The new town and map screen for the Crystal Story Remake. I wanted to try and see if 3d backgrounds are better. I might just keep it that way. I changed the way the battles transition too. The game should be a bit faster now.
Category: 3D
Testing Quests (Work in Progress)
Hello! Sorry I haven’t been updating in a while. Work has been really slow. I ended up playing a lot of Zelda and Fallout. I now have some progress to show although its still a bit buggy.
I’ve been working on the starting area for the game. Here is a quick recording on some of the cutscenes I’ve been planning. Please note that nothing is final, and dialog still needs to be changed.
Testing Enemy AI
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.
Starter Areas Layout



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Levels
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.
Two More Chars
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.
NPCs
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.
Level Redone






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.
Goblins
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.