Same as last week: more work on the ending of Viola. There's no spoilers this week, as most of this week's work went to animation.
I've been working on the true ending of Viola this week. Since these next few GIFs are full of spoilers, you'll just have to click below to see them.
A lot of my energy this week went towards Christmas and spending time with family. That's exhausting! To me, at least. Not that I don't love my family, but big gatherings just take a lot out of me. In any case, that meant work on Viola saw a bit of slowdown: it's almost all art, baby.
Click 'Read more' to not read more, but just see some more art.
This week I worked on two of the three final boss battles in Viola. There will be spoilers in the blogpost. Be wary!
Click 'Read more' to find out more about some of the story and the boss battles.
This week I started working on the final section of the game. Now that the first level of the game is more or less done (barring some necessary improvements for the art), I'm now doing the final part of the game. That way, I can easily scale the game by making more or less levels between the two I've made already.
I started by making a section right before the final boss where the player gets a moment to say goodbye to the characters they've recruited on their way.
Click 'Read more' below to read more about the code regarding the conversations.
This week, I've been working on artwork and animations for the first level. They're not all implemented yet (thanks Smash Bros!), but I've got the most important ones in there. There's also no sound yet for most of the animations, including a new song that I'll need to request at some point.
Click 'Read more' to see some of the sprites and the process of creating Viola's animations!
Some of the feedback I've gotten from more senior game designers is that there's lot you have to learn right away in the vertical slice. Attacking, defending, all sorts of spells, items, on top of all the platforming. So it's high-time to show how exactly I plan on introducing the mechanics one by one.
Click 'Read more' to read more about the tutorials!
I believe it was Miyamoto who said that the first level you create should always be the second level. That way, you know exactly how to introduce the mechanics of your game in the first level. I've followed that advice by making the vertical slice a fitting "second level", which means that now, I have to create the first level.
Click 'Read more' to find out a bit more about the first level.
This week, I replaced the text-based introduction with an interactive one. I wanted the player to be part of Viola's frustration, which causes the violin's fantasy world to open up. After this part, the game starts right away with a smaller tutorial level where the player meets Fenrys.
Click 'Read more' to read more about the introduction.
This week and the last have mostly been spent on contacting publishers (if you're a publisher and you're reading this, hi! Please help Viola!). But I've also been concepting characters and mapping out the game's story and levels. I've created a timelapse to show how I move from a concept sketch to a final sprite.
Click 'Read more' to see all the character concepts I've created this week!