Ayer me mando el desarrollador un nuevo correo con algunas de las cosas en las que ha estado trabajando. Ademas de una de las canciones, os la dejo por aquí:
https://soundcloud.com/esoundsignal/flower-fields-of-perpetua-01/s-2xXlJOs dejo el mensaje también por si os interesa:
Hello everyone!
Since our last update, I’ve been able to focus more on finalizing systems and building assets rather than on refactoring and redrawing existing things. Now that I have finished a lot of the features quicker than I had expected, we are still ahead of schedule. I’m currently looking into some streaming equipment and will announce the next stream soon. Now let’s see what has been done in the past weeks:
Eddie wrote 4 new tracks for the game: A battle theme for when you fight in your mechs, another field track and two event songs. In the last update I had promised to show you a new track, so here is the field theme for The Flower Fields of Perpetua.
This is a landscape in the north east of Valandis that was once covered by a sea of beautiful flowers. But after the explosion caused by the Grand Grimoire, the aether was corrupted. Most people now call this area the “White Swamp,” a deadly place with poisonous ponds and mutated animals. The air is filled with huge amounts of pollen restricting sight, complicating breathing and making traversal harder. At the same time, the snow white layer of sparkling spores covering the land emits a certain feeling of deadly beauty.
With his track, Eddie reflects the danger hidden below the once so beautiful Fields of Perpetua. The lo-fi approach conveys the feeling of numbness our party feels when traveling through this landscape, restricted in sight and hearing. Please check it out!
https://soundcloud.com/esoundsignal/flo ... 01/s-2xXlJ •In Chained Echoes you will meet a lot of interesting characters on your journey. But in order to make the world feel alive, a lot of generic NPCs are needed as well. I designed dozens of common sprites and implemented a generator. In the example below, I spawn a lot of them in one place. Of course, you won’t see random masses like this in the final game.
Random spawn of generic NPC masses
•Working on this many sprites made me restructure my sprite system, now built around an easy to use sprite importer from Aseprite to Unity.
• All open field common enemy designs are completed! Only event and dungeon enemy designs are missing (as well as most animations). You can see some of the new monsters below.
New enemy designs with WIP animations
•Another huge topic last month was the UI (User Interface). I already mentioned it somewhere but I couldn’t decide for a long time if I wanted to go with an HD UI design or pixel art. It was basically a decision between readability and consistency. I finally made a decision: The UI will be pixel art. In my opinion, in order for a UI design in a different resolution than the game graphics to work, it needs to be strictly separated from the in-game world. For example, if you have a pixel art game with HD dialogue boxes and you decide to add character portraits to them, they should be HD as well. Having some UI designs in HD and some in pixel art is inconsistent and simply looks bad. Since I’ll be working with a lot of icons (e.g., icons representing items) and plan to incorporate them into the game world as well (e.g., enemies dropping items that are displayed as those icons for the player to pick up), I would have to break the consistency if I went with the HD UI route. This would be distracting. I’m still trying to provide good readability of course! You can see the first version of the battle UI below!
New battle UI
•I also bought some fonts and had to heavily edit them in order to contain necessary letters like Umlaute in German.
•Until now the UI could only be navigated by keyboard or gamepad. I added mouse controls now as well!
•You can already see it in the UI image but here is another gif to show a little detail I added: your reflection in the pond!
I've probably got to correct that shadow though.
•The reason why all of those images show the same place is because this is another thing I worked on since the last update: The Dancing City Farnport.
•And of course like before, I’m always working on the dialogue in my breaks.
Well, that’s it for today. I hope you enjoyed this update. I plan to release the next one in the beginning of December. Until then, thank you very much for your support!
Matthias