But uuuuuugh I was a tad too occupied spontanrously making 10mm wargaming miniatures
(I really hope they will survive actual printing)
all systems nominal
Age 30, Male
Soviet Russia
Joined on 1/24/13
Posted by Kiloru - 2 weeks ago
Worked on a tileset a little
Apparently Im just going to make a bunch of assets for characters and environment and the just shake them until they form a coherent plot
(Bonus, I've tried to make a tileset s o m e w h a t organized and pleasant to look at, but ended with this instead lmao)
Posted by Kiloru - 1 month ago
...but uuuugh Deltarune happened
So yeah, did nothing besides some small sprite edits and other irrelevant stuff
Also, still stuck on the plot (yep, still no proper idea what actually going to happen in the game storywise), and, looking back, I find it absolutely f a s c i n a t i n g
Like, I did a complete 180° turn from what I tried to do with Overstay/its iterations (do all the plot stuff first and maybe slap some gameplay on later) and now sit with pretty fleshed out gameplay concept (up to exact damage calculation formulas) and barely any ideas on actual game story
It's kinda funny, idk
Posted by Kiloru - June 2nd, 2025
With some support from GBStudio discord, now spritesheet swap goes seamlessly with no need for flicker or anything
Now I can fit ranged attack mode the same way as a bonus
(Don't mind different protagonist sprite, I still havent decided on the setting and the plot lmao)
Posted by Kiloru - May 29th, 2025
I am getting cheeky
I am just considering variants of how combat can work (and seriously considering going the action way because i am dreading dynamic menus so much, yep)
Tried making sheathing/unsheathing mechanic
It is not visible on the gif, but switching states looks kinda glitchy (because i am swapping spritesheets), maybe will have to stuff it all into one spritesheet, which would honestly suck
Posted by Kiloru - May 27th, 2025
W e l l
Wrapped random encounters call into a script (wasting three global variables in process because GBS won't let me use local scene variables in the timer tick function if it is attacher via the script for some reason)
Started implementing the roleplaying system. Compared to Sagas, there will be several key differences:
Ngl, that sounds nightmarish to realize, already. Wonder how much I will backpedal from this concept.
Also, despite literally ever gamedev guide telling otherwise, worked on graphics. NGL, the artstyle took a t u r n (not complaining tho, kinda like it)
Posted by Kiloru - May 26th, 2025
...devlog, day 1
Because I can't just sit calmly for a while and need to do s o m e t h i n g n e w
Welp
I am making another rpg. It's going to be called something like "Crypts of Kayith Ulnorr" (working title, I need to make it sound even more dungeon synth-y)
I think I've learned quite a lot of lessons from Nilvreth Sagas, and eager to apply this knowledge now.
So (besides madly scribbling a bunch of concepts and ideas into my notebook), spent today on implementing a proper random encounter system. It tracks if player actually moved or not, so no more encounters while trying to walk into walls. Also planning to add some delay counter at the end of battles, so you won't get encounters right next step after you finished fighting.
Also, done a quick sprite for protagonist. Because I can.
Actually thinking on making NPCs constantly play their walking cycles like in old ff/dq etc, purely for more motion present on the screen.
Also I'll implement a proper roleplaying system this time, I swear. Will event try to do a ~dynamic spell menu~, so I am pretty sure I's gonna get rough really fast.
And oh, I'm gonna document it all here In unnecessary detail, yep. Brace yourself.