constrained with godot, so I think it can freeze sometimes. I will try and improve that a bit!
I've got a change incoming that puts the various 'army, inventory, factions, quests, skills' buttons in a bar at the bottom of the screen. I hadn't even considered that players had to magically know that tab opens the menu.
The economy needs some real balance work to make these kinds of materials available. I'll look into these idle villagers and beat them into order!