So I finished my part of the contest game, it was a bit hard but I got the graphics made for the game. It won’t be released on time, but my part is done at least.

So now I’m back to Azulea. I’ve been doing some story planning, getting some ideas for the gameplay and design, and I even made a new battle background. I’ll be doing more of those, I’m planning one a day.

The story is still holding me back, but I wrote down all the ideas I had so it’s more a matter of connecting the whole thing and getting the gameplay to play nicely with it. I hope to update this a little more frequently now.

I have been working on stuff, just not Azulea for the most part. I do have more of the story figured out for it but I haven’t really sat down and plotted it all out yet. I may need help on that anyway, was thinking of asking someone.

Anyway, I posted some screens before on the chaingame that we’re working on. It’s a private one and we’re already near the end but we’ve been taking turns on it. I get home from work at about 6 PM these days so I pretty much take a nap, then start working on that project for a few days before I hand it off.

The game is about 1-2 hours long so far, has a few dungeons and cutscenes already. The basic story revolves around a girl called Rise who hired 2 mercenaries from town (Siegmund and Reinhardt) to escort her to the capital city. Of course, it doesn’t go as planned…

I’ve been doing more of the mapping part, editing tiles, and creating dungeons and working on the gameplay. I don’t like doing the story stuff (as is apparent) so I have my friends doing that part.

We will likely make a public release of it once it’s done, maybe in a few weeks? We just need some time to polish it once we finish the story part.

Screeeenshot!

Not as much progress yet on the game itself, doing some story things. The inclusion of Naia changes things, so I have to adapt to that.

I do have the intro though, I added to it so hopefully it will add some interest to what is going on. I worked on some other things like adding some NPCs and fixing map issues but other than that I was mainly playing through it to see what needs to go and what I should do.

I plan to get more done on Azulea these days so hopefully I’ll actually get to add more areas then.

Here’s an art by KYayb:

I was actually working on a small collaboration project with some friends. Got some progress done on that. Basically, I took 3 days to set up new maps, work on existing ones, and so on. I guess I could show a progress screen of it. I’m not sure when the project will be done but hopefully we’ll have it near complete in a few weeks.
Sample screen.
I have a new character for Azulea which I may have mentioned before. The Governor Naia.

“The ruler of Marsall town area to Vila Estelar. She is confident but impulsive. She generally wants the best for her country/towns, even if she doesn’t always pick the best way to do it. She is pretty stern though and can be rather cruel at times. She’s rich and will take advantage of this fact, as she has many servants.”

Got some artwork for the characters Cyril and Vivian! Both drawn by KYayb, I think they came out wonderful.

Cyril

Vivian

I just finished mapping the exterior of the Governors Palace, so I figured I’d post an update of what I did so far.

Most of my work has actually been spriting and thinking up the story. I didn’t like my older story and thought it was a bit plain so I decided to work on it a bit more. So hopefully it would be a bit more interesting. I’ll have someone check it anyway when I have progress made on it.

I made some NPCs, but still a bunch more to go so I still need to continue making that. The shopkeepers will at least have their own charactersets and personalities so you can speak to them as well as shop. I also made a character set for the Governor, a smart rich lady, in search of something in the Island. She’ll play a part in the story.

Enemies were added to the 3rd dungeon, so after I fix up these cutscenes, I’ll work on finishing this dungeon.

Have a screen:

It is Marsalls Palace, the same one that was in Paradise Blue.

So I wasn’t going to post an update because I thought I didn’t have much new content, but I realized that it’s been a while since I posted. For some reason I thought I had posted another update since then. I am forgetful! Skie threatened to slay me if I didn’t post here.

I have finished mapping Coral Beach, added enemies to that map, and set all the cutscenes up until after you leave that beach. I’ve also removed Auto-battle and the Row command by patches. That is helpful, I don’t want people using them.

I have 2 systems set up for the maps too. An enemy that gets close by will flash yellow and start to follow you. If you are very close to the enemy, they flash red and will chase you. You can still outrun them if you don’t want to fight but it’s not as easy as it is for yellow. If they are not an enemy, they will not flash.

Here you can see it in action. The lizard is close, the mushroom is sort of close. Also shown is the Encounter gauge. When this is filled, you can get a treasure from a special treasure chest. You fill the encounter gauge by fighting enemies. It will typically be about 50-70% of the total enemy groups in the map.

I made some NPCs, and will be getting some more. I might ask some of my friends to see if they want to help out with NPCs. I do have to sprite a bunch but I may just leave a bunch for later. We’ll see.

I decided to make the weapon and armor shop dealers their own NPCs instead of the generic employee sprites. They’ll even talk to you and inform you when the shops are upgraded.

I just have a scene to write and then I’m off to the 3rd dungeon. Oh yeah, that’s why I needed those NPC sprites. It’s in a big shop so you have to fight off angry customers.

I also made an animated title screen. I need to replace the BG, but basically the water moves horizontally, seagulls fly in the sky, and I like it much more than the original one I had.

Here, have a Sabrina by Emperpep to finish.

http://oceansdream.deviantart.com/journal/27214536/

For info on that.

Does not include animations, so no spritesheet requests or anything! I also do not have plans to join any projects so no requests of that nature either!

I want to raise up $60 for I-Con which is going to happen in the 26th, 27th and 28th of this month. The ticket is rather expensive but I should be able to cover for the things I want to buy.

I finished the previous map, added enemies, and an encounter gauge system. Basically, each enemy group you fight in that map adds 1 to the count. When it reaches the max (usually 50% of the encounters on that map), then you can open a special treasure chest, they will always carry a good item.

I’m not quite done with a cutscene in that map, but otherwise once that’s set, I just need to add some students and that will be finished. I am currently mapping out a beachy area which will serve as the games 2nd dungeon. I’m thinking of minigame or puzzle ideas for it, but it may not be necessary as it’s short. I’ll mostly just need to draw the enemies there.

So far you can acquire the Summon skill, get a few lores, and perhaps I’ll need to make items easy to acquire in the beginning so players aren’t all running out of supplies.

Also Sabrina is such a nerd.

Mapping out some areas of the game now. I will add encounters shortly once the map is set. I still have yet to decide if I’m gonna have populations run out like Paradise Blue, or have them come back when you re-enter the map. I’ll go ask and see what people prefer. No ABP like the previous game so I think people might be a little less likely to go out and grind, but we’ll see. It’s going to be more linear than Paradise Blue.

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