[Update #01] Version B.0.1.0
This is the first of the usual devlogs to keep you informed about my progress.
The project Late Shape Journey is now in version B.0.1.0.
A download is not available for this game yet.
Implemented most of the needed assets for bare-bone working
Implemented the core (and additional) plugins the project will use and changed the settings in them and the database
Changed up the scenes which became the Overview, Collection, Configuration, Title and Misc. Menus
______________________________
Progress Showcase (Outdated)
This is the title screen. Where I first and foremost have to apologize for the worst possible showcase of assets. The mapping will become better the way onward, but I'm not good at making something like that within 15 minutes for a screenshot. So this will improve when I'll get into the environments for the game themselves.
Now, this title screen actually uses an additional plugin by VisuStella, as the default RPG Maker scene does not support animated backgrounds. The plugin puts you into a map from the project - so you can basically do anything you'd want to animate.
That way, I've build the choice window by using pictures and the event commands of the engine. I actually shifted it around a lot and even used a more complicated background (a tad more complicated, but hey) - but I decided to keep it in line with the interface of the game (where the more detailed background didn't look great).
As is tradition, the Loading option will only be selected when a file is found. There is also a fancy "Press button" command before the choices appear. The version number has been omitted, as I will place it into the window head bar for more convenience when updating.
This is probably the menu I had to spent the most time on. Users of RPG Maker will recognize it as the status scene.
I had to fiddle around a lot with the different windows until it looked like this - a complete overview of everything needed in this single scene.
The reasons are... the typical issues when using RPG Maker without coding knowledge. You have to work around a lot of small obstacles that make certain ideas more difficult to achieve. However - it has improved with the latest version and the plugins used - and it is always an awesome feeling if you achieved something nonetheless.
The most right window is actually made by a scene background which contains the blue texts, while the default profile window has a transparent one and only provides the variables via text codes in the database. The information will change accordingly when entering areas or switching between chapters.
This rather functional menu is - guess what - the inventory scene. (Indeed)
It's basically the prime example of "What menu could I use best for something like THAT?".
As the game won't use any inventory items for characters - to make switching between chapters easier for me (meaning not a nightmare) - this menu actually uses items in the database to list quests and achievements. (So I still have to switch items up, but at least not 500 swords of eternal heat + 1 - 15 for every occasion).
I actually want to extend this menu, though. The current achievements are rather basic to cover everything in as less as possible (for the reason above). While this is alright and will grant you rewards in a streamlined fashion, I may add a third category with more specific achievements that may offer simpler to no rewards.
Oh and yes, as for the item menu, these lists support greying out tasks that have been completed already. Handy.
This menu was the most difficult for me coding wise. (Meaning playing around with the parameters)
It's always nice to see it turning out as intended, and the plugin behind it is actually quite powerful. But it was a trip, really.
Besides that, it actually looks quite like the default one provided by the plugin. It's more about content changes, as I've reduced it by basically 90%. This seems harsh, but it's more a design choice for me than anything. I believe in "less is more" for an enjoyable experience, especially if some choices that look awesome at first would definitely break that intended experience.
Of course, that doesn't mean that more options can't be great - but for what the game will be and the engine offers by default without breaking my neck about it - I think this is alright.
... I'm not entirely pleased, though - so I may add something to it and change some things up, still.
I'm also playing around the idea of leaving in the test area you can see - as it normally only shows during play test. Maybe it would be a neat debug mode for players to use.
Finally, I've also changed the main menu - by basically removing almost everything.
I played around with this scene a lot. Actually having an actor window, having windows like gold and other variables, having it at the right border, etc.
But in the end, this is how it turned up after finishing the other menus. As the Overview menu contains all necessary information, other windows weren't needed. So I kept it simple like the others. But I might add the actor window back with just a picture. Or something like that.
... Did I mention that all of these menus aren't finished entirely?
I've also added back the option to quit the game completely inside the end scene. I understand why it isn't there anymore (to easily provide the game for other platforms) - but I can't accept it, nor do I have plans to release the game on anything but Windows Desktop.
Feel free to follow my project here on itch.io or via my x-profile.
The next update will be showcased on here as soon as it is ready.
Like always, thank you for reading and have a nice week, everyone.
______________________________
Late Shape - Project
Changeable Dungeon Exploration. (Devlog/Betas)
Status | Prototype |
Author | Salbei |
Genre | Role Playing |
Tags | 2D, Dungeon Crawler, Exploration, Fantasy, Turn-based |
Languages | English |
More posts
- [Update #15] Version B.0.6.5Oct 01, 2023
- [Special #6] Concept Log OverviewAug 09, 2023
- [Concept #9] Unreach ModeAug 09, 2023
- [Announce] Updated Page/Log LayoutJul 29, 2023
- [Concept #8] Field AbilitiesJul 21, 2023
- [Update #14] Version B.0.6.0Jul 15, 2023
- [Concept #7] Battle AbilitiesJun 27, 2023
- [Special #5] Mini-Update Part IIJun 11, 2023
- [Special #4] Mini-Update Part IApr 12, 2023
- [Concept #6] Game StructureApr 12, 2023
Leave a comment
Log in with itch.io to leave a comment.