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October 17, 2018, 07:05:46 AM

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TIGSource ForumsCommunityDevLogsBlade of Verdance - A 2D turn-based J-RPG
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Author Topic: Blade of Verdance - A 2D turn-based J-RPG  (Read 26564 times)
tchassin
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« Reply #160 on: June 25, 2018, 02:04:33 PM »

Update 101
Hey there!

During the past two weeks, I built a first draft of each map featured in the demo, blocked all connections with other areas and removed unused maps. I also replaced the village map with a clearing containg a save point.

We also changed the game over system. Instead of loading the last save, which can be quite punishing, we decided to simply return the player to the last foxman statue visited with full HP and MP. Since this is a demo and there is no proper tutorial yet, Pierre and I thought it'd be better to make the game as forgiving as possible (for the moment).

I'm now polishing the level design and adding some more props and decorations such as flowers, trunks, etc. Here is a little preview of the new prop sprites:



Soon, the clearing will also contain some NPCs and a merchant. Speaking of which, here's some eye-candy (WIP):



Meet Marguerite, the main merchant of the game! She'll follow you throughout the game with here chariot, selling increasingly powerful items as the story unfolds.

See you in two three(?) weeks!

Cheers!  Beer!
« Last Edit: July 07, 2018, 09:45:53 AM by tchassin » Logged

tchassin
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« Reply #161 on: July 17, 2018, 11:16:44 AM »

Update 102
Hey there! Long time no see!

After a break, we resumed our work on the game and made lots of small improvements and fixes.

Pierre made new props and we had to rethink how we handle sprites: it's now very simple to update a number of them in a single batch. I fixed some bugs and improved the sword attack on the map. We're also making sprites and writing dialogues for the NPCs of the demo:


Meet the old foxman!

More importantly, the long (and overdue) menu overhaul is on its way: no white backgrounds anymore! In addition to improving visuals, we're working on new features, such as items tabs, and new assets: character portraits, items sprites ans skill icons. We're also looking for a new font to replace Arpegius, the one we currently use. We're trying the cool-looking fonts at Pentacom.jp and hope to settle on a new one in the next few days.

See you next week!

Cheers! Beer!
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tchassin
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« Reply #162 on: July 25, 2018, 10:59:45 AM »

Update 103
Hey there!

We're still working on the new UI. The generic symbols we were using for items category were not fancy enough, so we're now replacing them: each item has now its own icon! We also settled on a new font, Karen Bold. We'll need to edit it a little but it should make dialogues easier on the eyes.

Pierre is currently reworking menus so as to provide more information without using more space and give them a more cohesive feel. It's a lot of work but we're getting there!


A preview of the WIP merchant screen with the new font and icons


The pause menu screen (also a WIP)

We also remade the status screen to something more expressive. Now, for each character we display:
  • The character's stats
  • A short description with some backstory elements
  • An artwork

This should help providing some context to the demo.

See you next week!

Cheers! Beer!
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tchassin
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« Reply #163 on: August 07, 2018, 08:16:49 AM »

Update 104
Hey there!

The new UI is mostly done! It still needs some polish, but the layout is more or less final and I think we've reached a point where we can share some screens with you:


The new character menu, without the ugly white background (WIP)


The improved equipment menu


The main merchant screen

Here's a higher resolution version of Marguerite's portrait:


Meet Marguerite, merchant extraordinaire.

Pierre is on a vacation so clean assets will have to wait for a week. I'll post a new update as soon as we have cool things to show.

See you soon!

Cheers! Beer!
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tchassin
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« Reply #164 on: October 01, 2018, 04:04:49 PM »

Update 105
Hey there! It's been quite a while!

We've both been busy with personal stuff, but the project still made a lot of progress nonetheless!

Enemies and cutscenes have been added to the game, which is now in a playable state. We still need to polish the demo before releasing and I guess I also have some bug fixing to do:


I must go, the forest needs me!

Joking aside, I worked on stabilizing the game and while it still needs some more testing, it's a lot more solid than previously.

We also added some polish to the game, mostly to the user interface: menus are a pretty important part of the experience in a JRPG, so we've decided to make them our number one priority. They're still work to do (especially in terms of animation) but we're getting ther bit by bit:


Oooh, shiny!

On the visual side, Pierre made lots of new assets and the game now looks way better. I'm probably certainly totally biased but I really think it's pretty good. But don't take my word and see the result for yourselves:


The clearing is getting more lively!

We hope to release the next demo very soon. See you next week!

Cheers! Beer!
« Last Edit: October 06, 2018, 07:55:39 PM by tchassin » Logged

cynicalsandel
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« Reply #165 on: October 01, 2018, 04:41:04 PM »

yes good
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MegaTiny
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« Reply #166 on: October 02, 2018, 08:19:22 AM »

Glad to see this coming together, I'm a huge fan of the breath of Fire 4-esque battle view. Looking forward to the demo  Hand Joystick
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tchassin
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« Reply #167 on: October 12, 2018, 07:10:23 AM »

yes good
Thanks!

Glad to see this coming together, I'm a huge fan of the breath of Fire 4-esque battle view. Looking forward to the demo  Hand Joystick
Thank you, we hope you'll enjoy it!

Update 106
Hey there!

Bug fixing and polishing is coming along nicely, and the known bug list is almost empty! The game is now much smoother but, unfortunately, it's nothing very exciting to write about. I can't really risk introducing new bugs by adding features, so updates are going to be a bit bland on the code side until we release the demo. Which should happen pretty soon, hopefully.

I also worked on balancing the game witht the feedback from the previous demo, and I think we're getting somewhere. We still need a few more people to play it so I can get feedback on that.

Pierre made some nice looking cliffs so we can have something other than trees in the game. Still mostly trees though. I mean, the demo takes place in a forest, so there's always going to be a lot of greenery.


Don't worry, she's not hungover, she just jumped off a cliff.

Once we're done with the finishing touches, we can finally release the demo, so this should happen next week (unlikely) or by the end of the month (more likely).

See you next week!

Cheers!  Beer!
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