Week 82 - New Knight Design, New Health Bars

Hello everyone! We were getting some comments about our health bars being confusing, however we needed to keep them confined to a small amount of screen space so normal bars were not an option. This week we cast a vote to see if all of you thought it was a good idea to change the health bars to hearts, and with no objections the vote passed! So here we are!

We are quite happy with how they turned out! We also felt that the players health should always be red so we changed the color too! Due to the new shape we were also able to make them just a little bit bigger. We are very happy with this change so thank you to everyone who voted!

We are quite happy with how they turned out! We also felt that the players health should always be red so we changed the color too! Due to the new shape we were also able to make them just a little bit bigger. We are very happy with this change so thank you to everyone who voted!

I also created a little death animation for the new health bar.

I also created a little death animation for the new health bar.

Kiril redesigned the knight this week. He made his armor more realistic, fixed up the tell for his attack animation, and reshaped/animated his cape. We are very happy with the way he turned out! You may also notice that most team colored units also have opposite secondary colors now. For the blue team this means their secondary color is yellow.

Kiril redesigned the knight this week. He made his armor more realistic, fixed up the tell for his attack animation, and reshaped/animated his cape. We are very happy with the way he turned out! You may also notice that most team colored units also have opposite secondary colors now. For the blue team this means their secondary color is yellow.

That’s all for this week but check back next Wednesday for more! Also if you are reading this and you haven’t joined our discord please jump in and say hi!
https://discord.gg/wpNg4xM

Week 81 - Building Construction

This week we are transitioning into a slightly different way of posting. I’m no longer going to take the time to create excess combat GIF’s for entertainment. From now on the dev log will only contain totally new content. This will give us a little extra time meaning we will be able to get the game done faster. It is also likely that soon we will switch to large monthly announcements instead of a weekly log.

However we will still have a lot to show off and we intend on being more in contact with community not less. We are close to some exciting announcements so we want to finish strong and really focus on work.

Check out the effects we made for building and destroying buildings this week!

What you decide to build here will greatly effect what resources you are able to use and the power of your items/units. Some buildings even unlock new game modes.

What you decide to build here will greatly effect what resources you are able to use and the power of your items/units. Some buildings even unlock new game modes.

Check out the drawing process for the building construction VFX!

That’s all for this week! Check back next Wednesday for more!

Week 80 - Item equip box Finished, Stat Change VFX

Hello everyone! This week I was able to make a few more VFX. I fixed up an old effect as well. Kiril is still polishing units and hes almost done with the core bunch that we need for the trailer.

Same Effect as last week but I’ve cleaned up the box a bit. I Gave some things proper boarders and lined a few objects up better.

Same Effect as last week but I’ve cleaned up the box a bit. I Gave some things proper boarders and lined a few objects up better.

I added a negative comparison number and effect. This allows you to see the difference between stats when removing items. It also allows you to see the difference between two items by dropping them on top of each other and replacing the previous item.

I added a negative comparison number and effect. This allows you to see the difference between stats when removing items. It also allows you to see the difference between two items by dropping them on top of each other and replacing the previous item.

This is the effect that appears when you teach a unit a stat in the barracks. It used to be all white, and it didn’t show up well. We decided it would be a good idea to change the color, and add some lightning too it.

This is the effect that appears when you teach a unit a stat in the barracks. It used to be all white, and it didn’t show up well. We decided it would be a good idea to change the color, and add some lightning too it.

Check out the drawing process video for the stat comparison effects!

That’s all for this week! Be sure to check back next Wednesday for more!

Week 79 - Item equip UI, New Druid Design

This week I finally finished the comparison animation for the stats on items when they get equipped!

As you can see not only does this box tell you the stats of a unit before and after items, It also now briefly shows you the difference between the old total stats and the new stats of the item you just equipped. This is useful when you have a lot of other items equipped and you want to quickly see how effective one of them really is.

As you can see not only does this box tell you the stats of a unit before and after items, It also now briefly shows you the difference between the old total stats and the new stats of the item you just equipped. This is useful when you have a lot of other items equipped and you want to quickly see how effective one of them really is.

I also wanted to show that if you want to save time you don’t need to use the stat box. You can just throw weapons armor and rings on to units that have slots for them directly. This is very useful if you want to make a new army very quickly and try out a new strategy to see if it works. We really wanted to make sure you could build in both a very detailed way and also a very quick and easy way. Even when you build quickly you can still see from the images what type of item you are giving the unit and also what rarity it is.

I also wanted to show that if you want to save time you don’t need to use the stat box. You can just throw weapons armor and rings on to units that have slots for them directly. This is very useful if you want to make a new army very quickly and try out a new strategy to see if it works. We really wanted to make sure you could build in both a very detailed way and also a very quick and easy way. Even when you build quickly you can still see from the images what type of item you are giving the unit and also what rarity it is.

