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TIGSource ForumsCommunityDevLogsThank God For The Rain
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Author Topic: Thank God For The Rain  (Read 12570 times)
andrew_l
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« Reply #20 on: March 01, 2014, 02:58:53 PM »

I am really looking forward for this.
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Nuprahtor
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« Reply #21 on: March 02, 2014, 06:06:14 AM »

Here is the Darkside. Where everything is different from and opposite of what normal City is.


I experimented with some posteffects, here are some screenshots with "worn out paper" visual effect (it's just a mockup, I think I need Pro version of Unity to implement that in realtime). How does it look? I can't decide which is better - plain white/whatever color or this new one:



And here are some old screenshots with plain white color for comparison:

Yep, this is not an ordinary phone booth.
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Thank God For The Rain - a magical neo-noir JRPG - devlog, tumblr
Nuprahtor
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« Reply #22 on: March 08, 2014, 02:47:14 PM »

I almost done with the save system and making resolution independet GUI with help of really usefull scripts.
Unity Serializer - really good serializing system, it allows to save almost everything in the scene and it's easy to setup to project.
AspectRatioEnforcer - with this script you can create resolution independet GUI, it's really easy to use.

And I made a gif for experiment:
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Thank God For The Rain - a magical neo-noir JRPG - devlog, tumblr
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« Reply #23 on: March 15, 2014, 03:10:22 PM »

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« Reply #24 on: May 10, 2014, 02:19:42 PM »

Danger ahead, therefore try run


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Noogai03
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« Reply #25 on: May 13, 2014, 11:38:25 AM »

Danger ahead, therefore try run

snip

omg i've been playing ds2 so i have all those signs in my head now :D
someone should make a game about those messages  Cheesy
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So long and thanks for all the pi
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« Reply #26 on: May 13, 2014, 12:24:07 PM »

Well, I have something like that
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« Reply #27 on: June 05, 2014, 10:48:02 AM »

Monsters sketches for bumping purpose
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« Reply #28 on: June 14, 2014, 03:28:42 PM »

Webm! Webm! Webm!
I,like, REALLY working on battle system now. Here is a webm of combo markers (that red orbs) which player must click with the mouse to attack enemy. No stamina or enemies attacks yet.
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Pezomi
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« Reply #29 on: June 14, 2014, 06:49:38 PM »

Webm! Webm! Webm!
I,like, REALLY working on battle system now. Here is a webm of combo markers (that red orbs) which player must click with the mouse to attack enemy. No stamina or enemies attacks yet.

I like it! The entire game looks fascinating!
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« Reply #30 on: June 26, 2014, 05:47:08 AM »

I like it! The entire game looks fascinating!
Thanks!

I'm adding something new to the battle system.
360 degree rotation. Enemies can surround Player Character, and in order to attack those who isn't on the screen, player must to turn in order to face the enemy.
Turning wastes Player Character's stamina but don't wastes his ATB bar,
It allows me to implement interesting mechanics, like "back attack" in final fantasy, where the player character actually need to turn back to face the enemy. And also special item which gives the ability to turn 180 degree in one move.
Here is the video
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« Reply #31 on: June 29, 2014, 02:36:55 PM »

The player character can now rotate in battle, so I added a floor for better navigation.
Here is a short video
Quote
[01:52:43] | The Bad: Funky rat dancefloor
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pevilot
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« Reply #32 on: June 30, 2014, 07:16:23 AM »

Look madness. Very good art.
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« Reply #33 on: June 30, 2014, 09:02:21 AM »

Wow this is so very creative. Following.
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« Reply #34 on: October 14, 2014, 11:46:05 AM »

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« Reply #35 on: January 21, 2015, 01:13:00 PM »

I have no idea how to write devlogs.
Anyways, slow progress is still progress.
I got rid of the default save system and coded my own (easier than I'd thought, and in the end I got exactly what I wanted in the game, no unnecessary code); dialog, dialog editor and localization systems are almost done. Scene manager properly sends the character where I want him to be, items properly pop up in the inventory with a corresponding debug key.
Most of the progress is game mechanics related, but I can still show a few screenshots:







I'm planning on releasing a demo soon.
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« Reply #36 on: January 31, 2015, 07:51:35 AM »

#screenshot saturday
Working on a battle system. It's really interesting, but hard, lots of coding and decisions about game design.
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alvarop
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« Reply #37 on: January 31, 2015, 08:00:41 AM »

At first I thought it said : Bard Lives.
Looks awesome.
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« Reply #38 on: March 24, 2015, 02:52:41 PM »

So, things are going really good, and I can say that for the last few months I've worked on the game really hard and all the scenes and mechanics start resembling an actual videogame.

Here is some new screenshots with new postprocessing effects(yeah, new Unity 5 features really boosted the development):






And some videos of battle system (beware of really loud music!):

tgftr battle wip#1






tgftr battle wip#3






Right now I'm working on a demo, also, I made a tumblr with the information about the game:
Thank God For The Rain tumblr blog
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« Reply #39 on: March 28, 2015, 01:26:13 PM »

#screenshotsaturday

Working on a combo hit counter, inspired by the Shadow Hearts series.
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