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]

Post by Feenicks »

I'm already giving some enemies some minor animation [pic related], and while I have thought about doing something for regular enemies [some minor moving around, maybe], how exactly I'd do that [as in, how I'd want it to look; I gave the idea a shot a while back and didn't like how it turned out] is still up in the air.
As it turns out doing the grass animation wasn't too terrible.
As it turns out doing the grass animation wasn't too terrible.
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King Slime
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Re: A Door To the Heavens [The devlog thread]

Post by RMZ »

The floating keeps the fluidity of your animations going for sure. I'm sure with your distinct enemy poses it's not always easy to animate them even simply. The fact that you're doing it some of the time will help a lot. It looks great in motion.
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Re: A Door To the Heavens [The devlog thread]

Post by Feenicks »

It's been about a month.

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Work on the main hub town continues, with all the exterior maps for it and a lot of the interior ones at tiled out, but I also went and got the tileset for one of the other towns set up. I ended up drawing a bunch of interior stuff as well, but I'll wait until next month to show some of that off.

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Stairs that cross over one another, as well as more generally stairs that can pass over regular walkable terrain, have been set up. There's a few places I want to use these, so having them around before I start building that stuff for real seems smart.
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As it's a dungeon without too much event stuff going on, I've been setting up a few maps of the ice cave, and also got the battle backdrop for the area drawn up. I've also gone and drawn a few more enemy sprites, but that's exactly that interesting.
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On the topic of battle backgrounds, I also stumbled into a heat haze effect [to be distinguished from the other wave effect I've shown off in the past, just not in this thread]. Also slightly on topic, I went and made the character UI boxes a set size, instead of having them scale to fill the entire width of the screen.
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And on the topic of battles in general, I'd finally had enough of debugging weapon positioning issues and made a quick reference thing that takes all the battle animation frames and tiles them out, with the equipped weapon positioned as they would be in battle. It's a lot easier to spot and correct improper weapon positions when you aren't looking out for them when a quick animation is actually playing.


As for other things I've been doing:
- The cliffside dungeon is more or less complete. There's one scene at the end I've been putting off, and I'll probably muck around with the enemy formations again, but all the mapping is done [and treasure placement is pretty straightforward after the fact].
- I've been doing a lot of database stuff. I finally have some base weapons/armor with which to better test enemies, and while setting up all the area-specific gear [there's a lot] will take time I've at least got most of what I need there started on.
- I redid the pitfall script a bit so that there's no map layer shuffling going on. No need to map stuff out so that NPCs of any sort aren't around pitfalls now.
- Bugfixes, as are inevitable.

And that's another month's work. Let's see if by mid-May I can actually have a town squared away.
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Re: A Door To the Heavens [The devlog thread]

Post by Feenicks »

Another month, another update.
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I finally got all the maps and NPCs in the first area of the game sorted out. Thank goodness.

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I also gave the overworld graphics a try, as having them be the really placeholdery versions for the demo didn't feel great, but I'm not a huge fan of them honestly. I'll probably be ripping these out and replacing them with something else when I start drawing stuff for the rest of the overworld maps.

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On a mechanical level, conveyor belts! I'm able to change the speed at which they push the player around as well.

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Cygna also gets a proper shield bash animation.
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I also got a bestiary screen set up. Compact is definitely the wrong word, but all the information is over two screens now, instead of four as in False Skies. It's also organized by area/subarea, as due to the way this game's set up doing things as a single big list would be problematic.

Other things of note:
- I got a bunch of enemy and item descriptions done up, as well as some organizational database things done.
- Some more weapon/shield graphics got thrown into the file.
- I reorganized the menu a little bit to put all of the less directly important stuff into their own System menu.
- Also I got another demo out! Go check it out maybe.
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Re: A Door To the Heavens [The devlog thread]

Post by Feenicks »

Another month!

This was one of those months where I didn't advance the playtime of the game any, but did get a bunch of mechanical and art-related things done. Funny how that is.
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One of the main things I did was work on three other temporary characters you get, this time ones only encountered if you take certain scenarios first. They're all healers of some description, but they also cover some other position in the lineup you'll be lacking in at the start:

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89 is a Sage, who acts as a second magic-user for the party, and gets [fleeting] buffs and debuffs to use.
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Buur gets to be the sole physical fighter in a party of magicians, and gets both a good self-buff and the ability to spread effects on themselves to allies.
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Manan is a second archer, with the ability to shore up defenses a little bit if pure offense isn't a great answer. Unlike the other two, I haven't yet given him any really notable animations for when they're in battle.

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Other battle stuff! I've had the bomb status penciled in since I started getting statuses set up, but waited until now to get it working. It does nothing until it hits 1, at which point the afflicted is KOd and does their HP in nonelemental damage to everyone in battle.
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I also got some other items set up. Multitarget healing items can now work out of battle, and the all-important elixir equivalent is now set up. The power being there and at such a high value is a bit silly, though - might have to get that to display N/A instead.
[Ignore the numbers getting carried along like that - I need to get a proper solution to displaying the item count on this menu set up.]
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Another battle backdrop, and a new background effect to go along with it. It does a vertical wave effect, which does require the right background to really make apparent, but does help sell anything water-related.

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Kyantegi, the next town on the list, has now been mapped out. It's in two parts - an upper portion on the hills, and a lower portion by the sea.
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The interiors are also done. I'll probably end up mucking around with the graphics further at some point in the future, but that's a problem future me can fuss over.
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And, moving onto the next area I'll need to map out, I moved some things around to allow for the ground effect zones to work when other mechanical zones are around, letting me do stuff like what's going on here, where I can have these shallow water currents around.
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Now, the original plan was to go with the tan cave tileset for the next dungeon - but making a substantial dungeon out of that would get a bit tiring, and ultimately isn't really that appropriate for the location. So instead I went and drew up something with much more of a seaside feel to it.


Other things I got done:
- There's now the ability to press the option key on some menus to display some secondary information - stuff like skill lists instead of equipment and the like.
- You can now also equip your entire party in the equip menu, not just those in your current lineup.
- I drew some other enemy sprites, but you can see them ingame or if I decide to use some of them to display an effect of some description.

But that's another month. I have a few things I feel I should get done, but it's really a case of choosing what to deal with first at this point.
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