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.
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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 a "Chain Attack": a massive attack on an enemy with all characters. I wanted all characters work together during the ending, so I've implemented all animations into a single spell for Viola to use. It's named the "Symphonic Ensemble" in-game.
Click the "Read more" line below to see a little more info on the thought process of the chain attack. 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'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! 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! There isn't much to talk about this week. I took one day to submit Viola to a "stimulation fund", looking for a cultural subsidy to fund Viola with. After that, I worked on getting spell animations to work, complete with sound and particle effects. Most of my time was spent actually getting things to work, with only two spells being actually implemented: Viola's. Crescendos are powerful spells that use their own Crescendo Points, rather than the standard Ability Points used for spells. You gain Crescendo Points by taking damage. The system is based off of Lufia's "Rage" system, combined with the flair of super moves from fighting games. |
AboutThis is a development blog for my own game project, "Viola". Archives
February 2019
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