(And touched up some old ones)
Also had a major epiphany in which direction I want gameplay to develop, so some progress here too
all systems nominal
Age 30, Male
Soviet Russia
Joined on 1/24/13
Posted by Kiloru - 1 month ago
Soooo it begins to vaguely resemble something actually functioning now. Spells and proper enemy behaviors are still WIP, but overall it works. Damage calculations, temporary stat changes are already implemented. Also, encounters are winnable and eacapeable (with the togglable escapability).
Ironically, it only took like two weeks to get it into more functioning condition that any of Aspect/Overstay iterations. I feel there must be some sort of lesson here (probably something about picking a scale that you can actually manage or not trying to invent an engine when ready solutions already exist, idk)
Posted by Kiloru - 1 month ago
Desire to make a jrpg still haunts me after all these years, so may as well do something about it
So, here's some overworld assets (and script to check for Annoying Random Encounterâ„¢)
Yes, I'm going to use GBStudio again, desite it being less-than-optimal engine for the task at hand. Will probably heavily reference the very first dragon quest, with singular character, 1v1 combat and all this stuff.
Don't worry, I won't repeat my previous mistakes and go all aboard with branching subplots, non-linearity etc
Posted by Kiloru - December 19th, 2024
Long story short, let's assume that now I have a vague understanding how GBstudio works. Guess I can do something proper now
Finished (more or less) a proof-of concept level, pretty happy with the game feel so far. Already learned a couple of new things (little unnecessary stuff like prefabs, sounds or saving/loading, yea).
Going for more action/adventure angle, without rpg elements and with faster gameplay this time
Posted by Kiloru - November 1st, 2024
Worked on the final battle arena
Think it ended up neat
Also here's some progress on the battle itself (with no damage or anything, just a rough behavior script)