It is really nice to hear that there are people that enjoy optimizing code. As a player who doesn't know much about coding or programming I can only appreciate the efforts firsthand when I play games that don't lag terribly or ramleak or are beyond the specs of average computers.
i generally don't view this kind of videos but i have big hype for this game. Plase take all your time. i can wait for eternity. i hope playing this game feel as good as to look at it
A great idea, thanks! The map editor will certainly NOT be perfect when EA is released, but it will be working (we use the same level editor ourselves when creating campaigns). So perhaps we can do an early look of it!
This game looks too good. I don't know if there is a way to back you up but I'll glady preorder one day once we have seen more of it. You got the spirit guys.
Great video, love seeing those details. I have one question, since the sprites are on an angle, how do you prevent them from clipping into hills in the 3D terrain? Is the terrain also tilted backwards like in that Zelda game, or is it just low enough to not cause any issues?
the terrain is likely elevated as a platform, in order to have proper z-ordering but also to shift the shadows slightly -- the boons of a true 3d engine in a 2d game -- the elevated tiles are stitched to front-facing cliffsides to hide the seams. the sprites beneath the cliffs are not angled enough to clip through the terrain, and I'm guessing the entire technical workflow was designed carefully around such headaches from the get go. if you watch closely there are moments in this video where the interactions can be easily observed (8:32 for example). the whole mesh creation for the level is very simple to do dynamically/programmatically (for someone knowledgeable about Unity and 3d in general -- for example, I would know how to approach this after 10+ years of professional experience), but does involve error and trial and requires some research and development with plenty of mockups and future-proofing. it's not something you can just grab off the asset store as it delivers the title's authentic visual flavor and has to be tailored to the overall design. that said, cliffs do behave somewhat differently, I cannot see exactly what's going on with them because there are no clear examples of how exactly shadows are cast onto them. what *I can* see is the stitching error at 8:32 in the top-right part of the image, it's right on the cliff above the little forest area left of the blue/gold cylindrical thing, just south from the house with a green cauldron. there is another similar-looking stitching error in the bottom-center of the image next to a cliff beneath a rock pile. so whatever they're doing, it probably depends on the actual cliff sprites and doesn't combine completely seamlessly on its own. it's hard for me to tell what exactly went wrong here because they never really got to zoom in on these parts of the map.
Thanks Milan, you are pretty much on point (I think, I'm not the coder!). But cliffs have been very problematic, with sprites clipping into them. We have done a lot of work-arounds to make it look good!
I've been working on pixel art for my own game and your work is very inspiring. This kind of project gives me hope for the future of strategy games- I find many of them to be visually unappealing, and they seem to have a habit of looking dated very quickly. Really beautiful work guys.
Im currently using map editor im so confused how to cover the water with land cuz i just discovered how to make begger maps and just generated the random island
Please join our discord server and talk to the other map creators there, they will have you covered. Please know that tons of improvements will come to the map editor in future updates! discord.com/channels/575986537657925633/975062507297320992
Sou Brasileiro e adoro Heroes Might and Magic, tenho centenas de horas de gameplay. Estou na expectativa por esse jogo aí. Coloquem legendas PT BR por favor. Vamos adorar jogar o jogo de vocês.
Wow it seems really great! Feels nostalgic Heroes 3 map building but better possibilities of course nowdays! Carl we talked about a 2. possible interview with the further updated game while beta live ! When would you have free time for it? :) Some more questions for details :)
Please please please don't suck. Don't be a colossal disappointment like KB2, or mundane like Disciples: Liberation ended up being. Disciples was ok but the balance (way too easy) was way off and the town building was very bland. I'm excited for the Factory update for hota, but I'd love another alternative and fanstratics seems to be quite a ways out.
Thanks! I mean, we try not to suck! I personally enjoyed KB2 but never finished Disciples:Liberation, though it sure had its moments! I also think Fanstratics is a long way from coming out. So yeah, we hope that we will create something that you can enjoy within a not too far away future! You can also check out Heroes Hour to scratch that itch. Haven't tried it myself, but it seems to be a cool game!
