It's drawing nearer to Christmas each day and things have gone quite smoothly here. Here's a quick list of what we've done these last two weeks:
Combat System has been mostly finished, from actions, items, equipment, skills, and all those stuffs. Currently our combat specialist programmer is waiting for animations from our artist to be incorporated into the system.
Environment assets have been arranged to create three complete forest scenes. It's where you'll tread grounds and check trees for hidden passageways, walk bridges and hear sounds of flowing water. It's also where you'll encounter enemies.
Here's a peek at one of the finished forest scenes full-size:
And a peek on how things look like in-game size:
User Interface received some revamping, making it more compact and simpler. Instead of going back and forth from one page to the main menu, we enabled sideways-paging. It works like this as of now:
When you're in a page (for example, Lucienne's Talents page) and wish to go to Reynard's Talents page, instead of having to go back to the main menu you can just press left/right. Pressing it again scrolls you to the next character's Talents page, saving you time.
It also works if you wish to go to Lucienne's Equipment or Abilities page. Pressing LB/RB (or L1/R1) sends you there. This might look minor, but we found this feature to be of use more often than we thought.
Animations for basic ranged (Ylianne) and melee (a Bandit) have been finished. These two are a huge chunk of the work, as deciding the where each frame goes is one of the most grueling part of making animation. The rest of the cast can use these two as the framework.
Here's Ylianne's current combat animations (without effects) from idle, attacking, doing an ability, defending, being hit, and injured:
All of these actions combined are thirty pieces of pixel-by-pixel images in total, by the way. The bandit has many more, since he has to dash forward to the enemy to make a melee attack.
We have so many things going on it's hard to share them all (and, honestly, some of them don't look as good as they should be yet). But worry not, they're being done here and there.
What controller do you use to play games in PC? Is it an XBOX controller or another kind of joystick? Would you be bothered if we use XBOX buttons for navigation infos in the UI?
As far as we know, XBOX controllers are very common and thus we thought it'd be good to use the color-coded buttons for the UI. But we could be wrong, so there's no one else better to ask than you. Please send your answers in the comments section! :)
At the end of this update, we thank you for a life-changing year. 2013 is the year we took a leap of faith which connected us to all of you. It's been a wonderful experience, and we hope to continue treading this route for as long as we could.
Wish you all a merry Christmas and a happy New Year. See you again in January!