Experimenting

hello! I had the chance to go through my old files and found this old concept I drew up. I think I’m going to try and experiment this over the weekend and see if I can implement it. I’ve been stuck on level design for a few weeks now and this might help. Its similar to vagrant story/ff12 maybe where it’s a mix of action and turn based combat. We’ll see how it goes. What do you guys think?

Level Redone

Hello everyone! Late late update again. Here are new screenshots for the river and the forest area.
It is the same area as the previous update, but I decided to redo them and simplify the geometry.
It now looks a bit low poly with less noise on them. I decided to use Blender for now in doing the levels to save money and stopped the Maya LT subscription. I will probably go back to Maya when I do more characters.
I have been trying to finalize my workflow for doing levels these past few weeks, and I have been trying out other methods in creating levels. I had to scrap some ideas so it took longer than expected.    

Intro Work In Progress Part 2

Just a short video on the intro work in progress. Last week I posted about going back to Top Down view, so I had to redo the Intro cutscene and made it simpler. It is definitely faster to do now. I also finally got cutscene camera panning to work well, but it’s still really buggy. Currently doing the other ones now.

Back to Top Down

Hello! Did a lot of big changes to the game I’m currently working on.
I decided to go back to top down view. I noticed that I am doing a lot of extra work working on things that are not part of the gameplay, but necessary because of the free roam camera. This slowed down the progress by a lot and It did not help the look of the game by much.
Another change was how the cutscenes work. I simplified it by a lot. Because I won’t be working on 3d models that are out of view, the camera will be mostly static. Dialog emotions will also be character portraits instead of animating it on 3d models.
I am reworking the battle system too and simplifying it a bit. It’s not much work, but I’m still getting a feel for it and testing it out.

Diner Events

Hello! Currently sick, but managed to do some work on cutscenes and events for the diner. The textures aren’t done yet, but trying to get something done as fast as I can. Will probably finish the events and minigame next week.

Cutscene Work in Progress

Hello! It’s been a while! I have just been working on a lot of stuff. Here is an update on the Guide Intro cutscene. Please note, it’s still not final. I still need to work on the dialog. I’m gradually changing the ui, and I think it still needs more work. If you guys have any suggestions on the layout or the look, please let me know. I’m also able to do dialogs inside battles now, so tutorials are possible.

There are still a lot of fixes that I have to do. The victory screen, enemy spawns, exp gain, character controller and other stuff. I’m thinking of making AP gain as just 1 instead of 3 per turn and have actions be just 1. Currently it’s really confusing. I still need to test it.

Battle UI (In Progress)

Battle UI is currently in progress. Need some feedback. I had 22Rii make the character art for the portraits. (She also made the banner up top. Check out her page: http://22rii.deviantart.com/ ). I think the character art looks amazing now. Still need to work on the ui though. I’m thinking of changing the colors for the buttons since it’s currently confusing which ones are clickable.

Town Layout

Sorry again, haven’t updated in a long time. I have been redoing and fixing some stuff. Mostly in the cutscene part and the town. Everything is still a work in progress, but I figured I should show the town reconstruction.
 
I wanted 3 main structures for quests:
– The Diner for hunting quests
– The Sheriff’s office for crime solving and bounty quests
– The Arcade for collecting game cartriges for minigames
 
I’m planning to do a town layout for now to see how it all works with the gameplay.

Spawns and Minimap

Hello! Worked on enemy spawns and minimap this time. Also did some performance stuff.

Enemies popup on certain areas now and despawn if you go further away. I think I wanted something like ff13-2, so I tried to copy it. It’s not as good, but I think it’s better than what I used to have.

I also redid the minimap from scratch. I didn’t like the minimap I bought, so I coded my own. It’s still a work in progress and enemies still don’t show up on the display yet. I also have to work on the big map.

I also did a lot of optimizations with the forest level. I removed most of the trees and bushes since I was getting a lot of setpass calls and batches. I also created LOD models for each of the trees and bushes, but I wasn’t really getting much of a performance boost with it. I guess it is just a nice thing to have.

Back to Multi Turns

Happy New Year everyone! Just a progress update.
I did mostly programming stuff for the game. I switched the character controller with just a simple one. I had tons of problems with the old one, including running up on stairs. Hopefully this one would be better and easier to manage.

I also started doing my own animations for the main char. Check out

and

For the battle system, I went back to just a pure turn based with a turn counter instead. The “Charge” in Crystal Story 2 is now “Defend”. You can stack up AP by defending in order to do more powerful moves or multiple regular moves. I’m still in testing phase on it, and I’m going to try it out. Seems pretty fun though.