Katt's Arrow - official devlog thread

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Bluefeather42
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Re: Katt's Arrow - official devlog thread

Post by Bluefeather42 »

Some quick updates. Still in the "planning/Experimenting" stages of this thing as well as working on other non-game projects.

-Encounters will likely be one-on-one with a random creature (if any!) spawning on the map. Audio & visual cues will hint at just what creature.

-This is, on some level, still going to be an rpg using as much of the default stats and systems as possible.

-If I'm totally wrong and the stealth thing doesn't work out I'm changing to an RPG with an action-battle system (or whatever it's called) ala Little Ninja Bros./Super Chinese

-Still considering retooling the series (I'm writing some stories as well!) with human(oid) characters and more 8-bit art style because I might be sick of trying to draw cartoon animals. Kind of in a weird state of flux here.

-I also have a few more game ideas I'd like to work on at some point, such as another stealth game where you play a sea monster and a Sid Meier's Pirates! clone about vikings.
Bluefeather42
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Re: Katt's Arrow - official devlog thread

Post by Bluefeather42 »

Another very minor update: I made the mistake of reinstalling Mount & Blade Warband again and now I am vehemently opposed to character leveling systems in action games.

I kid (sort of).

I've mostly been working on my non-game projects so I haven't really touched the game for the last couple months. However, the 2D tile based nature of KA makes me wonder if I should axe the Line of Sight system and use something based on proximity, shadows, and different stats ala Daggerfall/Morrowind. It seems on the one hand simpler, but will require I designate more zones.

Also, Mount & Blade...never again. Never again. Friends don't let friends play broken overrated pseudo-realistic crap.
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RMZ
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Re: Katt's Arrow - official devlog thread

Post by RMZ »

Bluefeather42 wrote: Fri May 16, 2025 10:48 am Another very minor update: I made the mistake of reinstalling Mount & Blade Warband again and now I am vehemently opposed to character leveling systems in action games.

I kid (sort of).

I've mostly been working on my non-game projects so I haven't really touched the game for the last couple months. However, the 2D tile based nature of KA makes me wonder if I should axe the Line of Sight system and use something based on proximity, shadows, and different stats ala Daggerfall/Morrowind. It seems on the one hand simpler, but will require I designate more zones.

Also, Mount & Blade...never again. Never again. Friends don't let friends play broken overrated pseudo-realistic crap.
Speaking from experience on this cause I've designed a few different instances of stealth in games. Line of sight is probably what people expect. I know a lot of people dislike stealth in RPGs so having visual aids to their line of sight helps. If you want to look at a couple ideas I've done recently for inspiration check out Cthulhu's Paradox. In the update I did last year I added visuals for the line of sight and proximity based scenarios if that inspires you in any way. Figuring out how the experience can feel sneaky and still be fun is tough.
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Bluefeather42
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Re: Katt's Arrow - official devlog thread

Post by Bluefeather42 »

RMZ wrote: Fri May 16, 2025 5:53 pm
Speaking from experience on this cause I've designed a few different instances of stealth in games. Line of sight is probably what people expect. I know a lot of people dislike stealth in RPGs so having visual aids to their line of sight helps.
Good point! I don't know if I have a good argument against not adding a visual aid. I also really need to have camera controls so the player can look ahead/around so as to not blunder into something.
Figuring out how the experience can feel sneaky and still be fun is tough.
Very true! I do need to play Cthulhu's Paradox all the way through - started it a couple years ago, I think before you updated. Thank you for reminding me.

EDIT: It occurred to me later that I can do proximity with the LOS scripts by setting the Rear View Distance equal to the Front View Distance.
Bluefeather42
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Re: Katt's Arrow - official devlog thread

Post by Bluefeather42 »

Been away from the game dev thing for a while, working on my other projects and mulling some stuff over.

One: I'm a bit limited by the map size...limit. One inspiration for not doing a JRPG was playing guerrilla sniper-type missions in ARMA 3, which has kilometer sized maps. While having bigger maps would be nice, it's not a big deal. I can always just break each planet up into separate maps connected by a world map or something.

Two: Ammo. I think for the "normal" arrows, Lucian will have infinite ammo. Otherwise, people will expect to be able to retrieve spent arrows and I really don't feel like scripting that, and have him learn to make improved arrows throughout the game. I plan to have "special" arrows like poison, explosive, etc. etc. That he'll have to make more of.

I definitely want the game to be slow paced and tactical. Like the old XCOM but in real time, I guess.

Also maybe one day I'll actually participate in a contest instead of just saying I will and then completely freezing up and not producing a damn thing. I'm STILL embarrassed about the demake contest.
Bluefeather42
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Re: Katt's Arrow - official devlog thread

Post by Bluefeather42 »

Bluefeather42 wrote: Fri Jan 10, 2025 3:31 am
-Camera movement. I'd like to stick with the default resolution, but with the default camera, you can easily blunder into a creature. I'd like to allow the player to move the camera somewhat in whichever direction.
I attached a container slice to Lucian's sprite slice and have the camera set to follow it. Now the arrow keys move Lucian, and WASD moves the camera. I may reverse this later, but for now I just have to tweak the distance the camera moves. This was going to be an absolute necessity so I'm glad it's ready to go.
Bluefeather42
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Re: Katt's Arrow - official devlog thread

Post by Bluefeather42 »

Long Overdue Update:

Probably going to redo what I have as some sort of tactical battle thing.

Edit: I'm still working on Katt's Arrow, I assure you. I've been distracted and mulling over different ideas and doing some research. Plan on posting more in the new year.

Been thinking a lot about the big picture of the game. I want it to be open-ended, ala Sid Meier's Pirates! and Uncharted Waters, but you're really trying to maintain the population of native animals to keep Lucian fed, and keep them from being wiped out by poachers, who have hordes of bots and mutants at their disposal. Pirates will also complicate things. I also would like to have non-violent options such as photographing animals, and only feeding on monsters and mutants.

Seems like a lot to bite off, and it probably is but this idea will not leave me alone, so I gotta try.

Merry Christmas and Happy Holidays to everybody.
Bluefeather42
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Re: Katt's Arrow - official devlog thread

Post by Bluefeather42 »

After a bout of insomnia I got to thinking of a side on perspective - ala Stick of Truth - with larger, cartoonish sprites. Hence my request for larger maps.

Also I promise I'll get on the discord one of these days
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