[WIP] A Piece Of Sun

I like what you’ve got thus far :slight_smile: How’s the progress on the battle system?

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Thanks for all of your opinions.

I love to read your comments, but I also feel bad 'cause I can’t reply to you within a few days since I only have few hours per day can work on the game.

  • About animation:

I plan to remake both “walk” and “run” animations after I finish some major systems.

  • About dialog:

I think you have got the point, close-up dialog kind of killing the mood. However, I do not quite get the “side-view dialog” you referred to.

This is the original one which I changed the back color to black.

And the non-close-up dialog (If I get it right):

Or you are talking about another style of dialog?

  • Input Manager:

This is a great advice, however, I will consider it in the nearly future.

  • Battle system:

This is models for fire and ice fairies so far.
ExcellentBrownBluefintuna

In this demo, you can see a blue ball as Ice fairy and a red ball as fire fairy. I haven’t painted them out yet.

As Ice fairy, hold “E” to shoot out ice breath. Enemies influenced by the ice breath will be slowed down, pushed away and leave an ice mark within a period of time.

As fire fairy, once you summon it, it will keep shooting fireballs which can cause higher damage and also leave a fire mark making damage over time.

When enemy get both fire and ice marks, it will make an explosion that causes 10 times more damage.

Next, I will be working on animations that played while using fairies’ skill or summoning fairies.

Player will get the ability to summon them in the further gameplay. (Can’t summon more than one fairy at the same time.)

More fairies will be added, what kind of fairy you are looking forward to?:slight_smile:
And anything about the game?:wink:

Thanks for your attention.

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Don’t worry about taking a while to reply! Forum nature is alright with that :slight_smile:
Look’s pretty good, I really like the art. So are you going with a real time battle system then? Seem’s like you’ve got some kind of elemental combo system in mind too?

I am the dialog guy.
I meant to say that full portraits of characters reveal too much details. You can experiment animating the small avatars to show the characters’ interactions during key events, instead of poping up full portraits to do that. I think that will A, prevent a shift of focus, B, give a sense of mystery because showing less sometimes stem more imaginations, like reading a book.
Regarding to the dialog frame, I would suggest to remove the white frames, and keep only a bit of blackness(paint style) at the back to contrast the text. Since the main scenes are of very little contrast, you wouldn’t need white frames to make texts stand out.

Thanks!
there are two new demos.
LargePeriodicAntipodesgreenparakeet
AbandonedImprobableKusimanse

  • New things in the video:

  • Hold left click to focus the light beam. (Can be used on the puzzle.)

  • Earth fairy: curing the player while stand close to it. Also, leave a mark to enemies in the radius.

  • Produce a poison mist while the enemy has both fire and earth marks.

  • What is the usage of elemental attack?

  • Enhancing the challenge, since some bosses can only be hurt by the certain element.

  • Solving puzzles, for example,

  • use ice breath to push objects, triggers, etc.

  • use fire fairy to shoot fireballs and break obstacles.

  • focus the light beam so you can find the far-away hidden objects, triggers, etc.

Thank you always gives me good direction on designing dialog. I keep trying to find the best fit for it.
Initially, my art style was inspired by “Hello Charlotte”.
(Hello Charlotte)

I will keep arranging them or even re-paint portraits for revealing less but still can show the character’s expression.

The game is basically 70% of exploring story, 30% of combat.

  • Story:

As you see, the game is generally dark and moody. The interaction between characters is the only thing that gives warmth and mild feeling to the player. So I want to make a better performance to connect with players, let their feeling associated.

  • Combat:

For enhancing the challenge. And bring some moral decisions. e.g., Not every creature is harmful, but the player still can make damage to them.

Sorry not able to show the new dialog in this reply, it still need some works on.

  • Others:

My school semester is close to end, I will work on the final reports with my classmates and also prepare for the exams from now on. The time I can spend on the game will be reduced, but I will still make things little by little.
I will post small updates on my twitter(just started recently).

Nice! You considered using videos for demos here? YT videos embed and will look better in terms of FPS and res (Are you from mainland china? I know it’s banned there but I think it’s accessible from Taiwan and Hong Kong)

I do like the minimalistic but expressioned art style youre going for there, good job!

Tell me about exams :stuck_out_tongue: I’m almost done with my finals

Hello community~
It has been some time since the last update.

I have almost finished the first map.
And here shows the escaping event. (recorded by my friend.)

https://www.youtube.com/watch?v=WLF67Wl3Ao0

I have also made the polygon collider 2D automatically change with the sprites.
CloseSneakyCowbird
This function is basically for the player object, so it can walk on the uneven road.

well, as my friend said, he sometimes stuck at the obstacle while escaping. I have to think a stuck-proof method.:sweat_smile:

Next:
The new arrangement for the dialog

(should I put the avatar even smaller?)

Besides fixing some bugs, the next thing to do is designing the second map. (I am not good at arranging indoor environment, so it might take a while.)

Thanks! actually, I am Taiwanese, YT is fine with me. Sorry for using gif. (btw, exams was fine):wink:

Thanks to all your support.

Well done on exams

Like the new progress, personally I’d make the avatar a smidge smaller further