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Hello guys, long time no see!!
It’s time for another devlog video!
So, in this video you can see how the map exploration and battle system is coming along, some improvements to the battle system and lots of bug fixes, by the way, the video has no sound, you can keep listening to your music!
Different types of movements (attacks) being used and their respective visual effect showing up, the creatures also reacts accordingly, you can also note that using moves that makes contact plays a different animation than special moves (moves that doesn’t make contact).
The temporary battle stats is also already working and works kinda like in the Pokémon games.
Also, as you could notice, some creatures flee from the player character when they see him, that’s the creature nature system, there are some that flee, others that doesn’t care about the player’s presence and others that goes towards the player when he gets too close, there will be more types of natures later like going towards just after spotting the player, also some that don’t care about the player presence but if he stays too much time close they will go towards the player anyway, engaging a battle.
You can also notice in the video that the battle arena is now different, each type of scenario will load a different type of battle arena when a battle starts, I also added some fancy to the camera. Oh, I also implemented a very nice feature in the battle system, when the player is in the “choose action” turn he can cycle through cameras, zoom in/out and orbit around the camera target which is very cool.
In summary, almost the entire battle system is done, just need to fix some bugs here and there and implements new items/moves usage and etc, things like experience gaining, level up, temporary stats, super effective and not very effective moves against certain creatures elements, all of this is already done.
Ah, another thing, the animations are very unpolished, be patient, they will get better as the projects follows.
Ok guys, that’s it for this video, I hope you liked it! I made lots of other stuff but unfortunately cannot be show because is just technical stuff, things from the engine.
What’s next? Now is time to model the rest of the creatures that will be available in the prototype!
See you guys/gals next time!
After a long time (again) here I am with something more to show, I’m working a lot doings lots of things that I don’t want to show until I finish with it… and I just did it, finished modelling/texturing/rigging 2 more creature, the creature 6 and 7 this time:
I hope you guys like!
Have a nice weekend and until next time!
Hey guys, it’s been a long time (+2 months), I took all this time because I wanted to do something different so I worked a lot on the visuals to make a little video about the battle system and some other things, you can check the video here:
I will be making more devlog videos from now on so… subscribe!
I also show a little about map exploration and etc.
Note: don’t forget that everything is wip, so, yea, those items icons/descriptions/names/etc, etc are just placeholders, temporary stuff.
I don’t know if I will keep this design forever, but for now, that’s it. Maybe I improve it later.
The battle system also had a lot of bugfixes and improvements (internal improvements), that’s also why I took so long, the creature following coach system had lots of improvements too, now they (if you have more than 1 creature) will follow you in line, they will be instantiated according to your creatures list (of course) and everything just works, you get in a battle, they will be there, they suffer damage, use items in them and when you get out of the battle they will be in the same state that they had in the battle and they will be instantiated behind you again and already in line.
The experience/level up and move points was not implemented yet, so that’s subject for my next devlog.
See you next time!
Hey guys, after about a month working on this level (mainly on this level since I did other stuff too) I can finally call it “done”, in quotes because I will be always iterating and improving it the same way I do with all the other things in the project. It’s a relative simple map, I needed to start with something small because I didn’t have any idea of how I wanted my levels to look like, the grass, the rocks – if they were going to be reallistic or more cartoony – the props and etc, now that I have some kind of idea of how I want my environments to look like the next levels will come out faster and better.
This is the entrance of this level, this level is basically a giant corridor that leads to a cave beneath a volcano.
This is the entrance of the Roken Volcano Cave, which is also a mine.