A Door To the Heavens [The devlog thread]
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- Feenicks
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Re: A Door To the Heavens [The devlog thread]
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.
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- As it turns out doing the grass animation wasn't too terrible.
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Re: A Door To the Heavens [The devlog thread]
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.
http://www.redtrianglegames.com
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RMZ#4181
- Feenicks
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Re: A Door To the Heavens [The devlog thread]
It's been about a month.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
- Feenicks
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Re: A Door To the Heavens [The devlog thread]
Another month, another update.
I finally got all the maps and NPCs in the first area of the game sorted out. Thank goodness.
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.
On a mechanical level, conveyor belts! I'm able to change the speed at which they push the player around as well.
Cygna also gets a proper shield bash animation.
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.
I finally got all the maps and NPCs in the first area of the game sorted out. Thank goodness.
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.
On a mechanical level, conveyor belts! I'm able to change the speed at which they push the player around as well.
Cygna also gets a proper shield bash animation.
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.
- Feenicks
- Metal Slime
- Posts: 705
- Joined: Tue Aug 10, 2010 9:23 pm
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- Contact:
Re: A Door To the Heavens [The devlog thread]
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.
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:
89 is a Sage, who acts as a second magic-user for the party, and gets [fleeting] buffs and debuffs to use.
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.
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.
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.
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.]
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.
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.
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.
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.
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.
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.
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:
89 is a Sage, who acts as a second magic-user for the party, and gets [fleeting] buffs and debuffs to use.
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.
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.
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.
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.]
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.
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.
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.
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.
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.
- Feenicks
- Metal Slime
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Re: A Door To the Heavens [The devlog thread]
Well, another month.
A good chunk of the time was spent mapping out this cave, which I talked about a bit last month. Its main gimmick is currents, which come in two flavors: slow ones, which you can walk against, and fast ones, which can't be walked against [but typically are linked with a switch nearby that changes what direction they go in].
Like this.
Enemies: the former steals your buffs if you throw up a DEF buff, while the latter does an attack every few turns that hits everyone. The first one required a fair bit of newish targeting scripting to work, while the latter required some slotting in of the water effect between the background and sprite portion of the battle screen, as well as some trickery to make the tiling effect work.
____________
Other, non-cave stuff now:
I didn't have a sell menu in the shop screen, but do now. It's pretty basic, so I might have to change it up, but it's fine for what I need it for.
There's going to be a few larger-than-normal NPCs here and there, and here's the first I've set up. I had to do some marginally jank stuff to make the combination of things I'm doing here work out, but that's fine.
I've also started on the tileset for the next dungeon, a large rambling temple. There's still a bunch that needs to be drawn out for it though, seeing how a dungeon is more than just a bunch of walls.
____________
And that's it for this month. I have a bunch of cutscenes that need setting up, and even more NPCs, but hopefully that should be done by the time I post here again in mid-august.
A good chunk of the time was spent mapping out this cave, which I talked about a bit last month. Its main gimmick is currents, which come in two flavors: slow ones, which you can walk against, and fast ones, which can't be walked against [but typically are linked with a switch nearby that changes what direction they go in].
Like this.
Enemies: the former steals your buffs if you throw up a DEF buff, while the latter does an attack every few turns that hits everyone. The first one required a fair bit of newish targeting scripting to work, while the latter required some slotting in of the water effect between the background and sprite portion of the battle screen, as well as some trickery to make the tiling effect work.
____________
Other, non-cave stuff now:
I didn't have a sell menu in the shop screen, but do now. It's pretty basic, so I might have to change it up, but it's fine for what I need it for.
There's going to be a few larger-than-normal NPCs here and there, and here's the first I've set up. I had to do some marginally jank stuff to make the combination of things I'm doing here work out, but that's fine.
I've also started on the tileset for the next dungeon, a large rambling temple. There's still a bunch that needs to be drawn out for it though, seeing how a dungeon is more than just a bunch of walls.
____________
And that's it for this month. I have a bunch of cutscenes that need setting up, and even more NPCs, but hopefully that should be done by the time I post here again in mid-august.
- Feenicks
- Metal Slime
- Posts: 705
- Joined: Tue Aug 10, 2010 9:23 pm
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Re: A Door To the Heavens [The devlog thread]
Want to have these updates back in the middle of the month so this'll be a bit light.
I made a small font for the battle UI. It also lets me fit in a numerical MP counter, which is nice.
Damage numbers still use the default, bigger font: there's enough space for it out on the main part of the battle screen.
I've implemented more basic versions of the elemental amplifying statuses, which only boost outgoing damage from one side, rather than it being a two-way street. They'll be used on elemental staffs, so there's more of a reason to use them beyond the free elemental damage they already enable.
I also set up a slightly more involved run system. In the demo, running is guaranteed and goes off immediately; here, it's delayed until the end of the round and has a chance of failing [based on how many party members attempt to run and how deep into the battle the attempt is]. I'll probably muck around with the numbers a bit more before I finalize this.
The next dungeon, a sacred spring-turned-public baths-turned-temple complex, is also in the middle of getting made. It's the first instance of a dungeon that's basically skipped over if you do the scenario it's in first or second, so I've technically done all of the mapping needed for now - but waiting until later to finish it off feels like an invitation to just never do it.
But that's it for now. I've done some other things - a bunch of writing, a few enemy graphics, actually getting treasure and enemies set up in the dungeon I was working on last month - but a screenshot of a treasure chest is hardly the most interesting thing.
Will I finally finish off the NPCs in one of the towns come mid-September? We'll see.
I made a small font for the battle UI. It also lets me fit in a numerical MP counter, which is nice.
Damage numbers still use the default, bigger font: there's enough space for it out on the main part of the battle screen.
