Maltakreuz
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« Reply #20 on: October 01, 2020, 05:45:17 AM » |
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Well yes... but i hope one out-of-setting building will no ruin atmosphere. Alternative is to strip it down (or redraw in sumerian style).
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JobLeonard
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« Reply #21 on: October 01, 2020, 12:35:30 PM » |
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It looks good. I'm sure that people who can suspend their disbelief for humanoid cats can do so for circus tents as well
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Maltakreuz
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« Reply #22 on: October 11, 2020, 02:13:06 AM » |
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Implemented some armor to suit lionessies for combat. I hope looting treasure chests to find this items would be rpg-fun.
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JobLeonard
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« Reply #23 on: October 11, 2020, 02:28:10 AM » |
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The reflections have that "hand drawn photorealism" look that I remember from nineties games
(This is a compliment)
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Maltakreuz
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« Reply #24 on: October 12, 2020, 02:49:03 AM » |
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Eh ... there are boring parts in game development like programming settings menus and so on. But there are also funny ones. How I love to invent Artifacts, wow ... it's a pity you can't make a game just by inventing 10 artifacts a day. (In fact, it is not yet a fact that this is an artifact, and not just a "rare" item. Everything is still in development.)
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Maltakreuz
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« Reply #25 on: October 12, 2020, 02:49:40 AM » |
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The reflections have that "hand drawn photorealism" look that I remember from nineties games
(This is a compliment)
Thank you
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Maltakreuz
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« Reply #26 on: October 18, 2020, 02:47:11 AM » |
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Meanwhile i finished GUI for stats, sins etc. Numbers that make RPGs fun.
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JobLeonard
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« Reply #27 on: October 18, 2020, 04:30:15 AM » |
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What do the sins do?
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Maltakreuz
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« Reply #28 on: October 18, 2020, 04:37:14 AM » |
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What do the sins do?
They do two things: 1) Well they are primary character stats/attributes. I have to choose what to do first: GUI or RpgSys, so i started with GUI. So they do not affect anything yet. But they will be part of most game formulas to calculate success/failure of hit/action etc. Wrath is probably attack and damage. Lust charisma. Greed affects trading skill and loot in treasure chests. And so on. Moreover some skills and skill ranks require some min. stat. 2) The second purpose are special options in dialogues, that represent this particular sins. You must be really greedy to betray somebody for a little money and so on 7 Deadly Sins are heavily integrated in game plot and bosses (7 bosses are just Sin-Demons). And you must rescue 7 pagan gods which of them is "poisioned" with one of theese sins.
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Maltakreuz
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« Reply #29 on: October 23, 2020, 03:44:02 AM » |
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Pause menu for "Paws on the Sand: Lionessy Sins" is ready. You need to configure game setting somewhere, isn't it ?
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JobLeonard
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« Reply #30 on: October 23, 2020, 04:37:27 AM » |
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Veeery nice! I miss the days when menus and other UI elements in games had tons of aesthetic polish, instead of the modern minimalism that seems to be the default
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Maltakreuz
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« Reply #31 on: October 23, 2020, 06:01:38 AM » |
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Veeery nice! I miss the days when menus and other UI elements in games had tons of aesthetic polish, instead of the modern minimalism that seems to be the default
Yep, this is my personal preference too. Just like in any normal RPGs from 90-s. Frames, borocco, reliefs etc. Just make things more FANTASY-FAIRYTAIL-GOTHIC :3
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JobLeonard
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« Reply #33 on: November 17, 2020, 06:14:59 AM » |
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Heh, why 300? I don't know of any game with that many NPCs (unless we count autogenerated ones)
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Maltakreuz
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« Reply #34 on: November 17, 2020, 07:06:58 AM » |
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Heh, why 300? I don't know of any game with that many NPCs (unless we count autogenerated ones)
Well... it is just stucture of the game: ~100 sidequests need ca 150 NPCs. Then main story + 6-8 cities, which has at lest 12 merchants for any weapon/service type. And no, actually neary every solid RPG has that amount of NPCs, if you really count everybody. Of course only 20-30 NPCs are really main chars, but the others need some sprites/avatars too. So 300 is pretty accurate estimation, i suppose.
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JobLeonard
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« Reply #35 on: November 17, 2020, 07:36:34 AM » |
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Yeah, but I mean in terms of uniquely identifyable NPCs In many RPGs shopkeeps are shopkeeps, you know?
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Maltakreuz
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« Reply #36 on: November 17, 2020, 07:46:28 AM » |
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Yeah, but I mean in terms of uniquely identifyable NPCs In many RPGs shopkeeps are shopkeeps, you know? Well, for now i have some generic body-part constructor for NPCs and i plan to draw to every shopkeeper unique "face" to bring up individuality. They also have some basic traits in exel-table, like "Pessimistic, angry, fat etc.". Aeris from FF7 was a flower-shopkeeper :3 At least one.
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velocirection
Level 2
Your favorite pizza raptor game developer
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« Reply #37 on: November 19, 2020, 09:59:37 PM » |
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Yep I'm down with this :3 Nice art, metroidvanias are cool, etc...
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Maltakreuz
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« Reply #38 on: November 23, 2020, 01:13:45 AM » |
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Grid based inventory is (near) ready. Works both from mouse/keyboard and from joystick at the same time with on-the-fly switching (even no need to reboot PC). Dress (and undress) game party chars makes much fun. Yep I'm down with this :3 Nice art, metroidvanias are cool, etc...
Thank you! :3
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marcgfx
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« Reply #39 on: November 23, 2020, 10:55:14 PM » |
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Pretty insane how much detailed art you must be producing. Do you use a tablet or a different means of producing it? The inventory looks neat!
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