Today was another day consisting mainly of cut scene creation. At this point of the game, we need at least three to four different cutscenes (yes, the early game has a few cutscenes, but we are looking at 5- 10 minutes worth before the player is actually unleashed on the world). Thankfully, all of these cutscenes occur in the same location.
That's not to say that this hasn't been a complete bitch though--something as innocuous as getting the player to sit on the edge of a bed is... uh... not really that innocuous at all. Much of this, however, is still a learning process. I'm sure there are easier ways to accomplish some of these things (like using a ControllerBehavior to manually shift the character over as he lays down on a bed).
The Status/Item GUI panels are more or less finished with the addition of a few scrollbar tweaks and character portraits. We plan on posting screenshots of these at some point for constructive criticism and hopefully, a little ridicule and perhaps a few outright insults.
As for future development, my efforts will be focused on finishing up these cut scenes and reworking the Cephaline dialogue. Basically, we'll need two versions of Cephaline: a nighttime and daytime scene. The daytime scene will represent our first real 'playable' section of the game and since the main character will be controlling Moroch, I'm sure there will be some fun involved in figuring out all the places, in code and elsewhere, that we idiotically referred to Bodom specifically and not his "Player" tag.
Andy will be focusing on designing the main fragment of the world map where the early game takes place. I imagine this will tie us both up for quite some time once we begin implementing random battles, enemy zones and whatever else happens to need implementin'. *spit*
Friday, June 26, 2015
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