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Спільнота продемонструвала свою зацікавленість цією грою. Valve зв’язалися з розробником та розпочали підготовку до релізу гри у Steam.

No Heroes
3 вересня - Drunken Lizard Games

I've given this a lot of thought and i've decided that there will be NO micro-transactions in No Heroes.
I'll give more details soon :)

25 серпня - Drunken Lizard Games

Hello everyone,
This is a very large post, so take your time to read everything and see how the game is progressing

It's been awhile since the last post, this is because i have been working only on the networking part of the game.

Here's how things are:
- Database working perfectly,
- Lobby server working well. Still have to implement Login by Steam, but i can't work on that part until i am able to work with Steamworks
- Game Servers are progressing very well, Authoritative
- Stats are tracked
- Very easy to create/edit Game Modes,
- Client working well ( Menu, player info, stats, unlocks )
- Will be working on the Multiplayer Gameplay aspect of the game very soon

Besides the networking stuff, i'm also reworking almost everything on the game ( like i explained on post i made before )

That's how things are right now.

Just so you can compare to what was done before this networking rework, here's how it was:
- No Database,
- No lobby server,
- No Game Servers,
- Networking was Peer-To-Peer, easily hackable,
- Inconsistent,
- No Game Modes,
- Stats weren't tracked,
- No Ranking or unlocks,
- No multiple loadouts,
- Most of the code was hard coded, meaning it was almost impossible to extend and re-use code,
- Primitive Menu with simple functionality,
- etc, etc, etc.

As you can see, many things have been done.
Very soon i'll be working on the core gameplay, changing and improving many other things, like player movement, weapon handling, better destruction and many more.

I will also be changing "Premium Points" to "Cosmetic Points" and "Game Points" to "Unlock Points". This will give a better description and first impression to what these Points mean.

While during the week i work on that, during the weekend i don't have my main PC, so if i have some free time during the weekend, i take the time to experiment on other features ( using Unity indie on my old laptop ).
This time, i've been working on destruction meshes and blending of destruction textures, and i'm pretty happy with the results i'm getting.

This wall was made really really really fast and only for testing/prototyping, so expect the quality of destruction meshes to be higher in the game.

Hope you now understand how things are progressing and why it's taking so long to develop the game ( Many mandatory functionalities and frameworks needed and still need to be added )

Thanks for the support :)

20 червня - Drunken Lizard Games

Here it finally is!

Here's the new and biggest update of No Heroes, #44

Hope you enjoy the current state of the game
Support by sharing and rating the video


Changes in this update:
- Island has been remade, making it much more believable,
- The map is still WIP and will be almost 2 times bigger than before,
- New Dynamic animations when player is not performing certain actions,
- Various animations while sprinting,
- Improved reticle effect,
- New gun sounds ( still place holder ),
- New particle effects,
- New and more believable destruction objects,
- Using a new Terrain Shading Solution, amazing improvement over the old one,
- Now using Physical Based Shading,
- Using a new Weather and Day/Night Cycle Solution,
- Lights switch On/Off during day/night transitions,
- Added Natural Bloom,
- Fixed IKs inside Unity, Arms look much better and more natural than before,

- It's also possible to retract or extend the stock of weapons in real-time inside the game
I forgot to include it in this update, but you can check it out by clicking here to see the video

10 червня - Drunken Lizard Games

Here's an early look at the, basically new, improved island. The image was taken right inside the editor, without post-processing effects.
It's still work in progress. This improved island will be almost twice as big as the old one.

I'm preparing things for the next video update while also adding new destructible objects and structures.
I also improved performance, adding on average 20fps while maintaining the same look.
It's also possible to change Terrain's shading quality for faster performance.

One big, not so big change is the complete removal of vignetting post-processing effect. the final image is much better without it.

----- Other Updates -----

---- 06/06/2014

Make your own pathways in No Heroes!

Excited to show the new destruction and new map very soon.
I might also make the new, long overdue, Video Update #44. ( maybe next week or the week after, depending on what i have to show )
I will reserve the new multiplayer framework and scripting remake in the update #45.

The island was also drastically changed, improved and scaled. Has a much more realistic feeling.

---- 28/05/2014

Hello Everyone
Finally have a little more free time now, after finishing my last test yesterday. Won't have any summer vacations because of my internship though.

I've been looking at how destruction is usually done, and looking at some real life references, and i think i'm getting a better handling of destruction meshes.
Here's a comparison (using my amazing Paint skills ) of an old destructible object and a new destructible object.
I'm also going to make a new (maybe large) post soon, describing what i've also been doing besides the coding part, what was changed and added to the game.

---- 21/06/2014

For the last years, you have come to know me as that faceless person from DLG called Tiago. ( for those who didn't see the old vlog )
So i set up a personal twitter account.
You can follow it at twitter.com/Tiago11F

I don't usually tweet much though.

There's also the DLG twitter if you didn't know about it:

Remember to follow me on Facebook to get every update as it comes out:

Hope you like what you see and thank you for your continued support :)


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