Weekly Sunday Post – Sept 25

This post was intended for Sunday but I ran into a few random bugs and it took an extra day than expected.

Here’s a look at how the basic dialogue works with scrolling through text and selecting choices via buttons:

What made the post a bit late was the fade effect, it turned out be very simple in the end, there are 2 images, one fades out at the same time the other fades in as each line is read so that the emotive face matches the line. I wanted to fit in the basic unit statistics page along with this post but I came up with a few visual ideas involving 2D animations which will have to make the stats screen wait. The next weekly dev post will probably just be some art, followed by destructible bridges.

Thanks for Reading!

Weekly Sunday Post

Hi everyone,

The next major development blog post is being prepared and the content is a look at how the dialogue system will work along with a rough look at how character stat screens will look. Unfortunately it’s not ready to be shown yet but I wanted to make a point of posting at least something every Sunday 9pm PST just to create a rhythym of milestones and let readers of the blog know things are still moving along.

So some very minor things to show:

Zooming in and out:

 

Drawing the dialogue portraits for one of the main characters Nerilla:

Weekly Post – Sept 17

Hi everyone,

The next major development blog post is being prepared and the content is a look at how the dialogue system will work along with a rough look at how character stat screens will look. Unfortunately it’s not ready to be shown yet but I wanted to make a point of posting at least something every Sunday 9pm PST just to create a rhythym of milestones and let readers of the blog know things are still moving along.

So some very minor things to show:

Zooming in and out:

Drawing the dialogue portraits for one of the main characters Nerilla:

Blog Post #1 : Announcement of “To Reverie”

Hi, this is the first Development Blog Post for “To Reverie”. A tactical 2D RPG

What’s been created so far

The animation above depicts what’s been actually made in the game so far. Basic movement and attacking mechanics resembling what’s seen in FE games. What’s shown in the GIF is a first pass and will need a lot of polish  and development goes forward.

The “Surround” system

I found the 2v2 engagement system from from FE: awakening and fates to be a really fun addition to the traditional FE system; especially with the opportunity to mesh with how supports between 2 characters works. Some things about the mechanic were changed in To Reverie:

  1. Using two units to attack one enemy unit requires those attacking units to be in surrounding adjacent squares, similar to how the FE “triangle” attacks work. An issue with that system was that it took a lot of effort to set up for not that great a tactical reward. The advantage of setting up the maneuver instead of attacking separately is that the defending unit can only counterattack the original attacking unit. The supporting offensive unit is safe from any harm. The reasons why using the surround system will be important in “To Reverie” is because of the addition of the “towns – Infamy and Reknown” system which will be explained and shown in a future blog post.
  2. Block rate is dependent on 2 things: A weapons block rate and the support level between 2 characters. Supports are built throughout the game so use of shields with a high block rate are really helpful during the early chapters.

3. Blockers can be killed

Preliminary Concept Art

This is some of the concept art used to create the actual in-game sprites. I will be posting these regularly with blog posts but they are very likely to be changed and improved as development continues. These images will also be used to create the 2D combat animations that will show up in the next few blog posts. The landscape image below is first pass of what Reverie (The place) will look like.

female_lancer_concept
Jill

Knight2knight_sprite

Gabriel_concept
Gabriel

reverie_concept2

Whats planned for the next immediate blog posts:

Blog Post #2 : Dialogue System and stats screen look

Blog Post #3 : Destructible Bridge Mechanics

Blog Post #4: Towns – Healing, Pillaging, Reknown and Infamy System

Blog Post #5:  2D Battle animations appearance

Thanks for Reading!

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