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#beta-rome-project

filip5011
still think this part needs decor
filip5011
npc flybash
filip5011
Anyway, my main issue is probably Druid respawns being too far away from the Druid himself, I think they should be either closer to the Druid or before the Druid (instead of ahead)
baku69
How normal people would go to the next sector : A. 4 metal gates secured by random 40 yo chubby man with rocket on the back B. Through the thin window C. Where are our passive lock from the beginning ;-;
mehdiboumour
babe wake up, beta beta rome just dropped
overfloyd
Shid I don't know when I can playtest it
pegperegogaucho
I'll most likely leave it like that
overfloyd
Nah I think it's fine, ELB like
overfloyd
Yooo I'm playing
overfloyd
The rocket roman is neat
overfloyd
His attack animation looks a bit odd tho, kinda desynced
overfloyd
Also are the first triangle formations in sector 1 meant to respawn if killed @pegperegogaucho ?
pegperegogaucho
Yup, they do
pegperegogaucho
Because the formations need to be there to make the squad avoid them when they switch sides
pegperegogaucho
I really struggled with the attack animation, what is wrong with it? What do others think, does it look off? Maybe I have to adjust it a bit more, but honestly not sure if I can make a better one since animating is very hard :Obelul:
overfloyd
They don't retract their spears right away is that also intended?
overfloyd
Good good work btw, a lot more polished since playtest 1 I see
pegperegogaucho
They only retract their spear once you light the fireplace they guard, same with the other formations
overfloyd
Also thanks for looking up some of my suggestions for the empty areas in sector 2!
hesopesomeso
Lighting them up needs some work (which we can't do). Simply approaching them, which lights them up, isn't great - there is no animation (of asterix, or the rocket roman), nothing. I assume devs used it for "testing", not as a final version.