
Next up
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.
Brand new icon, courtesy of @AnthropeArts! Let's go!
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
One of the first levels the player will explore is their hometown, a seaside village. This is the first draft at that tileset!
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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.
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.
We're being shown many pets on our server and we've already picked some to add to the game! Here's how they compare from photo to in-game sprite! 🔍
We're still accepting pets until the 6th of September, so join our server if you'd like to show us yours! 😻
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.
0 comments