Weekly Post – Feb 13

With the release of wargroove I realized I had not put needed thought into some design decisions and one of the big ones was the size of each tile that the camera can hold. I had arbitrarily chosen 64×64 as the tile size for the map pixel sprites and hadn’t considered what that would do for the sizing of the camera. I know that I’m primarily catering to 1080p resolutions so the orthographic size of the camera has to be a particular value. That particular value is found through Screen height in pixels/ pixel size of tiles /2 which comes out to not clean number 8.4375. So I decided that 15 tiles vertically was a good fit because it made the calculation come out to a clean number of 72×72 per tile. So this week has been redoing all the pixel art that I’ve done to have that tile size. With an increase in space I figured that I might as well completely redesign their look so make use of their space as well. Thanks for reading.


Weekly Post – Feb 4th

No updates this week, as I’ve fallen into a lot of new idea planning as a result of the game Wargroove that’s come out, and it’s given me a lot of quality of life ideas that that I want to start programming, especially with the use of controller. One of the big ones was a speed up button for all movement type turn actions, which I think is super important. An additional conclusion it’s let me come to is that the game is alot harder to play without the “show entire enemy range” feature that has been available in recent DS fire emblem games. I believe I definitely should include that in my own game now.

Also I’ve been stuck designing a really long animation for the swordmaster class that needs alot of touch up. Thanks for reading.

Weekly Post – Jan 21

This week was designing the lvl up UI and drafting a number of idle animations. I’m now in the process of creating the visual effects and animation for the lvl up UI which I think will end up looking like one of the more polished parts of the game.

I was able to finish the drafting the Horse From idle animation and will spend the next week lining it. I also ended up redoing the idle animations for some more characters which adds more work I can schedule ahead of time for drafting. Thanks for reading.

Weekly Post – Jan 14

It’s been a couple of weeks since I’ve posted due to holiday plans, but it gave me some time to plan how the next quarter will look, One of the last UI screens I need to design is the level up screen. It’s what I consider probably one of the most important screens, because despite being very simple and non interactive, it should be made to be as satisfying as possible. I personally found the FE7 level ups to be super satisfying and I’m hoping to design animations and sound effects that give that same feeling.

I spent some time touching up some of the rendering the first grassfield background and started again on the Horse From Idle animation. Much like the horse running animation, the horse itself is meant to be reused and scaffolded with many rider animations.

Thanks for reading.

 

Weekly Post – Dec 17

Below is an animation of a horse starting to run from idle. I’m back on animation and will probably be continuing for a long stretch, this will be probably less frequency of anything visual because animations usually take a long time and require a lot of revisions.

Programming of some of the town functions are almost done, I just need to also design a UI for the shops as well as the “Infamy” system I plan on adding.

Thanks for reading.

Weekly Post – Dec 12

This week I programmed destructible tiles into the overworld map. I always underestimate how long the programming takes for this type of work, as I always end up having to go back and change a bunch of old code. Below are 2 images of a before and after a bridge tile is destroyed, and causes the enemy to renavigate. I’m also currently adding this functionality to towns, but the amount of features that come with it make it more complex and take longer.

 

Weekly Post – Dec 2nd

Unfortunately I had to miss last weeks post because there were just so many things that weren’t working as I re did alot of the old fixtures. The good news I got most of it done to the point where the core game play loop in terms of programming is solid. That loop being how combat works. This work mostly involved designing the UI and creating all the graphical elements for everything. The actual graphics will most likely change but the design of the layout is pretty set. It was designed to accomodate for the “WillPower” mechanic which are optional buffs to the hit rates and crit rates using willpower points which are a limited resource. Willpower can be used for movement bonuses and in the late game, activation of class skills. They’re reset at the beginning of every chapter.


Next week I’ll be adding functionality for towns and bridges.

Below is the gif of the entire thing working. It’s starting to vaguely resemble a video game now.

Thanks for reading.

Weekly Post – Nov 20

Alot of things got done and started this week, albeit mostly non visible stuff, I optimized the build settings of all sprite assets, separating them into the large resolution images and pixel sprite images. This needed to be done because the 2 require different compression settings so that the sprites don’t look funky in the build. Some other quality of life stuff that got done was I fixed the panning of the unit selector as well as the camera pan to be smoother as seen in the gif below. I also made some additional pixel art animations for one of the characters and an animation for the towns.

 I was able to finish the battle animation for the female lancer which gives me a full set of animations to build the Battle UI with. That’s the focus of this week in addition to some more pixel art assets and features.

Thanks for reading.