Towards The Pantheon Devlog #7: First Teaser Video

It’s time for Towards The Pantheon’s 7th devlog! You can find previous ones at http://www.connorlinning.com/ttp. On Wednesday I released the first teaser video for Towards The Pantheon. It contains 50 seconds of basic gameplay footage, the logo, some artwork, and 75 seconds of music for the game. Check it out! The purpose of this teaser was to give an idea of what I want to do with Towards The Pantheon. I love comfy games like Harvest Moon and Rune Factory, but also love darker games like Silent Hill and Resident Evil. I love dark ambient music but also love music…

Continue reading

Game development and archaic elitism

When you become part of the game development community, a recurring question you hear is some variant of “How do I get started?” or “What are the ‘right’ tools or languages to learn?” I’ve also heard the same type of questions over and over again in the music scene. The answers are usually pretty good and straight forward. You choose the instrument that appeals to you the most, check out some tutorials and some basic music theory, and thrash around until you either fall in love with it or find out that it isn’t your cup of tea. Now imagine…

Continue reading

Towards The Pantheon Devlog #6: Beginnings of the battle system

It’s time for Towards The Pantheon’s 6th devlog! You can find previous ones at http://www.connorlinning.com/ttp. I began working full time on the game 10 days ago and have been having a blast. I’ve been working on the turn based battle system, which will be the most complex chunk of scripting created for the game. Here is a gif showing the basic setup of the battle system, along with a few backgrounds and enemy designs: There is clearly lots of polishing left to do, but my current focus is on getting the functionality down. I’ve decided to place the characters on…

Continue reading

Towards The Pantheon Devlog #5: Fulltime development begins now

It’s time for Towards The Pantheon’s 5th devlog! You can find previous ones at http://www.connorlinning.com/ttp. Full time development for Towards The Pantheon begins now, and new devlogs will be posted once a week! This devlog will be short and sweet, showing off some progress in the art department. First off, Leandro has been hard at work finishing the logo for the game! He has also made great progress in pixel art that will be shown in future devlogs. Secondly, Maerel has finished up some artwork for our silent protagonist Freyja! Be sure to check out her artwork on Deviantart, Instagram,…

Continue reading

Towards The Pantheon Devlog #4: Portraits and Enemies

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…

Continue reading

Towards The Pantheon Devlog #3: Comfy Progress While Sippin Green Tea

It’s time for Towards The Pantheon’s 3rd devlog! You can find previous ones at http://www.connorlinning.com/ttp. Click on the above image to see some effects! I’ve been working on various scripts for the game. Above you can see a gif of Bam the cat walking around the mines with some basic fog and lighting effects. I will most likely make the fog more pixelated to match the art style in the future, but the main idea is there. You’ll also notice he is standing on minecart tracks. If I have time during the game’s development I’d love to make a minecart…

Continue reading

Towards The Pantheon Devlog #2: Laying The Foundation!

It’s time for Towards The Pantheon‘s 2nd devlog! You can read the first devlog “Getting Started!” here. New area reveal; a dystopian cyberpunk city! For the past two weeks, a lot of basic scripting for the game has taken place. Essentially I have been copying over and refactoring scripts from my previous games Overlooker and Overlooker 2 that are the foundation for the overworld mechanics. This includes things such as textboxes that pop up when you examine things such as signposts and bookshelves, an options menu that lets you exit the game, the ability to switch between the four main…

Continue reading