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Here’s a little tease before tonight’s tomorrow’s patch, a video of some of the unreleased heroes` abilities being used in game and some unreleased concept art as well. <img class="alignnone size-full wp-image-1813" title="Dota2_GyroSplash" src="http://www.cyborgmatt.com/wp-content/uploads/2012/05/Dota2_GyroSplash.jpg" alt="" width="600" height="271" /> Unreleased Heroes Preview In the world of Dota 2 we’re aware of 18 different unreleased heroes that are currently being worked on. The development of a hero is a long process and takes several weeks of art, animation, effects work, hours of dialogue writing, recording and processing and then they have to be programmed into the game. This is exactly why we see so many different heroes in development.
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Unity is well-known for being an easy-to-use, cross-platform 3D engine and toolset, but that doesn’t mean you’re forced to make an FPS or third-person action-adventure game. I’ve been creating 2D sprite-based games in Unity for two years now – games like Conquistador and Fail-Deadly – and in this article I’m going to show you the techniques I used to achieve the classic 2D look. Note: The images throughout this article are scaled down to fit this blog’s formatting; just click an image to view it at its original size. Who This Article Is For I’m going to present a brief overview of a number of techniques I’ve used to create a classic 2D “pixel art” look in Unity.
Your ideas are good, but can't be implemented. Please read my previous posts here - it's explained why. We tryed to radicalise the gameplay with many more ideas three years ago, but all the ways directed us to two levels only. So, the real and clean way to FINISH an amazing mod - explore the actual engine and game phisics, try new JSDs and STIs, add new animations, new tilesets and remember (or study) geometry, isometrics particularly. Please find below a little illustration of the JSD engine and concept in the game.