Hello Everyone, long time no update. Just had some stuff IRL that kept me busy. Still working on this game though. I decided to go back to turn based battles. I could not get the real time to work out right. I have a video of testing out the enemy AI. It behaves like the ones for Crystal Story 2, but with a slight stealth mechanic. You can sneak up behind them now. They are still pretty dumb, but its working for now. Battle can be triggered manually or automatically by hitting an enemy and it grabs all enemies nearby.
Hello Everyone! Just wanted to update on what I’ve been working on for the past month. I’ve been really busy IRL, but I got some work done on the starter areas. It’s still feels empty, but I got the layout done. The screenshots show some of the landmarks and the Evil Cave entrance.
The areas are made up of room pieces that I assemble like lego blocks. Those took a bit of time to make.
Hello! Just a quick update. I’ve been working on polishing some levels. The cave and the river area have been tweaked a bit. I’m currently not very happy with my pace, and I’m still working too slow. After reevaluating my progress these past few weeks, I might have to cut more features.
Another quick update. I made 2 more chars. I still need to fix the rig, but I’ll worry about it once the town is done. I also had some other stuff in the works, but didn’t like how it panned out. I might have to redo some of them. I’m going to work on the town again next week though.
Hello! Quick update. I’m currently back to 3D modeling, after spending so much time on programming. Here are two new npcs. They are currently not rigged and still unfinished. Will do that next week along with more characters.
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.
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.
Finished the Goblins. They are a bit easier than the other ones since they are bipedal humanoids. They currently only have idle and run animations for now. I just need one more enemy plus some bosses I don’t know yet for the forest level and I think that’s it.
I’m planning to start working on code next week. Once the forest level is done I will have a small demo to show off the concept for the game. I can probably ask for help from other artists and programmers afterwards.
Hello! Haven’t done as much as I hoped this week, but I finally got the control rig done for the bird enemy. It was a bit harder than I thought. Overall, my pace has been a bit faster lately and I have more free time now. I’m able to do a short update a week. I’m planning to finish part of the forest level first, so I’m mostly doing feral enemies currently.