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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.
Brand new icon, courtesy of @AnthropeArts! Let's go!
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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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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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.
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.
Ok who turned the yoinky sploinky mode on?
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.















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