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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.
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!
Brand new icon, courtesy of @AnthropeArts! Let's go!
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!
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.
Happy Devruary! Devruary Day 6 celebrates @Narwhalnut ![]()
! They program bugs (in the game Insectile)! We also have a question for the devs of Game Jolt: What dev habit helps you the most?
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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