Now that I've got a demo out, and also made a few changes after putting out that demo, I should probably get a dev thread going and not limit all my updates to discord/twitter.
Anyway!
First off, I've gone and bumped up the resolution a bit. It gives me a bit more room to work with, but more importantly divides nicely into a 1080p resolution, as opposed to the screen size I was using before [to say nothing of False Skies' resolution]. 480 pixels across feels about as large as I can get before the sprite size I'm using gets utterly lost, so it's probably staying here.
Second, I've started on improvements to the party selection screen. It's the most WIPish of all the subscreens so far, and while that hasn't changed, I've moved some stuff around and added in a box that shows you what your prior party arrangement was. This'll all be more useful in the final game, where you have more than the four party members you have access to in the demo, of course. I'll probably move around and/or add additional stuff to this screen in the future, as I figure out what it needs.
All the other screens have been changed to fit the increased resolution as well, but that's not very interesting.
As for other stuff I've done in the interim, it's been mostly housekeeping and bugfixes/mechanical changes. Walking perpendicular to a diagonal wall now works properly, and you now get bumped a bit when moving up/down against a corner. Once I'm off break I'll probably get to working on tilesets and hacking out other systems I've neglected so far.
A Door To the Heavens [The devlog thread]
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- Metal Slime
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Re: A Door To the Heavens [The devlog thread]
Back from my vacation, and while I was doing some development over it it's nice to get back into things for real. I'm still doing systems stuff, but hopefully I'll be in a position to be comfortable making something concrete soon.
Anyway!
Chasing enemies get a little popup when they start going after you, which changes into a '...' if you leave the area where they chase you. I drew a bunch of different popups as well, which I'll probably be using for situations where I want to have a sign or such guide the player but where a textbox would be a bit too flow-breaking.
I also got in-battle enemy summons set up. There's only two types of summon animation so far [fade in and rush from the right-hand side of the screen], but adding more would be pretty easy.
There's also a [still kinda rudimentary] map system now. It fills in as you go through an area, and highlights the current room you're in. Paging between different floors isn't in yet, but shouldn't take too long to do; paging between different dungeons entirely will take a bit longer, but I'll wait until I have more than one dungeon I'm working on to do that. Whatever I end up doing, having a map will probably help a bit with navigating areas, especially since I'm probably going to have areas generally be a bit more segmented than in False Skies.
I've also done a minor bit of work on the equipment screen; now things like status resistances/weaknesses and elemental damage rates are here, sitting in the part of the screen that gets covered up by the equipment menu.
And lastly, a shop screen. Still needs some sprucing up, but that'll be easy to do in time. I'll need to figure out how exactly I'll be slotting in extra details - probably in the bottom, next to the item description - but I can figure that out once I get around to it.
_______________
Well, that's it for now. Maybe next time I'll have started drawing some new areas and can show those off.
Anyway!
Chasing enemies get a little popup when they start going after you, which changes into a '...' if you leave the area where they chase you. I drew a bunch of different popups as well, which I'll probably be using for situations where I want to have a sign or such guide the player but where a textbox would be a bit too flow-breaking.
I also got in-battle enemy summons set up. There's only two types of summon animation so far [fade in and rush from the right-hand side of the screen], but adding more would be pretty easy.
There's also a [still kinda rudimentary] map system now. It fills in as you go through an area, and highlights the current room you're in. Paging between different floors isn't in yet, but shouldn't take too long to do; paging between different dungeons entirely will take a bit longer, but I'll wait until I have more than one dungeon I'm working on to do that. Whatever I end up doing, having a map will probably help a bit with navigating areas, especially since I'm probably going to have areas generally be a bit more segmented than in False Skies.
I've also done a minor bit of work on the equipment screen; now things like status resistances/weaknesses and elemental damage rates are here, sitting in the part of the screen that gets covered up by the equipment menu.
And lastly, a shop screen. Still needs some sprucing up, but that'll be easy to do in time. I'll need to figure out how exactly I'll be slotting in extra details - probably in the bottom, next to the item description - but I can figure that out once I get around to it.
_______________
Well, that's it for now. Maybe next time I'll have started drawing some new areas and can show those off.
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- Red Slime
- Posts: 32
- Joined: Fri Jan 13, 2023 1:13 am
Re: A Door To the Heavens [The devlog thread]
Like False Skies, looks to be an excellent showcase of what OHR can do.
"Wanting a game where you can DO anything, or pledging to make such, requires a fundamental misunderstanding of video games as a concept."
-Yahtzee
-Yahtzee