split view of both versions of the pocket city you traverse through. there's differences like areas only being accessible in one version of Autumn Bay. or events that only happen in one or the other.
Normal enemies are all distorted fragments of memories inside one of the character's head. you can help her sort them out depending on if you erase the distorted ones or not. Memories will reveal a lot in the end.
lately I've been battling general fatigue. I have no energy lately and it's affecting a lot lol. I've barely done much with my project recently. hopefully I can figure out why I'm so tired and get everything back on track..
finally got it where enemy's will "panic" after they've been stunned. during this time you can insta-KO them with a certain attack. even set up no EXP, but special item drops when finished off this way.
so my friend is a shopkeeper in the game. and I finally drew all of his sprites. you can tackle into stuff on the map, normally just enemies, but I made a special event if you do that to him.
my game mostly deals with leaving your mark on the world. so that when you're gone, something you did WILL be remembered, for better or for worse. I guess saying I feel something about that topic would be an understatement.
this a weird year for me... I mostly hid inside and did gamedev. but on that note, I've gotten more done since this summer than I had since I started in 2019. here's to 2022 and me hopefully putting out a demo finally.
sometimes I read the more heavy discussions on the forum and think to myself... I don't really know what I'm doing do I? lol... but I know my biggest 2 goals are to tell the story of Panic Attack (my game) and for it to be fun.
FINALLY buckled down and decided my main character would be better off with front and back running sprites, as opposed to doing something like Among Us with just sideways running.
this map I'm drawing... is gonna take at least another day or 2. it's probably too huge, but it'll be one of the explorable maps in an otherwise linear game.
I'm so grateful for the combination of QSprite and JuiceFX... I got tons of poses for characters (They're just my SV battlers on the maps) and I can show rocks shining lol.
I FINALLY think I have a solution to my mapping issue for the areas that need it lol. I used one of the example maps and redrew it to fit my needs... and it looks pretty good.
been wanting to make maps, but I don't really know what I'm doing still lol. most of my maps are MV battlebacks redrawn in my style. it works, but I do want SOME areas you actually explore.
when there's a LOT to do with your project, but after finishing one major thing, you're unsure what to tackle next... this is me after making a LOT of battle adjustments.
skills now work differently in my game... you can use them all for no cost, or use the correct input to use MP but also get an EX bonus ie more damage, added elements, etc... and you get the EX popup now.
Whoever decided that the 5th area of Xenoblade 3 had to be THAT big and be explored in the manner it does needs to be shot. My OCD cannot leave a tiny shard of the map hidden and those controls can go right on and f*** themselves. -.-
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