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Project Update – April 8th, 2018

The last month or so have been spent on building the user interface and making it actually usable. Equipping weapons isn’t exactly a thrilling part of the Shining experience, but it’s an important one.

Right now Shining Online’s item screen looks something like this:

Exciting, right?

Even though it’s a simple screen there’s quite a lot going on.

The equipment and inventory items are entirely data driven (finally). That means the text, icons, backgrounds and slots aren’t hard-coded anywhere. The Silver Ring icon is ugly as sin, but I’m pretty happy with the others.

In the screenshot Cody is on his lonesome, but there are other characters in town that will join up and end up in that window. Character stats are available by moving right on the table, just like in other Shining Force games. Naturally it’s also data driven.

Even the window layout is defined in a file rather than in code. Coupled with some dev tools this makes it possible to tweak appearances and see updates in real-time.

The table at the bottom was extremely time-consuming and has given me a new appreciation for how browsers display HTML tables. The current table implementation supports headers, variable column widths, column alignments and smooth scrolling.

So far I’ve added the ability to equip and un-equip weapons and accessories. Dropping items shouldn’t take too long to add, but I’m expecting giving items to team mates to be a bigger job.

Kings of Ember v0.6 Released

DrEthan stopped by Ye Olde Blah to let everyone know there’s a new update to Kings of Ember – and it’s a big one!

Here’s a quick look at what’s been added:

Yaaaaaa, I released another update a few days ago and I decided to post a summary here.

  • Added main menu
  • Added saving and loading
  • added money
  • added item drops
  • added shop

The complete list of changes, as well as the new demo, can be found on the Kings of Ember GameJolt page.

“Amreen: Instrument of Revolution” Demo

You might remember news of Project Nekoforce back in December of last year. Now it has a name: “Amreen: Instrument of Revolution”. Even better, there’s a playable prototype available!

The project’s author, Doh042, shared some details over at Shining Force Central:

For those who haven’t read about it before, it’s a 2D strategy RPG paying homage mostly to Camelot’s Shining Force series. It has a very JRPG look to it, and this is the fruit of probably 400-500 man hours for a 2-man crew for the last 3 months. The build features 1 combat map and 1 city map. There are 5 very different characters in the player’s group, fighting against 3 different enemy units. You have access to 4 spells and 3 different items.

We plan to keep updating the prototype a little (mostly bug fixes based on people’s feedback, if we get any!), and there’s a few things we have left on a wishlist that may or may not make the cut for future release/builds. (Art update, actually having villagers/npcs in the city, etc.)

After that dust settles, we’ll start planning the Vertical Slice, which should feature a few hours of gameplay (roughly 4-5 battles, 3 exploration areas, 16 or so player characters with all their spells and a dozen enemy types).

Be sure to give the demo a try and leave some feedback!

Download Amreen: Instrument of Revolution


Source: Shining Force Central – Amreen: Instrument of Revolution Prototype Released

The Legend of Syro development update

Development on The Legend of Syro is still going strong, and Chaoswizard98 shared a nice big update on Ye Olde Blah. A quick rundown on some new and improved features:

  • The main menu has been improved, and contains room for challenges (and achievements)
  • New options have been added to the AI to support more interesting behaviour
  • In-game camera has been rebuilt
  • Character sprites can be set independently of their class
  • Elemental damage has been added, along with buffs and debuffs
  • Movement types can now be overridden by equipment

Be sure to read the full update and leave some feedback!

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