Started work on the more detailed status menu. Also planning on making it more obvious that you can scroll through the characters with left and right. ๐น๏ธ
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Started work on the more detailed status menu. Also planning on making it more obvious that you can scroll through the characters with left and right. ๐น๏ธ
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I think yours works fine enough, but I would maybe consider finding a way to block out the gameplay more behind the text for better legibility. Otherwise looks great.
Starting work on pause menu setup. It's not glamorous, but definitely necessary. ๐น๏ธ
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Yeah I think that's what I decided on too. Kinda wanted to convey that the beak bends down a bit, but I lost too much visual clarity in the process.
Also, here's the reference image, (for reference)
Currently trying to figure out which version better conveys "beak, as seen from the front" and would love advice.
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More cut scene work today. Using a temp version of the background, but the idea is still there ๐ฆ๐ฆ
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Update: I am told he is supposed to in fact be mallard colored, mb.
Starting NPC sprite work. I wish I could figure out how to convey how cute the original drawing is. I'll have to keep working at it. ๐ฆ
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Made some generic room decorations. Looks vaguely castle-like ๐ฐ
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If you saw the version of this with the typo, no you didn't
One of my favorite goofy details as I've been making this tile set were these little wooden statues of the castle guards on the banisters. So over the top. ๐ฐ๐ฆ
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The diagonal wall effect came out WAY better than I thought it was going to ๐ฐ
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Late night tile work. Marble is a really weird texture to try and convey with pixel art. It's like organic? but also still very rigid, and balancing those two takes a lot of trial and error. ๐ฐ
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Thanks! This is definitely meant to be more of a welcoming space (at least at first) so I'm glad that that comes across.
A little more analog today as I'm trying to get the layout for a ceremonial ballroom/ throne room. Do most people usually design complex areas before going into sprite work, or just make the objects you want and paint from there? ๐ฐโ๏ธ
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I used to wonder why so many 90's RPGs used blue textboxes instead of black and honestly, after trying it? I see the appeal.
(Black also looks like I saw the default setting and went "ok, good enough") ๐ฆ๐ฆ
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A collection of portraits of Horace on a grid
Expressive expressions... ๐ฆ
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Basic turn based strategy RPG setup.
So far, so good! ๐ฆ๐ฆโโฌ
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Storm's Harvest is currently 50% off for #SteamScreamFest! Assist this gourd gathering ghoul in a retro style arcade game. Will you have a successful harvest, or not survive the night? ๐ป๐๐ฆ๐
store.steampowered.com/app/2593140/...
Trying out the @godotengine.org plugin Dialogic 2 and honestly, it does like 85% of what I need it to out of the box, so I can't complain. ๐ฆ
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Basic encounter areas, scene changing, and data persistence between battles ๐๐ป๐
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Also, had to try really hard to reign myself in so I have room to grow and have more "spice" for the more serious battles later on.
Version two of the main battle theme. I extended the length more and added another section, so hopefully it won't be as repetitive over a long period of time. ๐ต
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And with that, we have a basic walk cycle (AND character swapping)
๐๐ป๐ฆ๐ง
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Ok, thanks this helps a lot. I definitely want to nail down the best way to structure this now before it becomes an awful spaghetti code mess.
It would probably be fine to just keep, but my other worry is an organizational thing. I'm thinking if I limit my global data to just character stats/ inventory, plus maybe flags to keep track of story progress that's fine now, but I don't know how scalable that is if I have other needs later.
My current view is probably a hybrid approach of keeping character stats/ inventory etc in a constant global, but saving area specific info like opened chests into a resource and loading as necessary. Does this approach make sense?
Doing research on persistent data in @godotengine.org and it seems that the two camps are either keeping the information in a constantly present global, or saving and loading resource files as necessary, and I would love suggestions about the merits of both in an RPG.
#GodotEngine #Gamedev
โถ๏ธ
These are sheets of pixel art used to animate four characters walking around. 1: A skeleton dressed in purple. 2: An orange bear. 3: A red panda in a chef outfit. 4: A little yellow wizard boy.
Recently finished work on the initial drafts of walk cycles for our upcoming crew of heroes.
If all goes well, these should be our last major sprites created in Adobe Fireworks.
The end of an era indeed.
๐๐ป๐ฆ๐ง
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