You play as "SATURN", Summoned to defeat the masked Phantasm and it's monsters in this Diablo-Like, bullet-hell styled adventure game.
The game will mostly rely on environmental puzzles to defeat bosses.
Base Game Mechanics(Basic Gameplay)
I have been trying for over a decade to actually create something serious with RPG Maker. The workflow, using the engine was always so rigid; as an artist, trying to wrap my mind around making a tileset still bugs me, but I have finally taken the time to understand how "I" personally could have worked with RPG Maker. Being that I am not that bright, it took a decade for me to understand the concept of parallax mapping... That's pretty much what I wanted to do from the start. So with new found confidence and knowledge in both Blender and RPG Maker, I am going to try to make RPG Maker MV an Integral part of my game development pipeline, and This game will be the first out of the gate.
It's a pretty modest production, but one I'm comfortable with. The game is planned to be small, but I'm not great with plans(In a positive manner).
The typical time frame I can give, if any for its completion, is about four to five months give or take; that is based on my past projects, having been waaay more complicated. That is just an estimate though, I tend to put a lot of care into what I do once I land on a Prototype that speaks to me, and you can never really say with this stuff to be honest, being that production always evolves the more you develop... sooo eh; but I will be as open and communicative as anyone who is interested wants me to be about this. So, feel free to shoot me messages about this project, I would be more than happy to talk about it.
There is no price at the moment, but it will have a price on release... I'm thinking pretty cheap.
So, I love to let anyone whos interested know how the project is going... typically I keep my development private out of fear of just... no one being interested; but I do occasionally take steps away from that... like this for instance. In cases like this, I do it to post frequently being that this is a project's development I have confidence in.
In short... Very often, at most twice a day or two, never less than once a week.
An easy way to follow development is to check out my Instagram.
So, after a long day of experimenting with model optimization and shader styles, I finally landed on an Art style for the cutscenes that is fully supported...
The first "Progress Report"; -All Base mechanics are done as well as environmental hazard Scripts. -All Gameplay player animations are completed(There...
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