This week I focused on creating a new level. I want to find out how fast I can create a single level so I can make my planning more efficient. So far it seems like I need three weeks: one to design and implement it and make some art, one to do all the story and make some art, and the last one for more art. Yeah, art takes the longest. No surprise there.
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Given that I've been bugfixing almost all week, I've decided to just post a lot of GIFs that I've previously posted on Twitter to show off story moments from Viola.
Click the 'Read More' button to see them, but it'll be a lot to load. Don't view this on your phone unless you want to eat up all your data. This week was all about expanding spells. The spell menu during battle scenes is now dynamic: rather than holding one spell of each category it can now hold multiple spells.
I had to work through a bit of illness, but I still managed to create a few spell effects and animations. There's nothing extra to show you this time, so there's no "read more" option for this post. This week I worked on creating new stories for the second level of Viola. The second level is the one used in the vertical slice, which had its own set of stories. The vertical slice's stories were created the give the player a global idea of what Viola's story would be like.
Now that I'm making actual levels, the stories get to slow down. That means I get to let Viola actually fail at stuff. Click 'Read more' to read up about the systems used to create stories in Viola. |
AboutThis is a development blog for my own game project, "Viola". Archives
February 2019
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