Archive for 'Blog'

Elizabeth’s Companions: Baaduri, Gaimi, and Gatsi

Posted by:

Elizabeth’s Companions: Baaduri, Gaimi, and Gatsi

During her prologue, the White Mage – Elizabeth – is accompanied by three companions: Baaduri, Gaimi, and Gatsi.

Baaduri grew up in the now mostly forgotten village of Rudia. He was raised not as a warrior, but as a blacksmith. At the age of 18 (37 years ago), he married another villager named Dalila and they raised two children, Gaimi and Gatsi. They lived happily, but uneventfully, for 10 years ago until the shadow of the undead arose in their small ...

Continue Reading →

White Mage Roaming Sprite Completed

Posted by:

Although we’ve started mapping a few locations in the White Mage prologue, we’ve returned to the basics and completed the roaming sprite for the White Mage. The full sheet contains 8 frame animations for idle (e.g. standing still), walking, and running poses, each with front, left, right, and back views.

With the roaming sprite complete, we’ll now move onto the White Mage’s battle sprite which is the sprite used during battles and includes a separate idle, injured, unconscious poses as well ...

Continue Reading →

WGRPG Tournaments Part 3 of 3: The 2023 Tournament

Posted by:

WGRPG Tournaments Part 3 of 3: The 2023 Tournament

Previously we talked about the history of the WGRPG tournaments, and the Scenario + Card system we devised to shake things up. Today, we’ll talk about what makes a good tournament game, and then introduce the RPG we’re choosing for our next competition. We’ll end with some final thoughts on the Card system.

This blog post is part of a series on the WGRPG Tournaments.

“What Makes a Good Tournament Game?”

We put a lot of thought into this question, and came up ...

Continue Reading →

WGRPG Tournaments Part 2 of 3: Scenarios and Cards

Posted by:

WGRPG Tournaments Part 2 of 3: Scenarios and Cards

Previously we talked about the history of the WGRPG tournaments, and the challenges of making them competitive. Today, we’ll go over our Scenario and Penalty Card system, as well as the impact they had on the Last Dream: World Unknown tournament.

This blog post is part of a series on the WGRPG Tournaments.

The 2020 Tournament

The Last Dream: World Unknown competition took place during the WGRPG 2020 tournament, and featured two new major mechanics: Scenarios, and Penalty Cards. Each mechanic was motivated ...

Continue Reading →

WGRPG Tournaments Part 1 of 3: History

Posted by:

WGRPG Tournaments Part 1 of 3: History

It goes without saying that we at White Giant RPG Studios love playing RPGs almost as much as we love making them. As a group, WGRPG places a strong emphasis on competition and tradition – two values that are best exemplified by a series of RPG speedrunning tournaments that we’ve held on and off for over a decade.

This blog post is part of a series on the WGRPG Tournaments.

The Formative Years

The tournaments had a humble origin: while in college, the ...

Continue Reading →

New Cut-Up Tool for Enemy Animations

Posted by:

New Cut-Up Tool for Enemy Animations

Our team (specifically Co-Developer Seth) recently created a new tool that will significantly speed up the process of cutting up the variations of a particular enemy after one variety has already been performed.

In this case, we’ve already performed the ‘cut-up’ process for the Spotted Toad and are now needed to apply the same process to Undead Toad which has the same form and shape but the details are quite different.

If we manually performed the ‘cut-up’ process again, it would require ...

Continue Reading →

Beach Animals

Posted by:

Beach Animals

With the addition of some coastal areas in the White Mage’s prologue (the initial town of Galice and the initial dungeon – the Coastal Cave), we’ve been designing new animals to help make the areas feel alive. Some of the animals that we’ve created are a seagull (shown above).

We’ve also created crabs and fish as shown below:

We’ve also added butterflies to the Southern Dryades Forest to further enhance the immersion into these areas:

We have plans to return ...

Continue Reading →

Hunter’s Prologue Complete!

Posted by:

We’re excited to announce that the Hunter’s Prologue is complete. Although you may seem some posts in the future regarding some minor fixes or balancing changes to the Hunter’s prologue, the prologue itself is fully playable and has been tested on Story Mode as well as Easy, Standard, and Hard difficulty levels. The screenshot shows a teaser of the introduction of the major cutscene that changes the course of the Hunter’s Prologue.

We’re now turning our sights toward the White Mage’s ...

Continue Reading →

Save Menu Update

Posted by:

We’ve made some minor updates to the Save Menu based on game testing that we hope will improve the player experience. The two changes are i) adding the party member HP and MP bars to the save menu and ii) adding the actual time of the save file to the display.

The first change was prompted when, after creating multiple save files at the near the same location in the game, we couldn’t easily determine the state of the party (e.g. ...

Continue Reading →

Menu Sub Menus

Posted by:

As we continue to play test, we also continue to revise the flow of our menus. One notable change is the movement of sub menus from lower level menus (e.g. Skills) into the main menu.

For example, clicking on “Skills” used to open a new menu which had the “Skills Sub Menu” in the upper left hand corner with the three primary options (“Use”, “Learn”, and “Equip”) but we found that it took up too much valuable menu space in those ...

Continue Reading →
Page 12 of 26 «...1011121314...»