Tuesday, November 3, 2015

Cutscene Creation

Here's a quick demo of the current build:



Designing and building a Cutscene Screen - used to convey narrative, or even a loading screen between other gameplay screens:

Switching Gears - A New Focus for the Month



We're getting really close to having an alpha of the Unity RPG system.  But right now there's really no content for the actual game I'm planning on building.  I have some character designs, world design and a rough plot, but none of the dialog, character and sprites or tilesets.  Even the stats, items and battles still need to be created. 

So I want to switch gears to focus on the creative side, instead of the hardcore bug fixing grindfest that we're in right now. 

Building the actual content of the real game will lead to thinking about programming problems that will arise.  For example – if there’s an ability of an enemy, player, or a boss fight with a scripting event and the current system doesn't support it, I'll have to go and build that.

So I'm thinking of tabling the project for the rest of the month, even the year, and really focusing on content.

I'll still be occasionally posting to this blog and youtube channel, but it will be character and world designs, tactical battle puzzles, art mock-ups and musings on RPG game design rather than hardcore programming.


Tuesday, October 13, 2015

Tiled - Terrain and Automapping

I finally figured out how to use the Terrain and AutoMapping features of Tiled with RPG Maker style spritesheets. I'm using the High Fantasy Bundle, which has a lot of awesome sprites, but was tough to get to play nicely with Tiled.





Examples:

Battle Tile Highlighting and Projectiles

Tiles in the Battle are now highlighted, depending on pending action:



Dev Stream of Projectiles shooting across the screen (arrows, spells, etc):

Saturday, September 19, 2015

Friday Night Gamedev Progress Report

Recorded yesterday - an update on the sprites, and showing off some of the new menus. Saving is also now functional!

Gamedev Timelapse!

I put together a timelapse of some gamedev from the other night. Turned out to be sort of fun to watch code and asset fine-tuning happen at 4x speed! Plus chiptunes!

May do this for some other long and boring coding streams in the future.

Closer to Alpha

I'm still here, hacking away. Here's my update on the current progress towards alpha, along with a demo of the latest build: