What rewards would you most like to see added to the existing pledge tiers (please choose as many options as you like)? If you have a great idea for a reward that isn’t listed, please post it in the comments and we’ll add it to the list!
Continue Reading → ShareDesired Rewards
Posted by: Andrew Walker
New and Improved Patreon
Posted by: Andrew Walker
We wanted to let everyone know that we have overhauled our Patreon page. Going forward all Patreon posts and polls will be free to the public so you can keep up-to-date with our Last Dream II development progress at no cost. In light of posts going free, we have contacted our current Patrons and provided some small bonuses in recognition of their early support.
Our pledge tiers now reflect the opportunity to pre-purchase Last Dream II or be recognized in-game by ...
Continue Reading → ShareEvent Tools – Part 1
Posted by: Andrew Walker
This post is the first in a series that examines the kinds of tools we are creating for the purpose of writing event scripts for our various NPCs and cutscenes.
Consider: you are creating an RPG, and you want to make simple NPC that welcomes the player to town. Since you are using Godot, maybe you add a custom property to that object called “Message”, and then you can edit it like so:
You then write code to hook ...
Continue Reading → ShareFavorite RPGs?
Posted by: Andrew Walker
Our indie team keeps our RPG enthusiasm blazing by playing video games together every Friday. Currently, we are progressing though the entire, main-line series of the Final Fantasy catalogue! We are presently halfway through NES Final Fantasy VI.
Admittedly, some of us are better than others.
To keep everyone on a similar pace and offer intriguing challenges, the bolder members of our team have taken on stark handicaps. For example, in NES FF1, our chief graphic artist played with no armor. In ...
Continue Reading → ShareMenu Design
Posted by: Andrew Walker
Have you played RPGs where the menu system is frustrating? We can recall gaming experiences where nothing felt intuitive and a “rage quit” shortly followed!
Of course, the well-meaning game developers likely made a considerable effort to craft an enjoyable experience for their fans, because intuitive menu systems are challenging.
Our strategy for a greater probability of success in this arena is based on: (1) attunement with the experiences players already have with other RPGs, particularly Last Dream and LD: World Unknown, ...
Continue Reading → ShareAll attacks and skills in Last Dream II have unique battle animations. This post series, “The Battle Animations of Last Dream II”, will showcase all of the battle animations used throughout Last Dream II.
As the Gray Mage begins to learn magical spells such as Fire or Cure, it will become valuable to increase the Gray Mage’s intelligence such that those spells are more effective. Attack Conversion offers a powerful boost to magical spell effectiveness at the cost of a reduction ...
Continue Reading → ShareAll attacks and skills in Last Dream II have unique battle animations. This post series, “The Battle Animations of Last Dream II”, will showcase all of the battle animations used throughout Last Dream II.
Although not useful in the Gray Mage’s prologue, Bewitchment can be a key strategic element to protect defensively weaker party members depending on the party composition. Bewitchment increases enemies likelihood to target the Gray Mage which will correspondingly decrease the amount of damage that other party members ...
Continue Reading → ShareAll attacks and skills in Last Dream II have unique battle animations. This post series, “The Battle Animations of Last Dream II”, will showcase all of the battle animations used throughout Last Dream II.
The enemies of the Moros Ruins can unleash lethal attacks if the Gray Mage is not properly prepared. An especially deadly spell called Void can be cast by the Miasma Bubble, but the Gray Mage can protect himself by casting “Magical Defense”. Magical Defense creates a protective ...
Continue Reading → ShareAll attacks and skills in Last Dream II have unique battle animations. This post series, “The Battle Animations of Last Dream II”, will showcase all of the battle animations used throughout Last Dream II.
The first skill that the Gray Mage can learn is Imbued Strike which boosts his normal attack power via his magical power for a short duration during battle. Mechanically, this means that the Gray Mage’s normal attack scales with intelligence in addition to his attack attribute for ...
Continue Reading → ShareAll attacks and skills in Last Dream II have unique battle animations. This post series, “The Battle Animations of Last Dream II”, will showcase all of the battle animations used throughout Last Dream II.
The simplest, but perhaps most important battle animation, is the normal attack animation used when the “Attack” battle option is chosen. The GIF above shows the normal attack animation used by the Gray Mage when equipped with a sword. Different animations will be used for magical weapons ...
Continue Reading → Share