I've implemented more basic versions of the elemental amplifying statuses, which only boost outgoing damage from one side, rather than it being a two-way street. They'll be used on elemental staffs, so there's more of a reason to use them beyond the free elemental damage they already enable.
I also set up a slightly more involved run system. In the demo, running is guaranteed and goes off immediately; here, it's delayed until the end of the round and has a chance of failing [based on how many party members attempt to run and how deep into the battle the attempt is]. I'll probably muck around with the numbers a bit more before I finalize this.
The next dungeon, a sacred spring-turned-public baths-turned-temple complex, is also in the middle of getting made. It's the first instance of a dungeon that's basically skipped over if you do the scenario it's in first or second, so I've technically done all of the mapping needed for now - but waiting until later to finish it off feels like an invitation to just never do it.
But that's it for now. I've done some other things - a bunch of writing, a few enemy graphics, actually getting treasure and enemies set up in the dungeon I was working on last month - but a screenshot of a treasure chest is hardly the most interesting thing.
Will I finally finish off the NPCs in one of the towns come mid-September? We'll see.
- Feenicks
- Metal Slime
- Posts: 705
- Joined: Tue Aug 10, 2010 9:23 pm
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Re: A Door To the Heavens [The devlog thread]
So it turns out that no, I didn't get around to those NPCs. I did get within striking distance of actually finishing the next dungeon, though.
As it turns out, having a bigger screen, faster movement, and maps that require dealing with on-field enemies means that a lot of ground needs to be created. Combined with wanting a bit more open area this time around, there's a lot of pillared hallways here, and a lot of smaller, off-the-main-track ones as well.
As what'll mostly be traversed as a mid/late-game dungeon, there's a few mechanics at play here. The first is a more battle-focused one; step into certain shallow pools, and you'll be conferred a buff [or a debuff] that the entire party brings into the next battle. You only get one pool's boon at a time, so choose wisely.
There's also deeper pools you have to empty to get past, and some minor puzzles associated with them. I'll probably find a place to reuse these puzzle concepts, since they probably deserve to be developed out a bit more.
I'm not entirely done; I still have a few cutscenes to set up and enemies to place, but it's all laid out. Balancing everything will come later though, once I know exactly just what I'll have handed out to the level 35/45 party that comes here.
____________
Other things!
I've had a lot of these walls in my big sketch file for a while, but eventually the time comes to take them out and put them in a workable tileset. Anyway, the next dungeon I'm working on is a tower, complete with a DQ3-esque tunnel underneath it. Mercifully, I'm not planning any puzzle stuff for it, so once I get to it it should go fairly quickly.
I've set up the option to choose the master palette's saturation. It's implemented by having six different master palettes, so it's a bit finicky, but between that and not giving people the option to choose a palette that looks oversaturated to them I'd rather choose the former.
The Inlet Cave was feeling like it needed one more enemy in its back half... so have this fish. It gets nasty if you let its buffs get out of sync - but you have someone to deal with that [or, you know, you could just target it first].
I also set up another background. It's for the overworld area the colder-looking caves from a few months ago are a part of.
____________
Other, non-screenshot-worthy things:
- I found a silly bug where elemental resistances stacked up way higher than they should have [that's now fixed]
- A few more attack graphics, as well as another attack animation type, got done.
- A good few more enemies that I'd rather not spoil got made, and not just the fish up there.
- I did some more work on getting skill customizations set up. It's one of those things that's not hugely interesting to bash out, but it's one of the progression systems and needs to get done at some point, lest I balance everything assume a vastly lower power level than is on tap.
____________
But that's this month. Onto the next.
As it turns out, having a bigger screen, faster movement, and maps that require dealing with on-field enemies means that a lot of ground needs to be created. Combined with wanting a bit more open area this time around, there's a lot of pillared hallways here, and a lot of smaller, off-the-main-track ones as well.
As what'll mostly be traversed as a mid/late-game dungeon, there's a few mechanics at play here. The first is a more battle-focused one; step into certain shallow pools, and you'll be conferred a buff [or a debuff] that the entire party brings into the next battle. You only get one pool's boon at a time, so choose wisely.
There's also deeper pools you have to empty to get past, and some minor puzzles associated with them. I'll probably find a place to reuse these puzzle concepts, since they probably deserve to be developed out a bit more.
I'm not entirely done; I still have a few cutscenes to set up and enemies to place, but it's all laid out. Balancing everything will come later though, once I know exactly just what I'll have handed out to the level 35/45 party that comes here.
____________
Other things!
I've had a lot of these walls in my big sketch file for a while, but eventually the time comes to take them out and put them in a workable tileset. Anyway, the next dungeon I'm working on is a tower, complete with a DQ3-esque tunnel underneath it. Mercifully, I'm not planning any puzzle stuff for it, so once I get to it it should go fairly quickly.
I've set up the option to choose the master palette's saturation. It's implemented by having six different master palettes, so it's a bit finicky, but between that and not giving people the option to choose a palette that looks oversaturated to them I'd rather choose the former.
The Inlet Cave was feeling like it needed one more enemy in its back half... so have this fish. It gets nasty if you let its buffs get out of sync - but you have someone to deal with that [or, you know, you could just target it first].
I also set up another background. It's for the overworld area the colder-looking caves from a few months ago are a part of.
____________
Other, non-screenshot-worthy things:
- I found a silly bug where elemental resistances stacked up way higher than they should have [that's now fixed]
- A few more attack graphics, as well as another attack animation type, got done.
- A good few more enemies that I'd rather not spoil got made, and not just the fish up there.
- I did some more work on getting skill customizations set up. It's one of those things that's not hugely interesting to bash out, but it's one of the progression systems and needs to get done at some point, lest I balance everything assume a vastly lower power level than is on tap.
____________
But that's this month. Onto the next.