For March work was done on the intro cutscene. For most of the game, the cutscenes will be like the old-school Final Fantasy games where characters move statically and dialogue text appears. But I want the important stuff like the intro cutscene to be more cinematic.
The Intro Cutscene
What's happening in the intro cutscene, is it's a retelling of the story of what lead to apocalyptic world of Claraeth. No one really knows exactly what happens on that day, except that a large group of people rebelled against powerful ruler.
They come storming closer:
Sending in the big guns:
Trying to fight off the rebellion:
The last resort:
Behind the Scenes
This is a section of the devlog where I like to talk about the parts of the game that were improved but aren't necessarily big enough to have their own section. For March some of the extra things completed were:
Created a cutscene script used for replaying, to test things out that can only be seen at runtime (like particles).
Compressed images to reduce build size considerably.
Going Forward
With the intro cinematic completed, I'll begin working on getting the transition from cutscene to in-game movement in the starter town. I was also thinking that increasing the combat map size might be a good idea so that flanking has more of an effect, so I want to try playing around with that. So, for April, the list of things I want to get done are:
Better regular cutscene to gameplay transitions.
Experiment with a larger combat map size.
Add training/simulation combat map.
If you have any suggestions or want to give your opinion on the game, follow me on social media, I listen and respond to all comments :D
Discord: https://discordapp.com/invite/vD8XYkn
Twitter: https://twitter.com/mark_viola
0 comments