Scenary

Setting a scene is important for me. Something to fully express the story to the player. But also give plenty of depth in the setting that the player is taking part in. I have a few scenes set for my RPG game to place.

This is for a cutscene in the game. It plays in a crucial moment for one of my characters in a near-death scenario (which sorta leads up to the multiple endings I’ve planned). I even made a mini comic for it right here!

Something to make sure I know what scene plays for this.

I also have this setting for the game.

I know this is set for background, but how it works here in scenery is that it’s both used for a cutscene and then zoomed in for the combat gameplay itself. This is used for the final battle that determines the multiple endings and such.

Then I have my next scenery.

This is one of those scenarios where I want to rework. Thinking about it, looks pretty bland to me. I’m planning to add more stuff and what you can come across in an alleyway. This is where two of my main characters arrive to conversate. For sure, I’ll add more detail to this. Or possibly make it through piskel.

Published
Categorized as Scenery

My First Level

Here is the progression of my first level with my scenery and rewards on the platforms.

Background Music

Oh boy, either this is my favorite to sort out or animating characters themselves.. Now, I’m not the best at making background music, I couldn’t think of the right theme for my characters or the setting of the game. HOWEVER, I have a friend who does music and was willing to let me borrow his music for my RPG game. He’s not in the class, he’s someone I’ve known for a solid while overseas. We talk online, and I do really like his tracks. This was one of the few tracks that I picked for the background music.

HOLY SH- oh right, I can’t swear. I’m in class. I have to keep up the formal act for now. This track is one of my favorites that he’s created. I want the track to start at around 0:26, and then continue on as a loop. I’ll have to plan it out soon. Obviously I’ll give credit where it’s due when I do publish my game. I’m looking forward to working with him more soon.

Backgrounds

The overall background I want to establish for the game would look something along the lines of this.

I still need to play around with the colors and such to see how it would work with my assets, but this is what the background would look during the combat phase. Well.. the final combat phase. What I plan to do during the semester, one big combat scenario with multiple outcomes. Of course I need to develop the story for a great buildup that’s worth the endings the player achieves.

Published
Categorized as Backgrounds

User Interface Design

I looked around for some fonts online (for commercial use of course) and stumbled upon this font.

However this one, was made from my own handwriting.

It’ll be in a PNG format when I move it over to a game of course, but I wanted to keep the entire color scheme to be similar. I’m still thinking of a title for my RPG but I also want to animate something for it in the future.

Tilesets and Such

My RPG game takes place in a city. Well.. more like a rundown city which can use a bit more cleaning and.. reworking. Considering how I planned to make my characters stand out as they live in a desaturated city, I wanted to give that idea with these tilesets.

I’ll definitely make more of these in the future, these were more fun to make than I thought.

Character Animation: Walk Cycle

So, I know that animations are a bit wonky when it comes to putting them on this site so I’ll just test to see if this upcoming sprite animation works.

Oh, it did work. Weird.

Yeah, I’ve planned an RPG type of game for this. I wanted to keep the animation basic. However, when it comes to combat.. I’ll step up the animation and put in some MORE work and flashiness compared to this. I’m actually planning to use these sprites during the semester break for my RPG Maker game. Maybe it’ll be complete during that or I’ll have a good portion done.

Player Physics – Ben R

Max speed so holding W and D at same time doesn’t make you faster, friction is how quickly you slow down, and acceleration is how quickly you speed up

Little bit much since late post, but the animations are all stored in the animation tree, and the yellow bits with “parameters” get the values of the movement and translate it into what animation to play

Video showcasing movement (might be hard to see since small)

Scene Manager – Ben R

Fairly simple, and honestly feel like I might be missing something with this lab, not sure how I haven’t done it yet

Adding in the relevant portions of my own script related to signals and paths in case I am missing something in the above screenshot

roots and paths in order to obtain external information
Example of signals for animation