We also have an exciting visual change this week! Kiril redesigned the druid unit to make it more clear and interesting. He gave him horns and hooves. He also no longer wears a shirt making him a little more natural. He also now has keyed hair which allows us to change is hair color. In this fight it was important for me to keep the enemy druids away from the enemy front line so they couldn’t do any healing.

We also have an exciting visual change this week! Kiril redesigned the druid unit to make it more clear and interesting. He gave him horns and hooves. He also no longer wears a shirt making him a little more natural. He also now has keyed hair which allows us to change is hair color. In this fight it was important for me to keep the enemy druids away from the enemy front line so they couldn’t do any healing.

That’s all for this week but check back next Wednesday for more!

Week 78 - More Color Keys

This week Kiril and I keyed a bunch of units together. This is giving every unit a far more unique appearance. I also have a bunch of UI stuff I’m working on that’s still not ready to show.

So first and foremost Kiril has keyed the blade maiden and animated her hair. We picked some color ranges that we think work for her hair and made sure that the shirt was always the opposite color of the hair. I also wanted to show off the fact that you can use an army of entirely the same unit if you want to. This is a tough army to play but its very effective. You can see that the maiden on the left with the red hair has a healing ring so she can heal the others. The maiden in the center has the most weapons equipped so she does the most damage. My Strategy here is to isolate and kill the axeman while blocking his healers from healing him with my tanky maidens. You might notice that you can actually dodge melee attacks if you have given yourself enough space.

So first and foremost Kiril has keyed the blade maiden and animated her hair. We picked some color ranges that we think work for her hair and made sure that the shirt was always the opposite color of the hair. I also wanted to show off the fact that you can use an army of entirely the same unit if you want to. This is a tough army to play but its very effective. You can see that the maiden on the left with the red hair has a healing ring so she can heal the others. The maiden in the center has the most weapons equipped so she does the most damage. My Strategy here is to isolate and kill the axeman while blocking his healers from healing him with my tanky maidens. You might notice that you can actually dodge melee attacks if you have given yourself enough space.

Here are some more units we keyed this week. In this GIF I am using a friar to buff the attack of an axeman. This is particularly effective because the axeman can hit 3 units in a line so the extra attack carries through all those units he hits. I also kite the incoming army because if they reached my army at full health they would deal a lot of damage quickly.

Here are some more units we keyed this week. In this GIF I am using a friar to buff the attack of an axeman. This is particularly effective because the axeman can hit 3 units in a line so the extra attack carries through all those units he hits. I also kite the incoming army because if they reached my army at full health they would deal a lot of damage quickly.

That’s all for this week but be sure to check back next Wednesday for more!

Week 77 - Team Colors

This week we started implementing team colors for enemy armies. Kiril has been making sure all the units have color keys (a bright color that can be changed to another color like a green screen) We have enough of these cleaned up now that we can color them all to the same color. This gives the effect that you are fighting against a unified army. It also makes it easier to see who’s an enemy or ally.

You can see here the blue knights are members of the enemy army. Also notice that they kicked my ass because I was under geared and didn’t play very well.

You can see here the blue knights are members of the enemy army. Also notice that they kicked my ass because I was under geared and didn’t play very well.

Here you are fighting a different branch of the army. This is the royal guard so they are purple. Also notice that if I had moved my lance man one more to the left at the end I would have had 0 casualties. This shows how important split second decisions are in Raven’s Path.

Here you are fighting a different branch of the army. This is the royal guard so they are purple. Also notice that if I had moved my lance man one more to the left at the end I would have had 0 casualties. This shows how important split second decisions are in Raven’s Path.

Many units have secondary keys, For the blade maiden this is her hair. We are still working on getting proper color ranges for her hair but I’m starting to like the way her hair is rolling now. Some of the pink colors might be a bit aggressive still though.

Many units have secondary keys, For the blade maiden this is her hair. We are still working on getting proper color ranges for her hair but I’m starting to like the way her hair is rolling now. Some of the pink colors might be a bit aggressive still though.

I can’t show you what I have been working on quite yet, but its related to UI. We are almost done cleaning up the customizer so we can show off equipping units and fun RPG stuff like that. Anyway that’s all for this week check back next Wednesday for more!

Week 76 - Finished Logo, More gameplay

This week I finished the logo with all of bijan’s suggestions. I’m much happier with the way it looks now! Check it out!

Raven'sPathLogoBannerFacebookSize.png

Also here is a drawing process video for the whole thing!

Kiril is still working on polishing units, This involves giving them color changing keys, fixing their walk cycles, and generally making sure not a single pixel is out of place. Here are a few more combat GIF’s from this week!

In this fight, it was important to kite the enemies coming down with the lance man. After that I formed my army into a pyramid, this serves two functions. First stepping the knight into the middle separates the healer. Then letting the friars walk down a one more space on the side keeps them from giving the knights an attack buff.

