Posts Tagged ‘jrpg’

Second update: JRPG hockey??

Posted by (twitter: @avaskoog)
Saturday, August 27th, 2016 7:09 pm

Hello again!

We posted an update earlier today with some very crude beginnings:

The trio is back! With sportsing!

We’ve now come a bit further, and 2/3 are asleep, and the last one is about to turn in as well. But how about a little update first?

Our first day has had work kind of separated so far.

Morten has been programming without any graphical assets:

View post on imgur.com

Ava has been working on those assets by animating a character without any character designs, just animating the rig and club:

View post on imgur.com

Marte has been trooping along despite feeling ill, designing some of these characters, explaining why the animations look a bit weird (getting up really fast after falling; floaty feet): they’ve got hover boots!

character-anita

Woah! That hair. What’s with that? Well… Our idea is to make them very JRPG because our deal is to try and mix JRPG stereotypes with sport game stereotypes in a wonky way…

Maybe in the next update you’ll actually get to see what we have in mind for that ancient technology...

First hour of progress

Posted by (twitter: @hobblygobbly)
Saturday, April 26th, 2014 3:02 am

So this weekend is somewhat busy for me, I have other work I have to finish but in between when I have free time, I’m attempting to work on my jam entry. Not even sure if I’ll finish, but I’ll most likely submit what I have at the end of it. I only began an hour ago, 9 hours after the jam began.

I did some pixel art (I use that loosely), since it’s my first attempt at art, completely going in blind, I haven’t even read on any pixel art techniques, just attempting from an image in my head to pixels. The approach I’m taking to the game however, is that of a JRPG, mostly including the turn-based order of actions in the vein of Final Fantasy IV for example, with a simple Active Time Battle-esque approach common in the series. The simple premise is that you’re in a nuclear shelter beneath the surface, which I am going to expand upon and saving the details as a surprise for when people can hopefully play it and how the gameplay relates to being under the “surface”.

Here’s a basic character and punch animation, first pass.

attackanim

 

Here’s the character placed in a quick concept of a wall/corridor, testing the palettes.

ss (2014-04-26 at 11.40.20)

And here’s a piece of the wall in-engine using dynamic lighting for the pixel art, I haven’t created the normal/light maps for the rest of it, so it only shows the wall canvas as a test. First pass and still requires a lot of tweaking.

ss (2014-04-26 at 11.38.30)

 

Action menu for a battle sequence, still using an old palette I haven’t changed yet. An in-engine concept, supports both keyboard and mouse control.

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