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Himeko Sutori, tactical turn-based JRPG, armies of hundreds of unique characters

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  • replied
    I've started chapter 2, where the heroes head through the world gate and into the Shadowlands.

    Here are some new enemies.



    Here's the world map. It's a bit drab. I'm going to see if I can add some color, make it more interesting while keeping it scary.



    You're not going to find many settlements here, but you can trade with the caravans that are going through. There's a lighting error here where the characters are lit much darker than the environment. I fixed that but haven't taken a new screenshot of the area.



    I was trying to establish a feeling like being in a haunted forest. I hope I'm close. Something about that grass looks off to me. I'm going to see if I can darken it or something.

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  • replied
    One more screenshot. Here is one of the battles you'll have in the sewers.



    This is a pretty small battle map, but it still took me about 3 days to make. I'm hoping that now that I have a better sense of what I can do with these assets, I'll be able to make other dungeon maps faster.

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  • replied
    Originally posted by Nathaniel3W View Post
    Thanks Kehoon Ahn! I recently added new assets for dungeon levels. I really like them so far.

    As for the world gate, you'll have to play to find out.

    Actually, they're just teleportation nodes. There's a little more to it than that, and they play a central role in the plot, but simply put they're teleportation nodes.
    The look of 'World Gate' resembles the skill 'Dark Matter' in 'The Legend of Heroes: Trails of Cold Steel'.
    The skill is very lethal. So The 'World Gate' looks dangerous.
    Just teleportation node can be relieved. ^^;;;;;;;

    Leave a comment:


  • replied
    Thanks Kehoon Ahn! I recently added new assets for dungeon levels. I really like them so far.

    As for the world gate, you'll have to play to find out.

    Actually, they're just teleportation nodes. There's a little more to it than that, and they play a central role in the plot, but simply put they're teleportation nodes.

    Leave a comment:


  • replied
    Your game's indoor map looks good.
    And the 'World Gate' in the second screenshot looks very dangerous. What is in the 'World Gate'?

    Leave a comment:


  • replied
    Quick screenshot dump. Chapter 1 is inching closer to completion. Here is a little bit of what you can expect to see.













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  • replied
    Thank you very much Kehoon Ahn and udkultimate. You guys help keep me motivated.

    Here are a few more gifs from chapter 1. The first chapter is almost finished.

    Exploring the tavern:


    More combat. The really big thing here is that the enemy archers backed up first before firing. They found the node farthest from the player lances, but still within firing range, moved there, then attacked. The computer used to rush the closest player lance. But now the computer can kite you with archers and will gang up on wounded units. The computer got to be so cutthroat in fact that I gave it some suboptimal strategies to make the game more fun.



    Going into a story battle.


    Close-up of combat.



    A cutscene that makes use of color grading:


    And the event that will lead us into chapter 2. I still need to work on the lighting and camera angle some more.



    I still have one more area to build, and one more story battle (and maybe a couple more random encounter battle maps for variety) and then we're off to chapter 2.

    Leave a comment:


  • replied
    Man, sincerely, your game is a FANTASTIC piece of art. It remembers me of grandia, the original grandia on Sega Saturn, which mixed 3D Environment with 2D sprite Characters. It was one of the best Sega Saturn games ever. Your game visual`s looks like a re-imagination of Grandia. Congratulations!!! By the way, you are a trully skilled game dev! I mean, you need to have to many skills and mainly creativity to create a RPG, thinking about the narrative, gameplay elements, the UI. I am trully impressed bro!!!


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  • replied
    I think your game has become more faithful than before.^^
    It looks good.

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  • replied
    Hey Franktech, thanks for the input. I think I'll be redoing the trailer when I have more content from the official campaign done.

    I've been redoing the starting city. Here's what we have so far:

    This is Sunrise Falls.


    Your first task involves checking out various parts of the city. This will familiarize you with the controls and give some plot exposition.



    Everyone warns you to stay away from the town's world gate, but what you do is your choice.


    When you first meet him, the girls' father is too busy to talk. But if you listen carefully to the conversation between him and his guest, you'll learn a little of what's going on in the world.


