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The Shining Source

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 1 
 on: Today at 04:57:21 pm 
Started by Chaoswizard98 - Last post by Chaoswizard98
Okay, this turned out to be way more fun and useful than I originally thought it would be. I didn't bother making this blend correctly as this was just done to test out the new lighting system but... you get the idea.


 2 
 on: Today at 02:17:10 am 
Started by Chaoswizard98 - Last post by Chaoswizard98
Alright. I got a prototype for tunnel vision working. As per normal SF, you now get a black screen with a small hole for you to see through when in a cave. I added an option to better smooth the circle, allow for a dynamic radius (no longer limited to 1 size), and it can also allow for multiple light sources (torches on walls eventually).
Oh right. And you can set the alpha of the entire screen too, so you can create easy night settings.

It needs a lot of work yet, but for the most part, it's functional.

 3 
 on: May 21, 2017, 05:26:54 pm 
Started by Chaoswizard98 - Last post by Chaoswizard98
Here's a rough sketch of what their home continent of Verdius looks like. I figured I'd share this since you really don't get to see it at all due to the story taking place on Athalen. The player starts this game in Moorenfirch, and that cave in the back of battle 1 actually leads to Merillian City. So that being said, the main reason I never made the cave explorable is because it would likely lead people to want to explore the rest of the continent XD. Nonetheless, I WILL be adding the cave map once I figure out how I want to implement torches and tunnel vision.


 4 
 on: May 07, 2017, 04:55:52 pm 
Started by Chaoswizard98 - Last post by Chaoswizard98
Hello Edvard. As of right now the best way to help out with the project is to play the demos and report any bugs or spelling / grammatical errors, and to offer feedback on the gameplay and the story so far.

I'll probably be dealing with assets such as sound effects, music, and art at a later date once the game is closer to completion. Mainly because with work and real life stuff, I don't know how long this project is going to take me to finish and I don't want people waiting years to see their work in action. Nonetheless, if anyone wanted to offer their services in those fields, the help would be appreciated.

===================

Anyways a little update.
I'm currently halfway done with revising the prologue story. Although this wont be seen for a while yet, it will be important moving forward. After that, I'll be touching up the dialogue and cutscenes in the previous demo and adding the below ship map.

 5 
 on: May 06, 2017, 06:23:13 am 
Started by Chaoswizard98 - Last post by Edvard
Wow, this looks amazing! I have wanted to see a project like this happen for a long time, and would have engaged myself in it if I had any particular skill or patience for programming...I'm a musical guy, so music is my forte! Cheesy Is there a way to help or be involved? I would really love to do so!

 6 
 on: April 28, 2017, 04:26:18 pm 
Started by Chaoswizard98 - Last post by Chaoswizard98
Alrighty. I officially fixed egress. Now it animates properly and takes you back to the last church you visited (unless otherwise overwritten due to story state). Also going along with this, your characters will no longer rez themselves due to the addition of the Church / Advisor menus.
+Search in battle has been added.
+All characters have been rigged up for weapon displays in the battle cutscenes.

All that's left is some minor polishing work. I'll be going through the cutscene dialogues to make it flow better (still not happy with the early game stuff) and adding the below ship map (so you have somewhere to egress to during battle 2).

 7 
 on: April 26, 2017, 01:22:00 pm 
Started by Chaoswizard98 - Last post by Chaoswizard98
Okay, projectiles are now more polished. I added a speed option for the projectile pan so that other projectiles (such as Kira's dagger throw) don't fly too fast to be seen. I also officially added the explosion tag. Now there can be more than 1 explosion or post hit animation for different projectiles or none at all.

-Kira's weapon has been removed from her battle sprite. (Now I just need to rig up her melee animation)
+Kira's dagger throw animation.
+Show weapon tag.

Also, I have now finally added the battle foregrounds (platforms) to the battle cutscenes. (So everyone who has been reporting this 'bug' since the pre-alpha demo no longer has to report it!) Honestly, it took 2 seconds. The reason I never added them before is that I was more focused on AI / other important gameplay stuff. But after a year of begging, I figured you guys deserve this one. Smiley

==================

There's only one last thing to add to the battle cutscenes now and that is figuring out whether or not to play a melee or ranged attack animation in the case of centaurs. I'll see if I can get that implemented before work today.






 8 
 on: April 26, 2017, 02:56:40 am 
Started by Chaoswizard98 - Last post by Johan84
Wow im really impressed man. Will keep an eye out for more updates. Thanks for your work.

 9 
 on: April 24, 2017, 02:53:56 pm 
Started by Chaoswizard98 - Last post by Teegarden
it's a nice little game. Thanks for sharing it.

 10 
 on: April 23, 2017, 01:23:00 pm 
Started by Chaoswizard98 - Last post by Ty
This game is looking fantastic! Those battle custcenes are perfect and I love the explosive arrows too. Looking forward to trying out the alpha when it's released!

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