I don't really like playing Vel, i can't really put my finger on why though.
Welp, now you guys know what I've been working on for the past... forever!
Hope you guys like it! I'll be scanning this thread for direct feedback periodically.
Nome as in Riot Nome? :OWelp, now you guys know what I've been working on for the past... forever!
Hope you guys like it! I'll be scanning this thread for direct feedback periodically.
dam that looks exactly like smite
The map is still super in-progress, so a lot of the values and colors may change before we go live (we haven't even done a lighting pass yet!).I like the models but I guess the graphics could be a bit brighter.
Less Dire, more Radiant. Turn the lightness on those greens up
It looks amazing dude, can't wait to try it on PBE.
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Here's a video that shows how sexy it looks
Looks sweet. Can't wait for a video so I can see it in action.
WOAH WE HAVE SOMEONE HERE THAT WORKS FOR RIOT?Welp, now you guys know what I've been working on for the past... forever!
Hope you guys like it! I'll be scanning this thread for direct feedback periodically.
OH SHIIIII
Looks similar to another game.
Nome said:Welp, now you guys know what I've been working on for the past... forever! Hope you guys like it! I'll be scanning this thread for direct feedback periodically.
garath said:The champs look tiny on the map
The map is still super in-progress, so a lot of the values and colors may change before we go live (we haven't even done a lighting pass yet!).
alright time for the hard-hitting questions:
what's the new thing called that's replaced the wight and is it in fact a flan.
(also those animations are super slick, do they change the gameplay of the camps much? i.e. do I have to wait for those to start killing the things?)
Awesome. Looking forward to it! I love that the map also has a horizon on it's edges, like the Howling Abyss. Amazing job.The map is still super in-progress, so a lot of the values and colors may change before we go live (we haven't even done a lighting pass yet!).
The map is still super in-progress, so a lot of the values and colors may change before we go live (we haven't even done a lighting pass yet!).
mr. toadalright time for the hard-hitting questions:
what's the new thing called that's replaced the wight and is it in fact a flan.
(also those animations are super slick, do they change the gameplay of the camps much? i.e. do I have to wait for those to start killing the things?)
TT and Dom have been more of a passion project for us than a part of our job responsibilities. So yeah, while I've been busy with this project (and on the Clarity team with Rayven, another Gaffer), he's taken over the project. Scarizard (another designer) is working with him as well.Dawngate? j/k
So is that why WolfMan has become the point guy on TT and Dom? Map certainly looks great in the pictures.
The spawn animations are pre-rolled before the proper spawn times (e.g., Blue is still targetable at 1:55). The big pudding replacing Wight is called "Gromp"... it's a fat frogalright time for the hard-hitting questions:
what's the new thing called that's replaced the wight and is it in fact a flan.
(also those animations are super slick, do they change the gameplay of the camps much? i.e. do I have to wait for those to start killing the things?)
The actual spawn is when the mob flashes, right?The spawn animations are pre-rolled before the proper spawn times (e.g., Blue is still targetable at 1:55). The big pudding replacing Wight is called "Gromp"... it's a fat frog
Here's a video that shows how sexy it looks
WOAH WE HAVE SOMEONE HERE THAT WORKS FOR RIOT?
THATS FUCKING COOL
OH SHIIIII
Welp, now you guys know what I've been working on for the past... forever!
Hope you guys like it! I'll be scanning this thread for direct feedback periodically.
On this video however, I think it looks much nicer.
Yep, and with the changes Riot has been making (jungle XP, healing inhib towers, etc.) I feel, perhaps ignorantly, that it has become harder to snowball, harder to hold a lead, harder to end a game before 30+ minutes, and harder to catch up when behind. This leads to situations where even if you consistently do well early game, it might come down to semi-random odds about which team throws late game. I had a game recently where a Sona did something like this -- didn't ult near her team ("Blitzcrank silenced me"...but isn't Blitzcrank silence only 0.5 seconds? And then she walked...5+ seconds away, and THEN ulted once all teammates were dead or gone?), late game instant inhib/tower/tower/tower/nexus kill, game over.whenever I play solo ranked, I feel like it's a lose lose situation. There's always at least 3 people threatening AFKs when the game starts and when I do somehow manage to win, it's because the other team threw harder than mine.
I mentioned previously that we haven't done a lighting pass yet, but we did choose to lower the saturation on the ground plane to let particles and characters stand out more. In fact, all of the recent VUs and champions are being designed around the map's color layouts. You'll be pleasantly surprised how much more readable the game becomesIt definitely looks nice! From the pictures, it looks like it could be a bit too muted colors.
It definitely looks nice! From the pictures, it looks like it could be a bit too muted colors.
On this video however, I think it looks much nicer.
I am sort of echoing what others have said: Though it looks clean and nice in some sense, it looks very much like a DOTA 2 clone graphically, and specifically it has the very soft/muddy/muted colors that are one of the major things I don't LIKE about DOTA 2 graphically.I mentioned previously that we haven't done a lighting pass yet, but we did choose to lower the saturation on the ground plane to let particles and characters stand out more. In fact, all of the recent VUs and champions are being designed around the map's color layouts. You'll be pleasantly surprised how much more readable the game becomes
I mentioned previously that we haven't done a lighting pass yet, but we did choose to lower the saturation on the ground plane to let particles and characters stand out more. In fact, all of the recent VUs and champions are being designed around the map's color layouts. You'll be pleasantly surprised how much more readable the game becomes
coolI mentioned previously that we haven't done a lighting pass yet, but we did choose to lower the saturation on the ground plane to let particles and characters stand out more. In fact, all of the recent VUs and champions are being designed around the map's color layouts. You'll be pleasantly surprised how much more readable the game becomes
I mentioned previously that we haven't done a lighting pass yet, but we did choose to lower the saturation on the ground plane to let particles and characters stand out more. In fact, all of the recent VUs and champions are being designed around the map's color layouts. You'll be pleasantly surprised how much more readable the game becomes