In this fight, it was important to kite the enemies coming down with the lance man. After that I formed my army into a pyramid, this serves two functions. First stepping the knight into the middle separates the healer. Then letting the friars walk down a one more space on the side keeps them from giving the knights an attack buff.

This situation I actually didn’t handle very well, because I let my healer die at the end. I was able to break the knight wall with my knight and get Wallace in there for a side slam, but I failed to pay attention to my healer. I was late running over there with my knight so she died.

This situation I actually didn’t handle very well, because I let my healer die at the end. I was able to break the knight wall with my knight and get Wallace in there for a side slam, but I failed to pay attention to my healer. I was late running over there with my knight so she died.

That’s all for this week! Check back next week Wednesday for more!

Week 75 - More Polished Units, Raven's Path Logo

Hello everyone! This week Kiril was able to polish up the rock thrower, the footman, the pig and the drummer boy! He has been carefully cleaning stray pixels and making sure everyone is walking correctly. I was working mostly on the logo this week along with some prep work for the trailer. Our composer Bijan is almost finished with the trailer music and we think it is sounding quite good! This logo I made is only half done, but I figured I would show it off for now. Once it is finished we will post a drawing process video for it too!

There is still a lot we want to do to this but the base design is there. We plan on making the letters a 3d gradient of red and blue, We also want to put a sword through the whole thing horizontally. I think we will also make the R and P much larger than they are now, however we are happy with this as a starting place. Next week it should be very different.

There is still a lot we want to do to this but the base design is there. We plan on making the letters a 3d gradient of red and blue, We also want to put a sword through the whole thing horizontally. I think we will also make the R and P much larger than they are now, however we are happy with this as a starting place. Next week it should be very different.

Ok so since a lot of things are in the works in the background again that aren’t ready to be shown, I thought it would be a good idea to walk you through the beginning of the game a bit with combat GIF’s. We got a comment this week about how some of the GIF’s we post make it look like an idle game. This is not the case however so I wanted to take some GIF’s of me actually playing instead of staging things to show off certain units or abilities.

Ok so here is an example of one of the first fights after the tutorial. You will get a hodgepodge of 4 units, however you will always get a knight and a healer so that you have something core to build around. At this stage of the game we are trying to teach the player to dislodge healers from the enemy units in order to kill them. If you do not form your army right the middle footman with the shield will be very hard to kill because he will be healed from both sides. This part of the game is still pretty easy as we are trying teach basic movement and healing.

Ok so here is an example of one of the first fights after the tutorial. You will get a hodgepodge of 4 units, however you will always get a knight and a healer so that you have something core to build around. At this stage of the game we are trying to teach the player to dislodge healers from the enemy units in order to kill them. If you do not form your army right the middle footman with the shield will be very hard to kill because he will be healed from both sides. This part of the game is still pretty easy as we are trying teach basic movement and healing.

As you get into act 2 your army gets bigger by 1 unit and you are now able to block the whole row. So during this act we are trying to teach the player to juggle mitigating damage while also blocking the bottom of the screen on all lanes. In the first act we don’t send 5 units at you at once. You can see here that if I hadn’t stepped my healer and the earl forward they would have been cleaved by that Axeman in the middle and my army would have taken a lot more damage total.

As you get into act 2 your army gets bigger by 1 unit and you are now able to block the whole row. So during this act we are trying to teach the player to juggle mitigating damage while also blocking the bottom of the screen on all lanes. In the first act we don’t send 5 units at you at once. You can see here that if I hadn’t stepped my healer and the earl forward they would have been cleaved by that Axeman in the middle and my army would have taken a lot more damage total.

Here is the first real challenge. this is around level 6 I think. Basically here you are fighting a much bigger more powerful army than your own. You must use your movement and adaptability to overcome the force of the cpu army. There is a lot going on here, but there are two main strategies i’m using with this army. First off I’m bringing the lance man up front to to deal some damage before the front line clashes. He is also able to hit the soft archers over the units guarding them. The other important thing is again dislodging that healer in the middle as quickly as possible. After the healer and archers are killed its pretty much just clean up from there.

Here is the first real challenge. this is around level 6 I think. Basically here you are fighting a much bigger more powerful army than your own. You must use your movement and adaptability to overcome the force of the cpu army. There is a lot going on here, but there are two main strategies i’m using with this army. First off I’m bringing the lance man up front to to deal some damage before the front line clashes. He is also able to hit the soft archers over the units guarding them. The other important thing is again dislodging that healer in the middle as quickly as possible. After the healer and archers are killed its pretty much just clean up from there.

Alright that’s all for now, but Hopefully I should have the logo and a drawing video for it next week. I’ll also be sure to take more combat GIF’s of even later in the game and explain some more strategies! Check back next Wednesday for more!