New Coat of Paint (Week 87)
This week, we made tremendous headway on SR:MT and our side project, which just launched a few days ago! We're working on some pixel art for some monster and character sprites, and while we can't share everything, I will definitely share some highlights.
Here is a remade version of Veta's character sprite, compared to her original. Veta was one of my first goes at a character sprite, and you can see the difference. I'll be working on her walking animations and getting her updated version added into the main game soon.
Here is a creepy evil face I made, unfortunately I'm having issues plotting out the exact course of events that take place, but this is likely a harassing enemy meant to obstruct from a goal, or even a mini boss.
So let's go over a few things.
Zephyr is very busy, so I'm not likely to bother her until I really need her, and the composer, Xavier, has been taking a break to work on another project he has in the works.
I'm going to be upfront and say that things have been really stressful as far as my pressure to get this update right. I also know that you guys have some major issues still in the game. So what I'm planning or considering is a Part 1, Part 2 concept. Let's explain how that will work.
Part 1 deals with an initial gameplay rebalance, the new dungeon and its storyline, a grand assortment of customized sprites, and reworking of various content from before. This will end at the Dungeon Final Boss for the new dungeon, gatekeeping the rest of the content until I am ready to distribute the rest of the update.
I will also do several playtests with myself and friends to see what all I can do to crush as many bugs as physically possible, and really refine the experience.
Part 2 will add the full story I intended to include in the full update, add two new classes/promotions to the game, adds the End Game, several new bosses, improved Saliden Village storyline, further class and gameplay improvements, and even more sprite work. This doesn't completely cover all that I have planned but I think a two parter will work better.
As I have said, this is what I'm considering, and not yet in stone. I have some work to do before that point, but any feedback on this matter would be of great help to me.
Working on Shattered Realms: Mortal Tale is definitely a passion of mine, but I believe that I really needed that change of pace with Tears of Morganna. I will be posting regular updates on that game's page every Wednesday, and I will probably never want for progress reports due to this system.
In any case, this is all there is for this week's devlog, I would really appreciate your thoughts on what I have suggested. I'll be continuing work on SR:MT for about two more days, and then shift over to Tears of Morganna dev on Sunday. I think this system of development will keep me from experiencing too much burnout. Have a great week everyone!
Get Shattered Realms: Mortal Tale
Shattered Realms: Mortal Tale
Save the world and your own soul.
Status | In development |
Author | AoDLegacy |
Genre | Role Playing |
Tags | Character Customization, Classes, Dark Fantasy, Exploration, Fantasy, JRPG, Meaningful Choices, Multiple Endings, RPG Maker, Turn-Based Combat |
Languages | English |
More posts
- Devlog 111 -The Definition of InsanityMar 13, 2024
- Devlog 110 - Stayin Alive, ReduxJun 21, 2023
- Devlog 109 - Here We Are, Once AgainJan 06, 2023
- Quick Patch for 1.0.4Nov 03, 2022
- Plans Moving ForwardOct 29, 2022
- Shattered Realms: Mortal Tale: HoC Patch NotesOct 28, 2022
- Updated Release Plan - October or Bust!Oct 20, 2022
- Tentative Demo Release PlanOct 09, 2022
- Devlog 108 - Stayin' AliveSep 30, 2022
Leave a comment
Log in with itch.io to leave a comment.