I rather buy and Early Access game with video updates and with devs frequently communicating with the fanbase, than a shitty unfinished AAA game with lootboxes for 60 bucks!
Man, this game looks absolutely amazing. Can't wait!
Happy to hear it!
I was excited since the first day I saw the trailer couple of years ago, the aesthetic is beautiful and I hope it all turns out well for you guys.
Thank you so much!
It is really nice to hear that there are people that enjoy optimizing code. As a player who doesn't know much about coding or programming I can only appreciate the efforts firsthand when I play games that don't lag terribly or ramleak or are beyond the specs of average computers.
Well, Patrik is a special kind of guy I guess :D But yes, we are happy to have him on the team!
Man, painting the whole area with a new terrain actually looked like magic. It looks awesome!
Happy to hear it! It will all be in the hand of users (to break!) fairly soon! :D
You guys are legends 💚 Awesome work!
thank you so much!
i generally don't view this kind of videos but i have big hype for this game. Plase take all your time. i can wait for eternity. i hope playing this game feel as good as to look at it
How nice of you to say so, thank you so much! :)
You nailed the visuals, looks good.
Thank you!
Thank you for your work. The game is looking amazing.
Thank you so much!
as a amateur game developer it's so good to see little behind the scene tricks.
Happy to hear it! Most proffesional devs started out as amateurs, so keep at it! :)
Time is passing soooo slowly waiting for this Jewel to be delivered...
Ha ha, patience!
Maybe when it is closer to done I'd like to see a deeper dive into the map editor features and how one might setup custom triggers/events, etc.
A great idea, thanks! The map editor will certainly NOT be perfect when EA is released, but it will be working (we use the same level editor ourselves when creating campaigns). So perhaps we can do an early look of it!
This game looks too good. I don't know if there is a way to back you up but I'll glady preorder one day once we have seen more of it. You got the spirit guys.
Thank you! Well, you can always tell your friends about the game. The way to back us up right now is to Wishlist and follow the game on Steam! :)
@@SongsofConquest Both done and I'm telling every person I know that liked this kind of game in the past. You deserve full support.
I rly hope that gameplay gonna be as interesting as game's graphics look.
Play some HOMM3. If you enjoy that, you'll likely enjoy this. ^^
We do think the gameplay is... fun and interesting. Give it a try in EA, and if you don't like it you can always refund if you bought it on Steam :)
Great video, love seeing those details.
I have one question, since the sprites are on an angle, how do you prevent them from clipping into hills in the 3D terrain?
Is the terrain also tilted backwards like in that Zelda game, or is it just low enough to not cause any issues?
the terrain is likely elevated as a platform, in order to have proper z-ordering but also to shift the shadows slightly -- the boons of a true 3d engine in a 2d game -- the elevated tiles are stitched to front-facing cliffsides to hide the seams. the sprites beneath the cliffs are not angled enough to clip through the terrain, and I'm guessing the entire technical workflow was designed carefully around such headaches from the get go. if you watch closely there are moments in this video where the interactions can be easily observed (8:32 for example).
the whole mesh creation for the level is very simple to do dynamically/programmatically (for someone knowledgeable about Unity and 3d in general -- for example, I would know how to approach this after 10+ years of professional experience), but does involve error and trial and requires some research and development with plenty of mockups and future-proofing. it's not something you can just grab off the asset store as it delivers the title's authentic visual flavor and has to be tailored to the overall design.
that said, cliffs do behave somewhat differently, I cannot see exactly what's going on with them because there are no clear examples of how exactly shadows are cast onto them. what *I can* see is the stitching error at 8:32 in the top-right part of the image, it's right on the cliff above the little forest area left of the blue/gold cylindrical thing, just south from the house with a green cauldron. there is another similar-looking stitching error in the bottom-center of the image next to a cliff beneath a rock pile.
so whatever they're doing, it probably depends on the actual cliff sprites and doesn't combine completely seamlessly on its own. it's hard for me to tell what exactly went wrong here because they never really got to zoom in on these parts of the map.
