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8
2 years 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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One of the first levels the player will explore is their hometown, a seaside village. This is the first draft at that tileset!

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.

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.

Lynked: Banner of the Spark is a colorful action-RPG & town-builder where you and your robot buddies help build a new future from the ground up.

⚠️ The game has a free Steam Weekend from August 7 to August 11!

Try the game now: https://bit.ly/LynkedSteam

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.

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.

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

The Knightling launches on August 28! Wishlist it now so you don't miss out: https://bit.ly/KnightlingSteam

To celebrate the game's impending release, we've added The Knightling Pack and The Knightling Community Pack back to the Shop!

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.