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- Mar 16, 2012
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Fairly large Black Tempest update:
As some of you may or may not know, Black Tempest ( as Vol II of Enelysion will now be called ) is undergoing an extensive revamp. All the graphics from now on will be customised in a pixel-based style that may recall some Genesis games of the mid- 1990s. Regarding mechanics, towns will be severely simplified, replacing the usual map-based town with a graphical representation akin to Final Fantasy Tactics or interactive visual novels.
As a developer, not only does it shave off several hours from mapping villages that are 5-10 minute explore fests ( as seen in most general RPGMaker games ), it makes it a lot easier for me to avoid spriting all those pointless NPCs ( as the sprite style is being overhauled as well ). The world map will be done on a similar principle. I'm quite happy with the way the visuals are turning out as well. While they may not be mind-blowing to some people, it should be taken into consideration that pixel art has hardly been a common practice for me.
Audio wise, I am ditching Enelysion's orchestral soundtrack for a more midi feel. As you can well imagine, the pixel based graphics along with a midi soundtrack will make the game very small indeed ( compared to the 194mb monster of Vol I; 80% of which was Audio ).
Old FE based faceset.
Fixed up the seam errors on the cliff set and water tile.
Still busy with the facesets.
Of course, there is a much bigger reason for the whole custom overhaul. All I'm saying is that the final, full release of Black Tempest probably won't even be made in RPGMaker VX one of these days. I would probably have to overhaul the whole sprite style as well if I go this route. I should have done it a long time ago.
So that's that.
As some of you may or may not know, Black Tempest ( as Vol II of Enelysion will now be called ) is undergoing an extensive revamp. All the graphics from now on will be customised in a pixel-based style that may recall some Genesis games of the mid- 1990s. Regarding mechanics, towns will be severely simplified, replacing the usual map-based town with a graphical representation akin to Final Fantasy Tactics or interactive visual novels.
As a developer, not only does it shave off several hours from mapping villages that are 5-10 minute explore fests ( as seen in most general RPGMaker games ), it makes it a lot easier for me to avoid spriting all those pointless NPCs ( as the sprite style is being overhauled as well ). The world map will be done on a similar principle. I'm quite happy with the way the visuals are turning out as well. While they may not be mind-blowing to some people, it should be taken into consideration that pixel art has hardly been a common practice for me.
Audio wise, I am ditching Enelysion's orchestral soundtrack for a more midi feel. As you can well imagine, the pixel based graphics along with a midi soundtrack will make the game very small indeed ( compared to the 194mb monster of Vol I; 80% of which was Audio ).
Old FE based faceset.
Fixed up the seam errors on the cliff set and water tile.
Still busy with the facesets.
Of course, there is a much bigger reason for the whole custom overhaul. All I'm saying is that the final, full release of Black Tempest probably won't even be made in RPGMaker VX one of these days. I would probably have to overhaul the whole sprite style as well if I go this route. I should have done it a long time ago.
So that's that.
