What gives?:
Eh, sorry about the two month period of no news. The biggest problem is our programmer works in an industry which gets super busy around tax season and has been pulling 60 hour work weeks. That is, thankfully, all over with and we’ve been plugging away on the game for the better part of May and all of June. We meant to post up on GameJolt sooner, but, you know, life.
Meaning?:
Right. So, what we’ve been up to. Mostly we’ve just been working on the art assets for the game. There are 350ish Evobeasts at the moment, and we’ve decided we want to put programming the story on hold until all of those guys are implemented. It’s taking a bit longer than we’d planned, but we’re making good progress.
Progress:
Each Evobeast needs: 64x64 portrait, over world animations, battle animations, animations for the skills themselves, and then the actual implementation of it. Implementing is pretty simple since all of the core aspects of that were set up over a year ago, now we just have do do the spriting. So, here’s where we’re at.
Portraits: 200/350
Overworld Animations: 98/350
Battle Animations:70-80/350 (there are a handful of partials so not sure what the exact number is.
Skill Animations: 67/? (the number of skills changes so often I haven’t bothered trying to keep track of how many will end up in the final game. I would suspect more than 200 but not more than 500. Dunno. This one we’re really just seeing what adds value to the game and not making moves just to have moves.)
So yeah, that’s where we’re at. I’ve included a handful of the portraits that we finished up this week just so you can see what we’re up to.
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