Journal

Last Dream Fishing Arcade Bonus Livestream

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Well that live stream went perfectly =)!

Seriously, though, thank you everyone that showed up to watch and apologies for the technical difficulties. We had a great time (especially doing the voices) and I think we showed off a lot of what the game has to offer. However, we never got to show you the new characters from Last Dream II.

We’ll have a bonus livestream at the very end of the Steam Next Fest on 6/17 at 7 am Pacific // ...

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Last Dream Fishing Arcade Livestream

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We hope you’ll join us Saturday 6/15 at 11 am Pacific // 2 pm Eastern for a livestream of the Last Dream Fishing Arcade with our entire development team. Our team has traveled to join together and present this livestream – we hope you enjoy the gameplay and will answer any questions you have. You can access the livestream through the following link:

https://store.steampowered.com/sale/nextfest

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Temple at Karnac Preview

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Temple at Karnac Preview

We’ve been hard at work updating art throughout the game and we’ve been able to utilize that new art in one of Magos’ prologue dungeons – the Temple at Karnac. We’re excited to show off the sandstone temple floors and walls as well as large dragon skeleton that Magos will encounter on his journey through the ruined temple.

In parallel, we’ve also been developing the cutscenes that tell the story of how Magos joins the party in Last Dream II. It ...

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Moros Ruins “Art Update” Completed

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Moros Ruins “Art Update” Completed

Our update of the Moros Ruins dungeon art has been completed! The map of the first floor with the original art is shown below:

The updated map with completely updated art is shown below:

 The good news is that much of this art will carry over to other areas, so updating other areas should be a quicker process. For additional detail on the statue, skeleton, door, and other art comparisons, see our recent posts. We are now turning our attention ...

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Custom Sprites for Final Fantasy V

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Custom Sprites for Final Fantasy V

We all remember the classic game Final Fantasy V, right?

 Wait, that’s not right at all! What’s going on here?!

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

The Motivation

We’re about one year away from the next WGRPG Tournament, which will feature Final Fantasy V (Pixel Remaster). In order to make things more fun, we modded the game to add in custom character names and sprites. Also, because it’s awesome!

We’re also releasing the app we wrote to the ...

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Meet Magos

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Meet Magos

Over the last week, we have been rapidly developing the towns and dungeons for the Black Mage’s prologue. Magos (the Black Mage) hails from the desert continent of Nibiru and during his prologue you’ll explore the divided city of Akkad, the Temple at Karnac, and the Desert of Burning Sands.

The Temple at Karnac and the Desert of Burning Sands are roughly complete. The cutscenes that tell Magos’ story prior to when the party coalesces are about halfway done. ...

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Continued Art Improvements – Skeletons

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Continued Art Improvements – Skeletons

We have been busy over the last few weeks on several fronts including rapid dungeon design, Last Dream Fishing Arcade mobile development, and updating environmental art for Last Dream II. The latest improvements to the environmental art can be see in the image below showing a comparison of the new (left) and old (right) skeleton art:

 

The old art was a suitable placeholder so that we could continue development and complete mapping; however, the level of detail and shading realism ...

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New environment art!

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New environment art!

Our main focus at this point is rapidly developing the game up through the first major milestone in Last Dream II. This involves mapping 5 new towns and 8 new dungeons. We’ve recently added all the roaming and battle music for all of these areas and we’re now working on adding the enemies and enemy groups that you’ll encounter.

In parallel with those efforts, we are going back through completed areas such as the Gray Mage’s Moros Ruins and improving the ...

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Last Dream II – Map Menu Continued

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In our last post, we showed the development of the Map Menu. Most of our recent effort has been focused on creating map screenshots as an alternative view for the map menus. The default view will be the “passable/impassable” layer; however, you can toggle to the map screenshot as shown above which is pre-generated and loaded when needed.

The screenshot below shows that the “screenshot” view also supports panning/zooming.

We now have the mechanics largely working and we’ll be focusing on ...

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Map Menu Development

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Map Menu Development

Our map menu development continues. We’re now mostly into the polishing phase and have added several important elements to have map menu including:

  • A map title showing the location and continent (top center)

  • A legend showing the meaning of the various symbols

  • A controls section to show how to pan/zoom/toggle the map

The save point, entrance (where you entered the map), and any exits to the map are also now shown on the map.

We’ve also implemented min and max zoom limits and ...

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