Thanks Milan, you are pretty much on point (I think, I'm not the coder!). But cliffs have been very problematic, with sprites clipping into them. We have done a lot of work-arounds to make it look good!
I've been working on pixel art for my own game and your work is very inspiring. This kind of project gives me hope for the future of strategy games- I find many of them to be visually unappealing, and they seem to have a habit of looking dated very quickly. Really beautiful work guys.
Happy to hear it! :)
Can't wait to play the game!
Happy to hear it!
Cant wait to play this!
Awesome!
The attention to detail is superb!
Thanks Matthew, we try our best!
Amazing, i'd also love to see a video about the pixel artist as well!
Great idea! I'll see if I can get his attention and enthusiasm for doing a video with me! :)
Yeah looks good! take your time with it! pple who play Homm etc are majority old enough who have patience to wait! Dont rush it!
Ha ha, sure. I mean, we are some months away from EA, and then EA will take some time until we reach 1.0, so yeah, we are taking the time we need! :)
Oh, that's what behind the buildings!
Yup, empty space!
So.. players allowed to mod/create objects or change building/ground textures?
Mod support might be supported, we are looking into it. Level editor + sharing levels will be supported when we release into Early Access!
It looks so great, even they are all flat.
He he, indeed! Thank you :)
Im currently using map editor im so confused how to cover the water with land cuz i just discovered how to make begger maps and just generated the random island
Please join our discord server and talk to the other map creators there, they will have you covered. Please know that tons of improvements will come to the map editor in future updates! discord.com/channels/575986537657925633/975062507297320992
Hardest par now to make Map generation tool and good AI. Hope you will succeed in it.
Sou Brasileiro e adoro Heroes Might and Magic, tenho centenas de horas de gameplay. Estou na expectativa por esse jogo aí. Coloquem legendas PT BR por favor. Vamos adorar jogar o jogo de vocês.
Love it!
Awesome!
Hell yeah. When can we expect this to drop on Steam?
In a few months time!
@@SongsofConquest so around April/May?
It, be Early-access but dw almost finished since they had ALpha tester in summer 2021. Full-release looking mid-end 2022 or 2023.
Wow it seems really great! Feels nostalgic Heroes 3 map building but better possibilities of course nowdays! Carl we talked about a 2. possible interview with the further updated game while beta live ! When would you have free time for it? :) Some more questions for details :)
Send us an email and we'll look into it! :) (Also, it is Magnus who runs all the social accounts, Carl is the allmighty designer!) ;D
@@SongsofConquest Great thanks! Oh I see :)
When it will be playable? Cant wait.
In a few months time!
I WANT TO SPEND MONEY ON THIS PIECE OF ART!!!!!!!!!!!
Soon you can. And thanks!
Please please please don't suck. Don't be a colossal disappointment like KB2, or mundane like Disciples: Liberation ended up being. Disciples was ok but the balance (way too easy) was way off and the town building was very bland. I'm excited for the Factory update for hota, but I'd love another alternative and fanstratics seems to be quite a ways out.
Thanks! I mean, we try not to suck! I personally enjoyed KB2 but never finished Disciples:Liberation, though it sure had its moments! I also think Fanstratics is a long way from coming out. So yeah, we hope that we will create something that you can enjoy within a not too far away future! You can also check out Heroes Hour to scratch that itch. Haven't tried it myself, but it seems to be a cool game!
Or worse don't be failed versus Ubisoft one 6-8th 5th ok but meh 2nd popular after HoMM 3
Early acess.... DECEPTION!
I rather buy and Early Access game with video updates and with devs frequently communicating with the fanbase, than a shitty unfinished AAA game with lootboxes for 60 bucks!
We are trying our best to make a great game, it takes time :)