Goal for the year: Complete enough of my game as to get the main questline done. That would be great!
Goal for the month to crawl towards the yearly goal: Currently working on the character portraits for the main heroes. After, will work on the villain's. I currently have five portraits done, though one is a prominent npc guide and nonjoinable, and the halfling (Bellarose) I am uncertain if she is even going to stay in the game. I am currently working on Sigurd's sister, Sigrun.
Left to right: Lady Rhoswen of the White Rose, Saga, Sigurd, Pindar and Bellarose.
Been working on the database entries now for Montagor's Legacy. Also got some of the plug-ins set up as I want them. Still in placeholder city and will probably be there for a few months though as things like UI and sprites and facesets are lower end of the priority at this point in time.
It's only been 3 days, but maybe a shorter update: I kinda scrapped the original code i took from the site and started reimplementing it from scratch using current library versions for three.js and cannon.js (well, that one isn't maintained anymore, so somewhat current). I got the geometries and physic shapes for the dices down, added some walls to the simulation and am now hopefully ready to start rolling them around. I also suck at making videos, so you will have to do with this picture of a D10, by far the most painful one, as it's not a platonic solid and i had to add the vertices and faces by hand:
In the actual demo, it would rotate, so you would see it's actually in 3D. The white part is the actual geometry that's going to be rendered (no textures so far), the light green stuff is the mesh and indicators for the walls where the dice should bounce off.
Doing so got me thinking if it wouldn't also be nice to just have a simple 3D viewer plugin, so players could inspect items, rotate them around and maybe do something if an item is looked at from a certain angle. There's no physics involved, so that should be a lot easier.
/edit: And i just found out that this actually exists already, but maybe i'll do it anyway.
It is so wonderful to be posting in this thread again. I can't believe I forgot about it at all! Everyone on here is amazing and wonderful and it is so cool to see everyone's process and talents!
@bgillisp - Thank you for the compliment! I hope I get to use Bellarose too! I have an entire story arc with her and two others (that are dwarfs) but I am uncertain if I can weave their story arc in with the rest of everything else. I am toying with the idea of these heroes having their own stories and everything collides at the end. I think Octopath did this right? I never played so I am uncertain. If I do decide that, I am debating about whether or not I should jump between groups while the game goes along, or if the player just runs across them later.
Well, in terms of an update, I completed another character portrait yesterday and am currently working on finishing up inking another one before coloring her in. The one completed is Sigrun, a rogue, and younger sister to Sigurd, the ranger.
I worked with amy as the concept artist and game designer for the game was very fun I had to rattle my brain a lots lmao being on a a position where people expect you to be able to give your vision was pretty intense.
Another small update: The dice are (as far as i can tell) correctly thrown and simulated. Right now the simulation doesn't "end". It's pretty easy to tell when an object is no longer moving, afterwards i need to check which side is facing up (or down, in case of d4). Also, still no textures and the lighting only works partially, so debugging is still on to show the edges.
Sadly, Nvidia doesn't seem to recognize the game and records the whole desktop, so i guess you get a peek at my IDE as well as the massive contents in my test project:
The next step will be some dummy textures to see which side has which number, then making sure the script correctly recognizes the rolled numbers. There's also no sound, yet, an important part of rolling dice. Cannon.js already recognizes collisions between objects, it shouldn't be too hard to register a handler for that.
/edit: The roll now correctly stops after all dice are below a velocity threshold or 10 seconds have passed (just a fallback, usually it only takes like a second). Also, rolls can be cancelled and restarted, which wasn't possible before, and everything is cleaned up properly.
@Guardinthena Your art looks amazing! It looks very detailed and vibrant. @SmashArtist I hope you had a productive weekend. @bgillisp Who doesn't love a stay in Placeholder City? It's good to see you're making a lot of progress
I meant to post my progress this weekend... and then I didn't. We're in the final stretch, fellow jammers (that's the correct terminology right?). I hope you're all doing well. Congrats to those who have submitted already and good luck to those still working (like me).
- Found music. Not all of it fits 100%, but I don't have much time, so it'll have to do.
- Edited the menu, so it only shows Save/Load/Options/Shutdown.
- Changed two of my puzzles slightly, one to make it easier and the other to make it more difficult.
- Replaced the last of my placeholders.
- Added NPCs that appear in the evening, as well as some small cutscenes to better tie sections of the game together
- Tested, bugfixed and polished.
Goal for today:
- Write the synopsis for the itch.io page.
- Fix that darned match 3 game. Honestly this (besides even more testing) is the only actual thing left. I've been putting it off, hoping while working on other aspects I would have a Eureka moment and know how to fix it. So far, that's a no, so guess with the deadline on the horizon, it's just time to look at it and cry (and who knows maybe that helps?).
@slimmmeiske2 I wouldn't even know how to start to make a match 3 game in RPGM. Good luck with your bug hunting.
I think I'm about 90% done on creating all the tiles I need for my forest, and have done a map using them. You can see it in this post, if you want to, together with a short video of me running around on the map testing the passabilities in the data base after my reply to Frostorm.
Do all the other maps, and any other tiles I find I need. I'm going to allow 2 weeks for that, as life is a bit busy (or should I say, busier even than normal?). Of course, this is a way of putting off doing the enemy battler sprites.
@slimmmeiske2 thanks for checking in! I haven't been doing as much progress as I've hoped, so whether or not I'll be able to complete and submit my game will be based on how much I get done today. (no pressure )
- I finished up the pixel art for the jam entry over the last few days, so now I'm catching up on sleep! I'm super excited to see what everybody has come up with once the deadline rolls around ^^
- Onto the next project(s)! I'm working on a small game with a good friend of mine, then reviving an old project. Should be interesting!
@SmashArtist The crunch is real. I hope everything went fine and your goals were completed. Good luck! @Kes Neither do I apparentely. I mean it works fine on your first match, but then the bugs start to arise. @Amysaurus When you say old project, do you mean Second Chances? Are you still working on that?
There honestly isn't much to update on, as I didn't have time to write the itch.io page. I have come to terms that the match 3 game is just way too bugged right now and that I really can't fix it in time. So time for plan B and switch the match 3 fight to just a normal battle, so I can submit this game on time. Goals for today:
- Write that itch.io page
- Database stuff like skills, armour, weapon
Optional: - Make the SV battler
Apparently MZ lets you preview move routes in the move route editor without having to start up test game. That could save a lot of time during development compared to MV, especially for a long game that uses a lot of event movement for cutscenes.