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8
2 years ago

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!




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The first pass at our battle system. The basic flow is in, allowing the player to position, attack and end turns - after which the enemy moves and attacks. Although Shining Force never had a combat forecast, I always enjoyed that feature in newer SRPGs.

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.

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.

Happy Devruary! Devruary Day 4 celebrates @ElPichon ! They're just a bird who likes to draw! They're also the developer behind The Bunny Graveyard II and Chunky JUMP!. We also have a question for the devs of Game Jolt: How Did You Learn Game Dev?

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.

Happy Devruary! Devruary Day 5 celebrates @ExpoDev ! He's the founder of PMH Interactive and is working on The Obsessive Shadow and more. We also have a question for the devs of Game Jolt: What keeps you making games when it gets tough?

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!

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?

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.