Do you guys like animated gifs? I sure as heck like animated gifs. Here’s one outline the final four abilities I implemented in Unearthed. Hopefully it doesn’t load too slowly.
- Finished implementation of every single enemy animation and flavour text.
- Fixed the last of the incorrectly assigned abilities.
- Began evaluating enemy implementation.
The animated gif featured above is of a celebratory nature, as finishing all the game’s ability is a big milestone. I’ve been working on those an the items for some time now, and with those things both complete I can move onto making actual, tangible enemies with proper stats and attacks. Neat stuff!
The first step in that process is actually super boring: making lists of enemies from the original game, documenting their stats and relative power levels, and deciding how my game’s enemies will relate. I might end up copying some stat blocks entirely, with major changes occurring in abilities rather than HP/PP/etc…
As always, I’ll keep you all abreast of progress updates. Things are continuing to come together rather nicely.
There were quite a few complications over the last couple of weeks, but it looks like things are finally on track! Mostly extensions on what was covered a couple of weeks ago, but progress is progress.
- Implemented roughly 75% of all enemy animations and flavour text.
- Fixed a few incorrectly assigned abilities.
- Upgraded my computer, software, and switched to SNES9x for bug testing.
- Created redundant back-ups of all Unearthed files.
Not a whole lot of exciting information this week, but game development marches on. I’m still aiming for end-of-September for completion of the game’s abilities, and shortly after that I’ll be putting enemies together. This process could be really easy or really hard: I don’t know for sure yet!
Hey Everybody! No update this week due to me being afflicted with a severe throat infection. Instead, here is some old art that Radiostorm threw together for Unearthed waaaaaaaaay back in 2008. This was long before the game’s development officially began, and I was just tinkering around with PK Hack for fun.
Mitchell hasn’t really changed much since this sketch (dynamite excluded), but ISAAC was totally a Skeets rip-off at this point. Naturally, they are fighting a gross jelly because that is what good RPG protagonists do!
I’ll be back in commission next week, so expect a proper update on Monday.
I managed to get quite a bit of work done on enemy abilities this week. The progress has been quick! I have even made a quick little video to show off some of the work thus far. Keep in mind, the raccoon pictured here is just a placeholder enemy. He doesn’t have wings, nor is he radioactive.
- Implemented roughly 50% of all enemy animations and flavour text.
- Fixed a handful of incorrectly assigned abilities.
There are quite a few new abilities in the game, ranging from re-skins of existing attacks to completely new ones. I’m currently working hard to make each one animate properly, and display interesting flavour text.
I actually may be done in a week or two! After all the abilities are working, I’ll start assembling enemies. This is a lot of work but should go quickly, as I’ve already laid all the groundwork for battle actions.