Here's a first look into how my solo game dev project is coming along!
It's an action deck builder where you play as a witch with the goal of clearing restless nature spirits. You will be able to capture spirits and summon them as familiars!
I haven't done a #ScreenShotSunday for a while, so I thought I'd throw up a retro desktop from June of 2020. I don't remember why I took this particular screenshot, but there it is.
Schifahren update: Added enemies logic to track target to its last known position. A* pathfinding is based on massive 2D bitmap representing solid areas.
Oh, the town is a just debug level
I now have more satisfying lighting.
Some interactible objects are lightmapped now, so it's not only about finding the objects with misfitting lighting, but finding them more logically.
I've been seeing different projects and games that use the old school EGA palette lately, and I'm very happy about that. It's very encouraging to see different people use it with their own style. Some are very pious to their retro examples while others go for something completely new and both can learn from each other.
okay the intro encounter is implemented! I'll definitely go back and polish a lot of elements, but I didn't want to move forward with other development until at least this much was done. #gamedev#pixelart#screenshotsunday
finished up the encounter introduction, now I just need to work on the conclusion. how do you think you'll be fighting this thing, considering you don't have a weapon? #gamedev#pixelart#screenshotsunday
No video update this week as I've been busy modelling the ship interior.
Here's a comparison of the external and internal of what was a dropship, now converted into a pudgy little transport vessel!