    You should be able to win your first battle, but if you're not careful, you can lose your dog and fairy companions this early in the game.


    This is the tavern (still in need of some NPCs) where you'll recruit a few more party members before heading out on your adventure.


    All of the Kismet and Matinee work is taking a little time, but I'm getting better at it. And hopefully once we're out of the starting town, I can let all of the random generators and AI start doing more to push the game along.

    Leave a comment:


  • replied
    Originally posted by Nathaniel3W View Post
    strong opinions with strong backings,
    I like the trailer....

    But 'its possible' the first 10 seconds is a bit risky, if and only if...
    Shallow-steamers / ADHD Youtubers don't stay for the rest etc...
    As regards the logo I can't honestly say. I always click on videos...

    Leave a comment:


  • replied
    I haven't been doing much actual development over the last couple of weeks. I've been getting my Steam page ready, so that people can start seeing the page and adding it to their wishlists. So in preparation for that I've been working on a new trailer.



    I need to make the text more visible and some people have suggested a stronger opening. But unless any of you have some strong opinions with strong backings, then I think this is the direction I'll be going. I can change the Steam trailer at any time, and this YouTube video has few enough views that if I remove it, it's not the end of the world.

    I've also been working on my branding image:


    I listened to a video on YouTube where the creator of HackNet was talking about the reasons behind his success. One thing that he did and that he suggested that everyone else do is Photoshop their logos onto Steam's front page. I did that and realized that my previous logo sucked. No one would ever want to click on it in that crowd. So I made some changes and I hope this is better. I'm hoping it's attractive enough and interesting enough to generate some clicks, and I think maybe it hints just enough at what's in the game.

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  • replied
    Hi Neongho. I just added some more to the tutorial. I'll upload that build soon. After you've made a squad, you can either press Escape or move the mouse to the top-left corner and click on the button that appears there. That should take you back to the main menu, and from there you can return to the game and start the battle.

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  • replied
    Originally posted by Nathaniel3W View Post
    Well, it looks like the UDK forums are no longer accepting new posts, so it's time for me to transition over here.


    Himeko Sutori has been in development for about two years now. I've been working on it with virtually all of my free time for at least the last year and a half and I hope to have an alpha demo ready in the next month or two. My UDK forum entry was over at https://forums.epicgames.com/threads...-Himeko-Sutori. I'll be posting my updates here from now on.

    First up, in response to majic12's last post on the old forums: Yes, I'm planning on PC and Mac for the first release. If it does really well, then I would love to do console versions. I'm really glad to hear your optimism for the game!

    For now, let me repost some older gifs showing the gameplay...

    Building your squads:



    More info on Himeko Sutori at http://himekosutori.com/.
    I played it but sadly I got stuck at the point that you are building your squad how to continue, what do you have to press ?

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  • replied
    Here's a little desert scene I put together to show off the new assets I added:



    These models and most of the textures started life at the Unity Asset Store. I put them into Blender, redid a bunch of bad UVs, made custom collision meshes, vertex painted them, then made custom materials in the editor. In addition to my usual shader that changes color with time of day, I added wind direction, and the fabric and branches move in waves with the wind, going up and down and stretching slightly in the XY plane in the direction of wind. The red vertex color, multiplied by wind strength, tells the mesh how far to move. The blue vertex color tells the mesh if it has to stop moving downward at a certain point, so the fabric meshes don't drop below the wooden frames. It looks really good in close-up, like it's a physics simulation and not just shader instructions.

    I also redid the line color on the Sobel edge material.



    I started off with the default black line that's in the Sobel edge UDK gem. I didn't like how it looked and I changed it to my scene's shadow color, which made it a purplish color. I didn't like that either. So now I take the pixel color, normalize it, multiply the original pixel color by the normalized color, and end up with a saturated version of the original color. Then I multiply by the shadow color, and you don't just have a purple line over everything, but you have a darker, more saturated color of the pixel, that's pushed toward the color of the scene's shadows the same way everything else is: by multiplying the color.

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