One of the things we would have liked to have done in our previous games is to have soldier sprites that were unique to each nation. Luckily, with the help of our graphic artist (www.twitter.com/UncleBladey), we’re able to achieve that goal for Last Dream II and have so far crafted unique soldiers for the two mighty nations of Delos and Vanheim. In this post, we’re showing the walking sprite for the Vanheim Soldier who will appear ...
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Posted by: Andrew Walker
Intro Menu Music and Sound Effects
Posted by: Andrew Walker
Another area of recent development has been the addition of music and sound effects to the Game Options menu, Character Selection menu, and Prologue Selection menu. Sadly, these menus had previously lacked any sound, so this addition was required.
New selection and activation sounds were found to replace the existing sounds which we believe are a significant improvement.
At this point, music and sound effects are now carried through from the beginning of the game into the prologues. Some of the in-game ...
Continue Reading → SharePrincess Ismene in Battle
Posted by: Andrew Walker
We don’t want to ruin the story, so we’ll gloss over how or why Princess Ismene joins your party. But regardless of the reasons, Ismene joins your party for the second half of the Hunter’s prologue. We’ve created the idle, injured, unconscious, and normal attack animations for Ismene but still need to do some work on her skill animations.
In this particular battle, Atalanta and Ismene are fighting a Black Hawk in the Northern Dryades Forest.
Continue Reading → ShareHunter’s Prologue Boar Cutscene
Posted by: Andrew Walker
Along with all of the work on the battle animations for the Hunter’s prologue, we’ve also been pushing on creating the cutscenes that develop the Hunter’s story. In this scene, the Hunter has finally found the Boar that she is seeking as the prize food for the feast to celebrate Princess Ismene’s arrival.
This cutscene represents mid-point of the Southern Dryades Forest and after the completion of the scene, the player can return to Greenwater to proceed further in the prologue.
One ...
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Posted by: Andrew Walker
In this video, we’re showing the animation for the Hunter’s first skill – Scan. The scan skill has the ability to reveal all the information regarding an enemy including all of their attributes, remains, stealable items, spoils, and elemental weaknesses. The scan skill can be upgraded to have a skill time that is quite fast (10% of a normal skill) so that its use doesn’t significantly detract from dealing damage. But Scan not only reveals enemy weaknesses, but it also ...
Continue Reading → ShareHunter In-Battle Dagger Animation
Posted by: Andrew Walker
In this post, we’re sharing the unique animation shown when the Hunter attacks while equipped with a dagger. This particular battle takes place in the first dungeon of the Hunter’s prologue – the Southern Dryades Forest – against a Wolverine. The Hunter has the option to equip either a two-handed bow (and be stronger while attacking but weaker in defense) or a dagger and small shield (which offers a more balanced attack/defense ratio).
In our next post, we’ll share the animation ...
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Posted by: Andrew Walker
Pardon the obscure glitch that caused the bottom of the battle menu to disappear in this recording. It didn’t appear that way during gameplay; only in the recording.
This post shows a video with the Hunter using the Bow as her primary weapon and the normal battle animation associated with the bow. In this battle, the Hunter – Atalanta – is fighting a Nepenthes (also known as a Pitcher Plant). One of the new features that we had to add for ...
Continue Reading → ShareWe’ve been working hard on the Hunter’s prologue and now have the Southern Dryades Forest (the first dungeon of the Hunter’s prologue) completed. In the screenshot, you can see the Hunter fighting a Wolverine, one of three unique enemies that you’ll encounter in that region. Some of the new work that we’ve had to do for the Hunter’s prologue is to enable the ability for the Hunter to have unique battle animations when equipped with the bow or dagger. We’ll ...
Continue Reading → ShareIn a prior post, we showed some of the later game equipment but it was not yet integrated into the game. We’ve now completed that integration for many of the new pieces of equipment and wanted to show how they look. In the screenshot above, you can see the Knight equipped with a Mythril Sword – a mid-game weapon.
Thus far all of the swords and axes have been created and we’re working on some of the magical equipment such as ...
Continue Reading → ShareHunter Bow Animation
Posted by: Andrew Walker
Our recent work has been parallel work on the Hunter’s prologue, mapping of the White Mage’s first dungeon (the Coastal Cave), and creation of the equipment art for the entire game. One area that has required extra work is the Hunter’s option of using either a bow or dagger which requires different animations for these two weapons.
We’ve now completed the animations for the normal attacks for both the dagger and bows but still need to write the code that links ...
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