Pan, a piece of bread riding a mechanical toaster armor, must rescue the 7 members of the Breasistance from Doctor Dough, an organic parasite which can take control over any domestic appliance.
Super Toaster X is a RPG game to learn Japanese vocabulary. It was mostly inspired by the Darkest Dungeon (exploration phase) and Super Mario RPG franchise (combat phase).
So… how does it all work anyway?
You know what they say, a picture is worth a thousand words:
Music is composed by the talented Toney Manfredonia (@amanfr1 on twitter). You can listen to a sample of one of his songs here if you’re interested:
My name is Etienne Zizka and I’m the lead and designer and artist for the game. I’ve drawn all the art displayed in this message and much more. I’d literally fill pages if I were to put everything however. Just keep your eyes peeled, I often show new Pixel Art right here in this thread.
I’m actually looking for a programmer to join to code the game. I’d say the lion share of art is done, I just need a programmer. I don’t think there’s that much to do really and music ans sfx is already taken care of.
Let me know if you have questions or suggestions, criticisms, etc…
I’ve started on working on “diseased” but I’m not done quite yet.
I’m also working on the game log which you can access to set up your vocab cards when you’re out of combat.
If any of you are good at programming and would like to join to me to code the game, that’d be awesome. That’s pretty much what I’m missing right now, a vast majority of the rest is done.
Look into playmaker my friend. It allows for people like me (unable to grasp programming due to brain being full up by artist workflows) to design and develop - if a programmer can not be found.
I have found a programmer. A lot of people applied but I think I’ve found the person I’m looking for. We’ve agreed to go on a trial together. We’ll see how that goes.
So I’d like to talk about the game more but I keep having this “someone might steal your ideas” warning from the template when you write a topic to find new people to join your game. I don’t really believe that people would do it but if someone took the time to write a warning about it maybe it’s because it’s been done before? I don’t know. That’s too bad because there are certain core mechanics I could certainly use getting feedback about. I’m talking the nitty-gritty aspect of statistics and their role in battle.
In other news, I’m currently re-writing the design document for the programmer in order to make things clearer for the programmer. This also means editing all the graphics in order to be ready-to-use in order to implement the code.
(the white background doesn’t allow you guys to see the full animation).
Those familiar with animation will notice I’m experimenting more and more techniques which are out of my comfort zone. My next goal is to study the animations of KOF (King of Fighters), which, in my opinion, has some really stellar animations.
Hello!
I don’t know if we’re allowed to double-post but it’s about the game so I figured I would be allowed to:
Various expressions for the game:
First foray into the equipment menu:
A pretty fleshed out WIP about the Progress Tree:
Apart from that, the biggest challenge so far is being out there. That’s the whole marketing aspect of things which I find myself resenting the most. It sounds pretty negative, I know, but that’s honestly the way I feel about it. I tip my hat to anyone who’s willing to get involved in that profession. The mind games and parades that go along with it leaves a bad impression in my mouth. So you could say I was never born to be salesman. If I had the budget for it I’d get someone to take care of that aspect but, this is indie development, so it’s something I handle on my own.
I’ve been told just making a good demo would work by itself and promotion would take care of itself. So that’s what I intend to do. I spent about 5-8 hours a day on the game the last few months so getting this “breakthrough” is something I’m really looking forward to. Just trudging along and doing my best to pixel-draw some nice things while keeping daily contact with the programmer.
So yeah, the demo is certainly the next step and getting it polished to stellar levels. I hope some of you guys will be interested in testing out my little baby.
I’ll do my best to keep you guys updated here since the game is made with Unity. We’re working on the finishing touches for the next technical demo, 0.45 for you guys to try out.