Although it’s still early in development, we thought we’d share our recent progress on the Last Dream II fishing mini-game. In the video, it showcases that the casting and reeling physics are working properly as well as the line tension physics that can cause the line to break if you attempt to reel in too much while a fish is hooked. The ability to catch a fish is also working, but there is still so much to do. Some of ...Continue Reading → Share
We thought we’d share more of our graphic artist’s (www.twitter.com/unclebladey) beautiful enemy art in this post. Meet the Yeti – a powerful enemy that you’ll encounter in the frozen confines of Last Dreami II’s first major dungeons. As you can likely guess, this is a physically imposing enemy that uses physical-based skills to debilitate and crush your party.
Check back next time for an update on our progress on the Fishing Mini-game.Continue Reading → Share
Generating a video game world requires a multiple of colorful non-playable characters (NPCs). These NPCs should be interesting to the player and offer useful information or potential rewards. Most of all, NPCs should enhance the feeling that the game world has been “lived in.”
Last Dream 2 is the home to over a thousand NPCs, including this Stagecoach scene our team just wrote with three NPCs. What do you think?
1. Stagecoach Guard 1 – Thieves in these parts are tricky indeed. ...Continue Reading → Share
We’ve been working on implementing the fishing mini-game into Last Dream II. You can see a screenshot of the current state above. We hope that we’ll soon be able to share with a video but the mechanics are still a bit buggy – this is the first time that we’ve utilized the physics engine in Godot and we’re still learning how to switch physics environments and override object physics so that everything works properly.
Currently, you can cast your hook into ...Continue Reading → Share
After numerous playthroughs of the four completed character prologues, we have now completed our balancing. As discussed in a previous post, each completed character prologue (White Mage, Gray Mage, Knight, and Hunter) has a different number of playable characters and that number of characters changes throughout the prologue in all cases except for the Gray Mage who remains solo throughout.
With a dynamic number of characters, balancing was more challenging than usual because enemy strengths could not be evenly maintained across ...Continue Reading → Share
Co-developer Seth has finished a redesign of the Skill Use Menu. This follows a similar redesign for the Skill Learn Menu and brings the two in-sync with similar styles with an advanced description menu for all skills. The built-in Godot ItemList functionality didn’t quite handle everything we wanted to do, so Seth had to create a new BetterItemList class to handle all of our menu needs.
The targeting menu for the Skill Use Menu was also updated as part of ...Continue Reading → Share
During our game testing, we found one change that we made from Last Dream I / World Unknown wasn’t holding up as well as we thought. In Last Dream II, we had originally planned to separate monster remains into two types: common and rare. Common remains would only be utilized for earning gold and would have no other utility (e.g. not useful in synthesis). The other types of remains, rare remains, would be more valuable and you could sell them ...Continue Reading → Share
We’re happy to announce that all of the content for the White Mage prologue has now been completed! The White Mage prologue is the largest of the four that have been completed with two unique towns/villages and two dungeons along with a full complement of party members. Our next step is to balance all of the 4 completed prologues in terms of difficulty. One of the biggest challenges in balancing the various prologues is the fact that each prologue completed ...Continue Reading → Share
The last mapping for the White Mage prologue – Galice Port – has now been completed. It’s taken a while because the port art such as the docks, boats, ship, etc. all had to be created from scratch. Now that this is complete, we’ll be doing extensive game testing of the White Mage prologue including improving the balancing.
We hope to be able to report soon that the White Mage prologue is complete which will mark the 4th prologue complete and ...Continue Reading → Share
One of the important subset of skills for the White Mage are those that boost defensive attributes. The White Mage can increase one of those defensive attributes – dexterity (DEXT) – with a skill called Invisible. In prior Last Dream games, there were two separate attributes called “Accuracy” and “Agility” that controlled the offensive and defensive aspects of hit chance for an attack, respectively. In Last Dream II, we’ve combined these two separate attributes into a single attribute called Dexterity.
So ...Continue Reading → Share