DoujinStars
Battletits
Battletits

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17.05.2022 - Update

NEW VIDEO UPDATE

https://drive.google.com/file/d/1P1b56XFxMoiS5VUytJSjCLKNc1_g_tRc/view?usp=sharing 

NEW TERRAIN/NEW MAP TILES -- ISOMETRIC STYLE

AND FURTHER DEVELOPMENT ON THE DESIGN/GRAPHICAL ASPECT OF THE GAME, AS WELL AS FURTHER (RE-)INTEGRATION OF ANIMATION WITH GAMEPLAY.

So in this video I detail a few things I've been working on, namely the new tile system that will be used as a basis maps/levels, the art of the tiles that I have made thus far.

The next step following from this video is for me to leave the realm of placeholders and placebo art/graphics/design etc, and start integrating anything that is newly developed into the systems that are currently already in place. Thereafter, we can hopefully start seeing some more content of the game, as it slowly begins to come together as a glorious symbiotic union!

I also made some animations for the various movement/idle orientations for the new model, but some of these are ABSOLUTELY placeholders (Like the model itself - although the SKELETON is the main object of interest here, as in, what you see there is a basis for the next stage of graphic integration) and as such please do not take anything you see as FINAL, although I think there is a good basis here for development, which is why I'm branching in to finishing what I started -- namely where the art is concerned.

As a sidenote, it feels good to have some of these systems already in place, albeit in a more rudementary & spaghetti code format, but with my rehearsed knowledge of unity and C# in particular, tackling these issues and brainstorming new methods of overcoming them is not so much of a taxing issue.

I also want to incorporate the new model into the Battle system at some point, as well as do the other things I have planned, but I dont want to be tackling too much at once, suffice to say that everything that can be in play will be in play -- for the better.

Feels good to have map elements back, especially one that is STRICTLY isometric, which is something I really wanted to do in the first place but couldn't necessarily with RPGMAKER, which is why you have what essentially represents a bastardised topdown/isometric as opposed to what you see here, which in my opinion feels a little more engaging and fresh, especially for what a game using 2D assets.

The graphical elements and their further development are in the works next, as is is their integration with the current systems.

Sally forth!

17.05.2022 - Update

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