Game
Project Fantasy X - Elythia

5 years ago

Here's Viona Dawson, childhood friend to prince Simon, and older sister to Garrett. She often helped them get out of sticky situations with her wit and charm, but she also proved herself plenty capable in a fight during her time with the Mystic Lions.




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YUGE milestones! the entire data-fed attack pipeline is in place! healthbars and floating combat text!

https://www.youtube.com/watch?v=sEro-4iugTw

Finally, finally, FINALLY getting to animating new Kael's attack! Here's the 3 hit combo! I love the secondary motion from the scarf :D

Picked a bad time to stop posting, to be honest. This gif is a year old! just a snippet of how things have evolved.

From Demo 2 in #Godot. Finally got Kael's design to a point where I didn't mind spending some time animating him. And the movement is starting to feel really snappy. Really happy with where it's going.

Great progress today. Knocked out a ton of the variants for different points in the story. The last main things to do are reverse engineer Henry's design, interpret my create-a-character as a sprite in my style, and... Kael. Ugh. We'll see about him... :P

just doin some concept art. waterfall jungle level in the second act of the game. I think I want to do as many of these as I can with every level in the game. it's just been sitting in my head for ages--'bout time I finally open the can and pour it out!

after some physical therapy, Kael has finally loosened up his stiff back posture, and his attack has been pushed MUCH harder!

I have a scriptable object for each element as the attacker, with entries for other elements mapped to enum values for each multiplier. To keep things organized, instead of having a class for all spells, each family of spells will have its own.

Here are some snippets of Rina in action from Demo 1, which was built in #Unity. I've got UI, cheat codes, and the whole backend system of the Magic Loadouts. I have since moved onto Demo 2 with Kael, built in #Godot.

Sept. 2025: Drew some mockups for in-game dialogue, and realized my portraits had a lot of room to grow, so they expanded from 64px to 112px squares, which is a staggering increase of fidelity and detail.

See Before+After ft. Ashlyn