It’s time for Towards The Pantheon’s 4th devlog! You can find previous ones at http://www.connorlinning.com/ttp.
I have been mostly scripting the past two weeks. If you click the image above, you can see a gif of Phenez moving through one of the snow region cities with snow and mist effects. I added more basic mechanics such as roaming animal AI, the dialog system having a typewriter effect, and I am now working on the battle engine. Click the image below to see the typewriter effect as well as roaming chickens in a test level!
Leandro has been working hard on the game’s art, here’s the first sneak peek at an enemy designed by Kyle Mountifield and myself for the game:
I’m still not going to reveal much about the enemies and battle system until it’s fully implemented, but when it is I will be posting lots of animated gifs. One thing I have said though is that each of the four characters have their own unique battle mechanics that will make battling more interesting.
We’ve also shown some of the dialog system portrait art by Leandro for the four main characters Freyja, Bam, Mishima, and Phenez. We have various facial expressions for each character so that they change along with the tone of the dialog.
I have uploaded two new soundtrack demos “Nightshade” and “Battle Music test” on the Soundcloud playlist. The playlist will soon be reworked so that only tracks that are being used in the game will be featured. Many of these tracks were just sound design demos, but they may reappear in different forms in the games if I want to reuse the melodies. I finally feel like I’ve figured out more of the sound design and how much of a mix there should be of chiptune and modern synth elements in the soundtrack, so further along in development I will begin working harder on the final music.
A new collectible system has been added to the game that also effects the battle system, but I will reveal more about that when it is fully implemented. When developing past games like Overlooker and Overlooker 2 I have tried to always decrease the scope of the game wherever possible instead of increase it. In this instance, once I thought of the idea and realized how easy it would be to implement I decided to go for it as I have already decreased scope in other areas. Since I will wait to reveal more about the system, here are some new screenshots. Click on them to view them full size!
This will be my second last devlog before I begin working on the game full time at the start of next month! After the next devlog I will begin streaming more of the game’s development on Twitch, so be sure to follow me there and subscribe for updates as to when I go live. I will also begin writing devlogs weekly instead of bi-weekly, as I will be making much more progress. Besides roughly six part time shifts throughout September, I will be working full time on the game all the way until Summer of 2017 and I am very excited. See you next time!
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Thanks for reading!