Author Archive

Knight’s Sprite

Posted by:

Knight’s Sprite

We just wanted to share with you the completed sprite (Idle, Walking, and Running) for the Knight, Tiberius. 

Hopefully, we’ll complete the Knight’s prologue soon and you’ll be able to roam around the game as Tiberius (the Knight).

Continue Reading →

Prologue Selection Menu

Posted by:

One of the new features that we’ve added as part of our start on the Knight’s prologue is the “Prologue Selection Menu”. After you’ve selected your party in Last Dream II, you’ll find yourself at the prologue selection menu which allows you to learn more about each party member’s backstory and mechanics through carefully crafted prologues.

In other news, we’re continuing to polish the menus before performing our second round of game testing for the Gray Mage prologue. In parallel with ...

Continue Reading →

Party Selection Prototype

Posted by:

Over the past couple of weeks, we’ve completed the Gray Mage prologue although we’re not quite ready for the public to see it. There is still some additional menu redesign and polishing that we’re currently working on that we’d like to finish, or at least make substantial progress on, before we’re ready to make it available to the public. We’re also planning a second round of game testing of the Gray Mage prologue prior to release.

In parallel with the menu ...

Continue Reading →

Steam Builds and Game Testing

Posted by:

Approximately a week ago, our development team joined virtually for a game testing session of the Gray Mage prologue. It was extremely productive and lead to significatn improvements in the Gray Mage prologue. We’re still working on fixing the issues that we found during game testing and plan to meet again soon for another round of game testing. What specifically did we find/fix?

1) Two game ending bugs regarding battle interactions with menus/events

2) Numerous dialogue improvements

3) Mapping / collision layer improvements

4) ...

Continue Reading →

Immersion in the Last Dream World

Posted by:

Immersion in the Last Dream World

Over the last two weeks, we’ve been hard at work focusing on two major elements of the game to prepare the Gray Mage prologue for demo release:

1) Bug fixes!

2) Adding immersive details to make the world feel real.

We’ve fixed a great many bugs over the last two weeks that appeared as we played through the first dungeon (the Moros Ruins) in the Gray Mage prologue. These bugs were largely focused on battle, especially with multiple enemies; however, other bugs that ...

Continue Reading →

Nearing a Major Milestone

Posted by:

Sorry that it’s been such a long time since our last post. Despite the silence, we’ve been hard at work on making strides in Last Dream II and we’re nearing an important milestone.

The milestone is the completion of the Gray Mage prologue. It’s especially important because it means that most of the core mechanics of the game have been implemented. There will doubtless be improvements and modifications in the future, but all of the core menus, battle mechanics, and cutscene ...

Continue Reading →

Last Dream II Cutscene Development Tools

Posted by:

We finished up our bi-annual tournament approximately two weeks and we’ve been hard at work since then building the game engine tools that we need to generate the story cutscenes for Last Dream II. The video shows our work so far on the cutscene that plays at the beginning of the Gray Mage prologue. It’s slow going now since we have to create the framework for each command for the first time – future cutscenes should go significantly quicker.

There are ...

Continue Reading →

Berserker Class Upgrades: Zealot and Maniac

Posted by:

Each of the 12 playable character classes in Last Dream II has a branched class upgrade that allows a choice to further customize the character according to your preferred play style.

For the Berserker, the upgrade options are the Zealot and Maniac. The Berserker class is unique in how he utilizes skills. Rather than using MP to use skills, he uses Rage which is gained in different ways. The Zealot gains additional Rage when he is attacked by the enemy, especially ...

Continue Reading →

Last Dream: World Unknown Tournament Speed Run!

Posted by:

We’re less than a month away from our bi-annual tournament of the White Giant RPG Studios development team. The tournaments began as speed runs of Final Fantasy I which spawned the idea for Last Dream and its eventual development and release.

Therefore, the RPG speed run is a staple of of every week-long tournament and this year, we’ve chosen to play Last Dream: World Unknown in a special “Tournament” mode. Tournament mode breaks up LDWU until 5 scenarios that are played ...

Continue Reading →

Hunter Class Upgrades: Beast Master and Ranger

Posted by:

Each of the 12 playable character classes in Last Dream II has a branched class upgrade that allows a choice to further customize the character according to your preferred play style.

For the Hunter, the upgrade options are the Beast Master and Ranger. The Beast Master gains enhanced abilities to determine enemy weaknesses via “enemy scans” and also acquires additional capabilities for taming wild beasts such as Giant Moas. The Ranger, on the other hand, focuses on crippling physical attacks that ...

Continue Reading →
Page 19 of 26 «...101718192021...»