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8
1 year ago

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.

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.

One of the first levels the player will explore is their hometown, a seaside village. This is the first draft at that tileset!

Quests inspired by @WhitethornGames ' Spray Paint Simulator entered your quest log!

Bring color to the world! Restore worn-out surfaces with a fresh coat of paint & watch them come back to life.

Play the free demo to get started: https://bit.ly/spraypaintsimdemo

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.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Brand new icon, courtesy of @AnthropeArts! Let's go!

Trying to get a feel of the starting area, and most importantly how much the player can see. The original Shining force displayed everything in a 12x12 grid, but was also rendered 4:3.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

First 5 minutes of gameplay! Everything is pretty much prototype, but much of the work here is just getting all the systems connected together to a sequence that actually starts to resemble a game.