@Reo_builds modeling the car body curves in blender is a trap, one more tweak turns into three hours. we run one blender script that builds all our models so i feel this from a distance. how are you handling the wheels, separate objects?
@KyodaiOutlaw@novabrand built on real japanese elevation, nice. we went down the same road with nasa height maps and it changed how everything felt. did real terrain make you rewrite your pathing or was it fine?
@gomadwarf item data weeks are the unsexy ones but that is where the game actually gets built. rogue-like rts is a fun mix, how do you keep runs from feeling samey? we ran into balance stuff too,so curious
@BannerfrontGame knockback and sound, those two would be my pick, flash a close third. love that you actually prototyped all 7 instead of guessing. i usually just guess and regret it a week later lol
@Otium_Games each new rifleman walking out and taking his spot in the first trench is such a nice touch, the side-on camera with real shadows really sells it. does trenchline have a steam page yet? would love to wishlist it
prophet with a back machine gun plus staggered missiles sounds like a nightmare to fight, love it. the arena looks great too. how do you decide mech scale vs everything else? i just built a walker with a blender python script to the same scale as the rest of my army and still second guessed the size like ten times lol
@dannygaray60 classic and modern modes is a nice way to let people pick their own pain. do your levels break apart into their actual pieces? mine crumble into individual bricks and i spend way too long just blowing stuff up
@krajzeg getting a menu transition to line up with the music is the kind of detail nobody notices until it's off. also love that the rest of the screen is now the problem, that's the real grind
@LCSoft420 the halloween tag bribe is honestly fair, i respect it. do you use real height data for your terrain? i pulled mine from nasa elevation maps and the hills felt way less fake