Thora is an American RPG set in a more-or-less modern world. Inspired by many J-RPGs, such as Suikoden, Final Fantasy VII, and some other less-known works like Three Guys, No Beer, I seek to redefine RPG gameplay in this title.
Current Progress - 5 minute Demo Development…
Creating battle system
Implementing skills/abilities based on equipped Aethos
Sprint #2 is done! I’ve got items implemented in the game…but is that it?
This sprint was successful; I achieved the goal of implementing items. The next challenges stem from this success, though: heroes with stats, parties, equipment, implementation of the Aetho system…these are all candidates for Sprint #3.
Not everything on my blog is about assets I’ve created. I also talk about some of the softer, but more difficult challenges I face in managing the human element of indie game development.
Between sprints, I do some reflecting on what it takes to manage that most unruly worker of them all: myself. In this post, I also reflect on some ways to control personal burn-out, which is the most insidious obstacle a solo software operation can face.
I want to see more of this and hopefully see a video soon. I love turn based games and its the inspiration for the game im working on currently. I think your art style is on par with looking like the old FF games
Showing a proof of concept is much better than fancy art and dialogue. If the game is fun (it has good design), if it plays well (it has good code) and all the art in the world cant make those first two possible. What you have shown in those screenshots looks fine. I would rather play a cube or your flat grey character with no animations in a fun game than play something with all the bells and whistles that is utterly bland.
Alright; I’ll change my focus and start working on building more solid webplayers. Since I have items and dialogue, one could argue I already have a very solid gameplay mechanic (specifically, resource-gathering) that needs to be built upon.
I’m trying to hold off on art asset creation, because simply I’m not that good - I’d like to outsource instead of make a bunch of assets that will get deleted later (which is very likely, even in the assets I already have.) After all, I have no funding - I am investing my own time into this, in the hopes that it impresses the populace and gains me at least $1000 (I would define that as this game being minimally successful.) However, to build a webplayer, need more assets…I’ll see what I can do.
Sprint #3 has started! Since I’ve been going on about it for a while, both in blog posts and on this topic, I’m not going to spam up my blog with an entry for it.
That being said…I’ve got a nice shot of the title screen!
When I’ve got things tied together more smoothly, I’ll start deploying webplayers on a Dev Build page, as promised. Thank you Hellraizerhhh for the suggestion!
Other viewers/readers - follow his footsteps! Let me know what you want to see as this project progresses!
It’s a good start. Personally, I think keyboard movement would be a better way to control the player though. Especially since you aren’t using any form of path finding. (I just finished getting my path finding working recently @_@. a* path finding from scratch without ever having done it before took a while for me to grasp. XD Simple system, but it works, so :P)
This is something I intend to make a setting at some point in the future.
In my past experience with 3rd person Unity games, I’ve found that most people who have commented on my projects thus far like mouse-control in webplayers much more than WASD, as it reduces the number of keys required to use, and ‘just feels more intuitive’.
Personally, I prefer WASD, as I would love for my games to have that ‘console’ feel. But that’s a bridge I’ll cross in the near future…thanks for the crits!
I finally get my head away from story and philosophy and into some quick-and-dirty tips on implementing a settings system! Further, the Dev Build has been updated with my work so you can see for yourself.
Next on the menu - getting player stats figured out!