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Progress Report #3: Dyhalto's on board! / Gameplay and story progress!

  • OldPat
  • 08/03/2020 08:10 PM
  • 1328 views



- Progress Report #3: Dyhalto's on board! / Gameplay and story progress! -


Hey, everyone!

How are things going for y'all?

Coming to you with some announcements and some progress report.
I've just recently promoted Tears of a Ghost to official sequel of the saga, but there's one more little surprise.

You may have noticed how cool Karma Flow's charas are looking lately.
Well, there's one person to thank for that!

The one and only, DYHALTO!

Round of applause!



Dyhalto joined in as pixel artist, and as you can see he really boosted the overall quality quite a bit! :)

Thanks, Dy!

As for me, I've worked on both the gameplay of the game and the early sections of the game's story. Here's a very little preview of the intro scene (STORY SPOILERS FROM THE FIRST GAME AHEAD):




And I've implemented some new neat gameplay mechanics into the game and fixed tons of other ones.
(You may have also noticed I changed Tears of a Ghost's gamepage a lil' bit).

First of all, keys are now completely rebindable and there're lots of customization options on that front. Whether you play with an Xbox360 controller or a keyboard, you can rebind keys however you see fit!
You can also activate a minimap or some sort of "awareness arrows" that will help you spot nearby enemies that are off-screen and can't be seen if not with your binoculars.
I've fixed the jumping mechanics and now Flo can really jump wherever she wants!
Also, I've worked on alternative killing methods. You can, for instance, activate the engine of a car and make it crash against the enemy.
There's a lock-on mechanic that will allow you to lock-on targets like enemies or objects so that you can shoot at them and hit them without having to stand on the "same line" (as long as there are no obstacles around).
Some new gadgets and items have been implemented. You can now throw rocks in order to distract the enemies, for instance.
Last but not least, the game now features footsteps sound and 8-directional movements. Footsteps can be heard with your binoculars too, as your Ultrasight binoculars are made to hear sounds from afar.

There would be tons of other things to say but I'll leave it at that and throw some videos at you showcasing some of the gameplay features I just mentioned:







And that's all there is to it for now!
Me and Dy are going to carry on with this.
If you're interested follow the game and let us know what you think!




Thank you! :)

- Pat



Posts

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Progress looking super sexy! Everything is looking very professional! I particularly love the aesthetics of that binocular system. That's an exciting game you're cooking right there.
When did Dyhalto sneak out and become a pixel artist... I need to keep a better eye on him.

Congrats! Looking great!
I played the 1st game an it was awesome. I cant wait to play this one too :D
Dyhalto joined in as pixel artist, and as you can see he really boosted the overall quality quite a bit! :)

I feel really bad for even bringing this up, because Dyhalto did a really good job (far better than I could have), but I think the palette could be brightened up a bit.

Some of the shading is just too dark and it's difficult to tell it apart from the black outline unless you zoom in really far. Here's a quick mockup of what I mean:



Obviously this is only my opinion and all, but, just throwing it out there.
author=Arcmagik
When did Dyhalto sneak out and become a pixel artist...

Heh. I'm not that good. I've played around with lots of Romancing SaGa 3 and SNES/GBA Fire Emblem sprites over the years. This is a new style for me, and there've been some growing pains.

author=Sidewinder
Some of the shading is just too dark and it's difficult to tell it apart from the black outline unless you zoom in really far.

I pretty much agree with you. I'm a fan of brighter colors myself, but given the serious and darker tone of the game, we opted for a slightly darker flair. Fortunately, if in hindsight we decide to go with different color brightness or different colors altogether on particular characters, it's easy enough to do. I've kept the palettes indexed.
OldPat
OrudoPatto, kisama!
5107
author=calunio
Progress looking super sexy! Everything is looking very professional! I particularly love the aesthetics of that binocular system. That's an exciting game you're cooking right there.


Thank you, Calunio! :)
I'm really proud about how the binoculars turned out to be. Quite a leap forward from what KF1 had.


author=Arcmagik
When did Dyhalto sneak out and become a pixel artist... I need to keep a better eye on him.

Congrats! Looking great!


Dy's unexpectedly becoming a master of all trades. Never let him out of your sight, I fear he may become too powerful for us soon.


author=Dr_Imp
I played the 1st game an it was awesome. I cant wait to play this one too :D


Thank you, Dr Imp! You'll like this one even more! :)


author=Sidewinder
Dyhalto joined in as pixel artist, and as you can see he really boosted the overall quality quite a bit! :)
I feel really bad for even bringing this up, because Dyhalto did a really good job (far better than I could have), but I think the palette could be brightened up a bit.

Some of the shading is just too dark and it's difficult to tell it apart from the black outline unless you zoom in really far. Here's a quick mockup of what I mean:



Obviously this is only my opinion and all, but, just throwing it out there.


Thank you, Side! :)

To quote Dy, you're right about that. But we wanted to aim for a darker palette in order to fit the dark atmosphere of the game better.
Of course, everything is subject to change! We'll see in the long run.


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