Hey, gamers. Sorry, Mount Mlody, the next dungeon, is only about half done, but Feldom is complete. I'm a little behind schedule, but I left enough spare time to finish everything by my deadline. Anyway, I've mostly been working on cutscenes. They take a while to write and especially to actually put together, and the last few scenes have been pretty heavy too. I've created some more enemies too. The coolest is the new boss: the Kraken. There are also some other guys I've added to Mount Mlody as well. This is something else I'm testing out. It's a snow effect so that it looks like its snowing. It's still a bit janky, so I'll definitely need to clean it up and smooth it out a bit. Here's some images of Mount Mlody, the next dungeon. It's pretty big, the biggest dungeon so far, so be sure to bring lots of recovery items. And finally, the most important new addition... I've added in a side quest where you play hide and seek with some kids. This is evidence that the game is good btw. Thank you for reading and please check out my Instagram. I post bits of progress there.
https://www.instagram.com/renogtyoung_/
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Sorry, gamers. I'm a bit behind schedule. Feldom still is not complete, but I'm really close. I only need to make a couple more cutscenes and put in a few more NPCs. I've added in about 70 NPCs and I think I'll need about 30 more to fill out the town properly. Let me tell you, writing dialogue for 70+ characters all in the same town is not easy. Please, forgive me for some of the ridiculous jokes I churned out. I did some work on Feldom's sidequests too. I've completed one which takes place in the Red Cave where you go into to save a kid. I also have one where you act in a play. I've completed designing the Atlian Union HQ too. There are five floors currently. About five more will be added later to serve as the game's final dungeon. I have begun work on the next chapter, though. The next town, Don Krola (previously known as Varza), has been completed. Honestly, I started working on this area because I got tired of Feldom. This town was a real breath of fresh air because everyone here speaks a foreign language that you can't understand (Google Translated Polish), so I didn't need to write any NPC dialogue. I'm not about to lie, gamers. I've been running a bit low on steam, but I shall not give up here! I will have this game completed by June. Lest I spend the rest of my life rotting in mediocrity. That is why I will have Feldom and Mount Mlody completed by March. That way, I'll be on track for my march towards glory. Thanks for reading.
This month was pretty decent. First, I fully completed Venesi, a small town where the heroes make a little pitstop. There isn't even a dungeon here. It's basically a half-chapter. Now, the BIG edition is Feldom, the biggest town in the game and the home of the final dungeon: the Atlian Union Headquarters. This place is HUGE. About four times the size of Heinrich, the second biggest town. Honestly, I may have made it TOO big, but I can always redesign it later. This chapter isn't totally done yet. I still need to make all the cutscenes and finish mapping some of the building interiors, but that can wait till next month. I also added in two bonus dungeons: the green cave and the red cave (creative names, I know). These are totally optional, they only contain some extra loot. I really appreciate content in games that's totally optional, so I thought it'd be cool to put these in. Besides all that, I've mostly just made loads of cutscenes. By next month, Feldom should be done and I should be beginning (or even completing) work on Mount Mlody, the second to last dungeon, and Varza, the last town.
Hey. It's me. I've made good progress. Let's start with the coolest thing. I've added item and skill icons to my game! Now each item and skill is represented by a little icon showing you what it's meant to look like. This makes it easier to sort through all the junk you pick up. I've finished an entire chapter. This includes a town and a dungeon including all the story stuff that comes along with it. This town is pretty decent. It's fairly big, but most of it is inaccessible at the beginning. The dungeon is a sewer. And, if you were wondering, yes, you do drain the water in the sewer to progress. I also created one little extra thing. You can now the "ruins" of a destroyed town. There isn't anything to do here. Only an optional cutscene that fleshes out the story a bit. Yup, that's about all I've done. There are a couple of other small changes (Versailles weapon of choice has changed from Darts to Guns, Moonshine now appears in a different spot in your inventory, etc), but they aren't really worth mentioning. Please come back next month for another update!
