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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.
Brand new icon, courtesy of @AnthropeArts! Let's go!
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.
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An early test on swapping sprites to simulate the movement of a wave. Unreal is pretty bare-bones when it comes to swapping out tiles, so we had to get pretty creative to even achieve this result. Unsure if we will use it, but was a fun test!
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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 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!
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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.















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