Finally, some art

Fullscreen capture 3302013 115220 PM.bmp

So, we’ve got a lot of progress on Assault Magister Tactics, including saving and loading the game, starting battles from a hub level, spawning at start locations, and a host of other cool stuff. But we just started on the artwork tonight; we’ve got a prototype character in there now, and she’s adorable. We’re drawing from Final Fantasy Tactics and Sprial Knights, super-deformed characters with big, chibi heads and expressive designs. Hopefully Unity’s new Mechanim will help save a bunch of time for our animations.

Codename: Astram – The First Two Weeks

  

Hello everyone, I’d like to introduce a new project we’re working on here at Arcandio. The working title is Astram. It’s a touch-style diablo-clone for Android. We’re two weeks in on it right now, and while there’s plenty not implemented, we’ve gotten a lot done in two weeks.

We will be updating the site as frequently as possible, but our Trello Board for the project has the most up-to-date info on it. If you’re interested, drop by and check it out. If you visit, make sure you vote for your favorite features!

Features completed

  • Player Movement
  • Enemy Movement
  • Enemy selection and basic attacks
  • Basic Gui
  • Player and enemy stats
  • Large list of item prefixes, types, and suffixes
  • Saving to XML

Next few features

  • Equipment Gui
  • Add Non-Equip items (Potions, quest items, etc.)
  • Rescale tap area for characters
  • Character Art!
  • Level Art Design

Construct2 and the widest market

http://www.scirra.com/construct2

Construct2 is a game engine. I know I go through these things like a hot katana through butter, but this one has a certain benefit: it’s output is HTML5.

What this means is that unlike RenPy or Unity, we could feasibly publish a game to essentially anything that has the internet. That’s a pretty wide market. It also lowers the barrier to entry, so that all a potential user/reader has to do is visit the site. That’s a pretty powerful marketing tool. The more free, the better, the easier to access, the better. It’s all about making it so easy to get into the game that it’d be silly not to. Like World of Warcraft. It’s harder NOT to sign up than it is to actually sign up.

Diagram of Construct2 Visual Novel SysemAt any rate, here’s an interesting chart. I’ve found that there’s not a lot of people doing visual novels on Construct2 but it seems to be able to support the concept after a day’s investigation. So here’s our plan of making it work. It involves some ajax loading and csv funkiness, but ultimately, we’d be able to write games in open office and publish them out into Construct2. Pretty slick. Now I just have to roust my lazy artist self to do some real work.

 

Suzuchibi Development Continues

Well, I haven’t stopped working on it of course, its just that with my hand sore from work, I don’t always feel like doing more computer stuff when I get home.

The only weapons shown in the menu are the ones you’ve unlocked
Hurray for diablo style click-to-attack combat!
She also doesn’t auto-attack objects that don’t have health.

Since the last update, I’ve implemented the following:

  • Save/load data on death, respawn, and enter level
  • enhanced triggers that can fire a number of events and effects
  • game pause stops combat
  • save triggers/checkpoints
  • a save data system that stores your variables
  • level transition trigger
  • mouseover text in game world
  • boss state system (partially complete)
  • click-to-attack system, like diablo
  • enemy wandering
On the todo list for code:
  • reincarnate player to hub at 0 lives
  • save and load ALL game variables (ughh)
  • level system
  • inventory system
  • dialogue system
  • cinematic system

todo list for design and art:

  • design everything
  • do all the art
  • nothing major