I've got a fair bit done this month too! I can proudly say that I am about halfway complete with the development of Last Genesis (Hurray!). The game has about 12 chapters and I'm done 6 of them. Currently I'm aiming for a Spring 2021 release. Here's hoping! Anyway, this month I completed a town and two dungeons. I share some screenies. First, the town I've been working on. This place is known as Aubusson. Basically, it's like a teeny tiny French podunk. It's also the hometown of one of the heroes, Versailles. Here there's a dungeon creatively named the ice cave. The most interesting part of this place is the puzzle I put in. When you walk onto ice, you continue sliding in the direction you're facing until you hit a wall. Honestly, it's a bit glitchy and laggy, but I'll refine it later. There's also a boss fight here against an ice golem. He's probably the hardest fight so far, so be careful when fighting him! His Freeze attack can kill you in one hit if you aren't cautious. I've also finished a second dungeon. The golden cave is what it's known as (but it's actually made of pyrite.) It's pretty simple, but here's a fun fact. It's actually the first dungeon in the game that you don't have to back track out of! Ain't that something? I'm not sure if that's a flaw in my game design, but I'm just gonna roll with it. You'd better watch out when you get to this part. The enemies here are quite strong. They like to inflict status ailments on your whole party and have magic attacks that damage the whole party too, so they're very dangerous. However, if you are capable of strategies more complex than just mashing Attack then you'll probably be fine. Two last things. First, I added one other area. The destroyed city of Pari. There isn't actually anything to do here. It isn't required to be visited for plot reasons and there aren't any sidequests. The only thing here is a scene with the main characters, but it does serve some plot relevance. Second, take a close look at the names of the characters in the text boxes. They are now different colors! Everybody used to have the same colored name, but I've changed that. Now every major character has a unique color. I think this adds a lot more spice to text boxes and makes it easier to differentiate who's speaking in a scene. I've made good progress this month. Here's hoping November will be just as fruitful!
I've got a lot done this last month. First, I updated the demo to feature all completed content. It's now about 2-3 hours. My biggest updated, however, was my inclusion of a world map! Originally, the game was designed to be totally linear. You would be automatically transported to the next location and couldn't return to previous areas (similar to the structure of Final Fantasy X). I've decided to replace this with an interconnected overworld that you can freely explore and traverse (similar to Final Fantasy VII). This allows for much more freedom and discovery which is more fun and interesting. I also added and reworked some cutscenes (fixing typos, rewriting, adding music, etc). Honestly, doesn't seem very impressive, but making cutscenes actually takes a long time. This isn't sounding too impressive, I really just spent most of my time polishing and refining things for the latest demo which I'm using as the centerpiece of my portfolio. You can play it here and see all of my work for yourself!
I figured it'd be fun to start documenting the development of my game, Last Genesis, in blog form, so here we are! I'm going to be updating this about every month, so be sure to check back! I've been working on this game for a long time, so it'd be a bit cumbersome to start from the beginning, so I'll just talk about some of the most recent stuff I've done for now. First, I've updated the UI. Before when characters spoke their name would be written in white, the same color of their dialogue. Now it's written in red so it stands out. I've also updated choice boxes, so that the choices show up in the middle of the box. Before they were aligned to the side of the box similar to text boxes. I've also completed a puzzle! Basically, it's a magic square. You need to use the numbers 1-9 on a 3x3 grid to place a number on each spot so that each row adds up to 15, but my version has a twist: you've got to use a bizzarro numeral system that I made up. It may seem like a needless complication, but it seemed cool in my head. I'm also almost completely done the desert section of my game! All I need to do is finish one cutscene and that's it! Here's a screenie of most of the map. There are more things to talk about, but I'm going to keep this short because it's my first post. Please check out the demo on the home page and thank you for reading!
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Reno YoungIndie Game Developer currently working on Last Genesis, a turn-based Eastern-style RPG. Archives
January 2021
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