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The final video shows the end result of a few months of work, chaining together a series of scripted events that ultimately results in a battle sequence being started.
The first pass at our battle system. The basic flow is in, allowing the player to position, attack and end turns - after which the enemy moves and attacks. Although Shining Force never had a combat forecast, I always enjoyed that feature in newer SRPGs.
One of the first levels the player will explore is their hometown, a seaside village. This is the first draft at that tileset!
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The past few months has been a flurry of building out the pipeline for creating scripted events. Mundane things suddenly become complicated when trying to generalize solutions - such as displaying a portrait during conversations!
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Having a flashy combat sequence is one of the best parts of Shining Force. Inspired by Darkest Dungeon, I wanted to try to pull the camera in and make combat more personal. This video was a test of the Unreal sequencer to see what it might look like.
I loved the way Shining Force opens, with someone opening a book and acting a bit as a narrator that leads into your epic journey to become a hero. It goes without saying that this game needed to start in a similar fashion.
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We also have some camera work to show off. It was a bit tricky trying to figure out how to get Unreal to both attach a camera to a character but also prevent the camera from showing things outside the play space. Using a camera mod does the trick though.















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