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Progress Report #4: Cutscene and gameplay structure complete... in VX Ace
- OldPat
- 10/02/2017 10:39 AM
- 1545 views
Kept you waiting, huh?
ZAZAAAAN.
No, okay, let's keep this serious. More or less.
- Progress Report #4: Cutscene and gameplay structure complete... in VX Ace -
It's been a while since my last report. Since then, I've worked on finalizing the script and then moving onto the game's cutscenes and gameplay structure.
It's... all done, wow.
Expect lots of story.
I've worked in tandem with my team. I showed them the cutscenes and made adjustments in order to balance them, trying to avoid too much exposition as much as I could.
Together with finalizing the cutscenes, I came up with the game's main missions and some of its gameplay elements.
Finally, all I needed was the gameplay structure. A prototype to work on.
The initial idea was to stick with RPG Maker 2003 and work a lot on the engine's optimization in order to implement the new features I had planned for KF2.
After trying some things and doing random stuff with other tools, I managed to complete a working prototype in VX Ace. For now, it works like a charm so, yeah...
... Karma Flow 2 is moving to VX Ace.
Of course, I want it to stay true to its predecessor art style. So no VX Ace style graphics.
The mix between RGSS3 and event programming give me so much flexibility that working on the structure is now a joy. Really. It's great!
A lot of new features have been implemented. Guards are now smarter. When they spot the player, they alert everyone in the vicinity and then chase him without getting stuck anywhere. They return to their former patrol route when the alert is over.
They can also hear you. Footsteps, gunshots... those can give your presence away.
The player can now jump anytime he wants. A fake-3D jump algorithm has been implemented.
I'm now working on implementing a method that allows enemies to form search teams in order to scout certain areas. We'll see about that.
But it works. And like a charm too. No lag at all (tested on large maps with lots of enemies in it).
Direct Link: http://i63.tinypic.com/1zw4zq.png
Direct Link: http://i66.tinypic.com/2mcj7nk.jpg
Direct Link: http://i68.tinypic.com/dg2ixe.jpg
Working on the gameplay structure. The graphics I've used are all placeholders, of course.
The conceptual phase of the game is now complete. One step closer to the end.
Can't wait to show you all of the new cool features I've got in store!^^
'Til the next update!
ZAZAAAAN.
No, okay, let's keep this serious. More or less.
- Progress Report #4: Cutscene and gameplay structure complete... in VX Ace -
It's been a while since my last report. Since then, I've worked on finalizing the script and then moving onto the game's cutscenes and gameplay structure.
It's... all done, wow.
Expect lots of story.
I've worked in tandem with my team. I showed them the cutscenes and made adjustments in order to balance them, trying to avoid too much exposition as much as I could.
Together with finalizing the cutscenes, I came up with the game's main missions and some of its gameplay elements.
Finally, all I needed was the gameplay structure. A prototype to work on.
The initial idea was to stick with RPG Maker 2003 and work a lot on the engine's optimization in order to implement the new features I had planned for KF2.
After trying some things and doing random stuff with other tools, I managed to complete a working prototype in VX Ace. For now, it works like a charm so, yeah...
... Karma Flow 2 is moving to VX Ace.
Of course, I want it to stay true to its predecessor art style. So no VX Ace style graphics.
The mix between RGSS3 and event programming give me so much flexibility that working on the structure is now a joy. Really. It's great!
A lot of new features have been implemented. Guards are now smarter. When they spot the player, they alert everyone in the vicinity and then chase him without getting stuck anywhere. They return to their former patrol route when the alert is over.
They can also hear you. Footsteps, gunshots... those can give your presence away.
The player can now jump anytime he wants. A fake-3D jump algorithm has been implemented.
I'm now working on implementing a method that allows enemies to form search teams in order to scout certain areas. We'll see about that.
But it works. And like a charm too. No lag at all (tested on large maps with lots of enemies in it).
Direct Link: http://i63.tinypic.com/1zw4zq.png
Direct Link: http://i66.tinypic.com/2mcj7nk.jpg
Direct Link: http://i68.tinypic.com/dg2ixe.jpg
Working on the gameplay structure. The graphics I've used are all placeholders, of course.
The conceptual phase of the game is now complete. One step closer to the end.
Can't wait to show you all of the new cool features I've got in store!^^
'Til the next update!
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