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We have released Shinobi Life Online Pre-Alpha Version 1.1.0.0! This update features Earth Release: Earth Dome Jutsu, Aiming Mode and more! Try it out and tell us what you think.

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Messages - Accelerator

Pages: 1 [2]
16
Yea, I thought of that, but for right now, as a standalone deathmatch with no RPG elements and no skill upgrading, I think it should be bumped to genin/chunin level... IMO Atleast

17
Introduction / Re: Ello guys :P
« on: May 26, 2016, 17:34:49 »
Oooh another 3D modeller, exciting. Whale cum to SLO :p

You'll have a blast xD
(^Does anyone even say that anymore?)
I can confirm, Jimmy Neutron does

18
Introduction / Re: Ello guys :P
« on: May 26, 2016, 04:54:37 »
Oh in game, lol yeah... You were so unprotected it was too much to resist.... I'll stop :P

19
Introduction / Re: Ello guys :P
« on: May 26, 2016, 04:48:14 »
AFK attacks?

If you are talking about that Unity vs UE thing, sorry.... I dislike people giving advice on things they have no clue about....

20
SLO aims to be skill-based. What you're suggesting is another MMORPG that has simply been put into a Naruto-like context. Not only does this game intend to shun the common MMO features of simple, repetitve, click-based combat.
And welcome to SLO. :p
Have you ever played the games I mentioned in the post?
How is, for example, dark souls franchise a point and click?

I get that you want this game to look like uncharted 4, have an amazing net code (despite not having monster servers, or the money to get those), with amazing dynamic combat, that has never been seen before in any game.
That's just not going to happen.

There's ONE coder.
An indie studio has like 80 developers. An AAA studio has hundreds, even thousands, of developers working on their game. It still takes them 3-7 years to make a game, even when having "bought" an engine, like UE3.

Uncharted 4 is a very very high goal, but very possible. It'll just take longer than 2 years to make a release then.... And you won't believe how far 1 programmer can go... you just gotta believe XD

I admit, I don't expect a super high quality Elder scrolls 10 quality crap, I expect a respectable game that'll keep me hooked with a fast paced combat similar to that shown in the beta and kickass RPG elements

21
Introduction / Ello guys :P
« on: May 26, 2016, 04:40:11 »
Hey guys, Accelerator here!

I guess I am glad to be here, I already know a few of you (Leebz, Shivraj, Rakuzan, and some more that I am forgetting...)

Anywho, I hail from Awakened Studios, which is another small team working on another anime inspired game... and I wish the best of luck to all of you :P

Accel

P.S. I am quite skilled in 3D modeling and have experience in UE ;P

P.S.S. Whoops, didn't see the template.... it doesn't matter XD

22
In all honesty, there should be a sticky somewhere in the FAQ that says:

"The devs make the game, not the engine"....

It'll drive away a lot of unwanted questions, I really hope for this project to succeed, the Alpha looks very promising ^_^

23
Yeah if you go over 40 so thats why I dont go over 40 because from 50 to 60 your draining chakra
that is true, but surely you should be able to run for longer than a minute with full chakra? And it takes not that many jumps to completely exhaust your chakra either

24
They also want the game to run well on low end computers( but what do I know ask the man himself)
That is possible in both engines, and thus not much of an issue. As long as you play your cards(assets) right you are golden :P

25
I'll be completely honest here. IMO the current numbers are a bit weird. Failry so for a gameplay perspective though. Most things are fine, except chidori and movement chakra... here is what I think should work out best:

Maximum health: 1000
Maximum chakra: 1000
Chakra recharge rate: 16.66667 / second (aka 1000 / minute)

Jumping chakra: 50
Dodging chakra: 50

Running chakra consumption / second at maximum speed: 25
Running chakra speed threshold (when we start consumption and build up to full consumption when reaching max speed): 60 km/h

Chidori damage: 400
Chidori chakra: 400
Chidori idling chakra consumption / second: 75
Chidori impact force magnitude: 20 Newtons applied over the course of 1 second
Chidori speed coefficient: 0.5 (how much your movement speed affects damage and impact force, 0.5 means chidori will deal 300 damage if you're running at full speed)

Bottom line, chidori is an A-Rank jutsu and should be modified WHEN MORE JUTSU'S WILL BE AVAILABLE. For right now as a test its fine, but movement drains chakra too fast....

26
Many people don't understand this.... The engine does NOT make the game.

UE4 has some amazing prebuilt shaders, templates and starter assets. You can emulate that PERFECTLY in unity if you really really wanted to, in fact, if I had to take a guess, this game looks like ti was made in UE rather than unity in all honesty.
Of course.

But if there's anything tiny indie developers lack, it's man power. UE4 comes with tons of pre-built stuff, which means less man power, and less hours, needed.
Either way, I don't think you need UE4 to make good "chibi" graphics.

Not true, UE comes with the basics pre-built, these guys already have pretty good shaders on, all they need to do is add better lighting effects and most people won't be able to tell the difference.

I love UE a ton more than Unity, but Unity has a lot more support and guides on the community, UE is still growing. Thats why we see a ton more crap games being made on unity, because Unity always had such a huge community.

I'd also love to see these guys take a more realistic approach, naruto always had a more normal look (IMO) compared to other animes, eyes were relatively normal sized etc.. Though I do hope that we'd be able to make out character look a bit younger. The current one looks like he is late 20's, and I'd prefer early 20's/late teens.

27
Many people don't understand this.... The engine does NOT make the game.

UE4 has some amazing prebuilt shaders, templates and starter assets. You can emulate that PERFECTLY in unity if you really really wanted to, in fact, if I had to take a guess, this game looks like ti was made in UE rather than unity in all honesty.

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