Battle animations and player feedback is in! The things still missing are animations for spells, as well as their visual and sound effects. Click 'Read more' to read more about the animations and some of the choices I've made for the battles.
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I've had a busy week, but the time I did have for Viola I spent on character animations. I made a timelapse to show how a single sprite for an animation gets made! Click 'Read more' to see a few sprite sheets I've made. Games often use enemies to keep the game filled with conflicts for the player to engage with. Obviously, Viola is the same. So, this week, I put some extra love into the enemies you see in the game, and I added a fight against one of Viola's antagonists: Justice. Click 'Read more' to read more about Justice and the other enemies in Viola. I had to do more UI this week, since I didn't get to finish all of it last week. Turns out there was way more functionality left to do than I thought, so it took up the whole week. But, that makes the UI complete, other than some functionality for equipment, which will get its own sprint.
Click 'Read more' to see a few more screenshots and explanations! I worked on the graphical end of Viola this week, specifically the user interface. I've got all the art, but not all of the interface is implemented yet, due to the nature of these interfaces. Most of them need to show off the party in some way, which means I need to grab data from other objects to link to health bars etc.
Click 'Read more' to view a few more screenshots. Spells are now functional in-game during battle. Global warming made things a little more difficult (how do people think in all this heat?), but wow if it doesn't work. Visual and audio polish are still necessary to give the player proper feedback, but it's important to put functionality first. Click 'Read more' to read more about spells! This week, I worked on creating the "Wishfire" mechanic and section. After (almost) every level, the player gets the opportunity to rest at a Wishfire: a camping ground where you can heal your party and have an extended chat with them. Click 'Read more' to read more about the origin of this mechanic, and my implementation. Not much to talk about this week. I wanted a break from programming since I felt like I fried my brain last week. So, I drew background elements! With those, I can construct backgrounds for the level. I only did one small section, since I want to go over the level one more time later on. In any case, it's just screenshots this week!
Creating the RPG system is a headache-inducing endeavor to me, so I usually do coding in the mornings and other design stuff in the afternoon, such as levels or... characters! So I made two new characters in the meantime. The avian scribe Momo, and the fuzzy mouse Mhys!
Click 'Read more' to read more about these characters! This week was dedicated to doing "setup" for the RPG-style battles in Viola. Spawning party members, spawning monsters to fight, creating a UI to keep track of the characters' health and other values, and creating the start of a menu for the player to use. I also did some graphics research to get pixel perfect assets, as well as optional scanlines!
Click 'Read more' to read more! |
AboutThis is a development blog for my own game project, "Viola". Archives
February 2019
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