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The Enemies of Last Dream II – Giant Cockroach

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The Enemies of Last Dream II – Giant Cockroach

In the “The Enemies of Last Dream II” post series, we’ll be displaying the graphic art of “Blade”  who has been responsible for creating all of the enemy battlers in Last Dream II.

https://twitter.com/UncleBladey

We’ll also be showing some of the skills that you can anticipate encountering in battle as well as the animated enemy battlers created from Blade’s art.

Name: Giant Cockroach

Location: Moros Ruins (Gray Mage Prologue)

Skills: None

Description: While normal cockroaches can be squished underneath your boot ...

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Dynamic Equipment Sprites in Battle

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Dynamic Equipment Sprites in Battle

Hello all!

This time we’d like to show off the dynamic equipment that is shown in battle depending on what a character currently has equipped. In the top GIF, the player has a Rusty Sword and Rusty Shield equipped, but if the player has only a sword, a shield, or is completely unequipped, then they’ll have a different appearance in battle as shown below.

Shield Only

Sword Only

Unequipped

As you progress through the game, you’ll get improved equipped ...

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Equipment Socketing System – Part II

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Equipment Socketing System – Part II

To gain the bonus, the gem+bezel combination is socketed into the equipment at the gemsmith shop for a price or by using an Engineer skill, Gemologist. Conversely, gems and bezels can be removed from equipment as well. Each gem+bezel combinations will have different bonuses, as shown in the table, and the size of the bonus is controlled by the gem size: tiny, small, medium, large, giant, and perfect. Gem sizes found in treasure chests and in the mining mini-game will ...

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Equipment Socketing System – Part I

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Equipment Socketing System – Part I

We’re excited to announce that Last Dream 2 will allow the player to customize gear bonuses by utilizing a gem-socketing system! Gem socketing will replace the synthesized gear system of Last Dream and Last Dream: World Unknown. While the synthesized gear gave the player some level of choice in their gear bonuses, it didn’t quite fit with the level of player-driven character building (ability points) that we wanted. Thus, for Last Dream 2 we wanted a system that allowed more ...

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Next Post Topic

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What topic would you most like to see covered in our next post?

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Battle System Updates

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Hello all,

Sorry that it’s been several weeks since our last update. We’ve been hard at work developing the Last Dream II battle system from scratch and we’ve made some significant progress that we’d like to share with you.

The video above shows a battle with a Miasma Bubble in the Moros Ruins (the first dungeon of the Gray Mage’s prologue). We hope you like the animated enemy and Gray Mage as well as the special effects as the Gray Mage uses ...

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NPCs in Last Dream II

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NPCs in Last Dream II

After a lot work creating all of the elements for our non-playable characters (NPCs), we’ve finally started creating them for the game and deploying them to specific locations in the Gray Mage’s prologue. You can see the Weapon and Armor shopkeepers in the Ashwood Equipment Shop in the screenshot below:

We’ve also started working on the dialogue display system as well as the battle system. We’ll be sharing more on these aspects of Last Dream II soon.

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Sprite Creator

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Sprite Creator

With the mapping of the Gray Mage prologue complete, we’ve switched our focus to the creation of unique non-playable character (NPC) sprites. Using Python, we’ve created a simple GUI that allows both manual selection of NPC elements as well as simple randomization.

There are still a few minor bugs to work out as well as areas where it is simply incomplete (such as missing shoes), but it’s in a state where we’re comfortable sharing it with you.

Nearly every element allows ...

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The Black Forest: Auto-tiles and Water Shaders

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The Black Forest: Auto-tiles and Water Shaders

Over the last two weeks, we’ve been working hard on two separate efforts:

1) Auto-tiling + Dynamic Water

2) Recreating menus in Godot

This post will focus on (1), but we’ll update you soon on our status on the Godot menus which are coming along nicely.

Auto-tiling has been a major time saver in terms of creating maps; however, it is sometimes challenging to create an auto-tile template. This was definitely the case for dirt walls that are on display in the second dungeon ...

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A Successful Transition to the Godot Engine

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A Successful Transition to the Godot Engine

We wanted to show off the transition to the Godot Engine. The screenshot shows the map for the Ashwood Equipment Shop as seen in the editor including the blue overlays for collisions. Godot autotiles have been a tremendous bonus that has significantly increased our development speed.

The same area can be seen as it will show “in-game”. 

At present, we have mapped the entirety of the initial town (Ashwood) and the initial dungeon (Moros Ruins). The screenshot below shows the fantastic ...

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