First screens.

While it’s still very early days yet, I thought it was about time I posted the first shots of the RPG project in progress.
Exploration view

The Exploration view, in standard-issue First-Person style. Do note that short of some basic blocking out for collision detection purposes, none of the background graphics are in any way final. They’re not even started really.

The garbage at the bottom-right is your usual debug info/variable tracking stuff, which I always like to have close to hand when testing anything. The interface is starting to take shape, but there will certainly be further heavy edits there to come. Note the tabbed menus to the top right. Still need a ‘danger level’ indicator for random encounters (similar to Etrian Odyssey, for those who’ve played that) and a few more things. One detail I like – the character portraits that fade to skulls as the player’s health drops. Hardly original, but I like the effect.

The rank ordering system may get ditched entirely, as that’s a hangover from the other combat system and isn’t quite as useful anymore. Probably just simpler to let the player deploy as they like when an encounter’s triggered.
Tactical view

And the Tactical view, zoomed in close to get a better idea of the character detail. Pretty much all of the images are placeholders at the moment, but you get the idea. Note that all the characters are slight edits on the same hastily-scribbled sprite. Feel the quality!

As I mentioned before, it is very early days yet, but it’s certainly satisfying to see the pieces finally starting to come together. It won’t be much longer until there’s the bones of an entire engine in there, and then I can finally have some real fun.

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