Journal

Last Dream – Fishing Arcade – Prototype v4

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We’re continuing our work on the Last Dream Fishing Arcade and we’ve made substantial progress over the last week. Some of the major improvements that we’ve made are:

1) Unique difficulty levels from Easy to Hard as well as two unlockable difficulty levels for those that want an extra challenge.

2) Select any of the 12 Last Dream II characters, each of whom has different attributes for a unique fishing experience.

3) Select from 14 different fishing locations, each with unique music and ...

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Last Dream Fishing Arcade – Prototype v3

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We’re continuing to polish and improve the Last Dream Fishing Arcade which we plan to include both as a mini-game in Last Dream II, but also as a standalone title. Some of the recent improvements include:

  • Improving environment and fish art
  • Adding fishing shadows until you’ve caught a particular type of fish
  • Added fishing overdrives that allow you to build up “Overdrive Points” and then use them to more easily catch powerful fish.
  • All fish tiers (rather than just the first tier) are now ...
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Fishing Mini-Game: New Art & Overdrives

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We’ve been working closely with our graphic artist to produce new environmental art for the Last Dream II Fishing Mini-Game. In the image, you can see screenshot featuring the new clouds and the new cliff face! Not shown is a new seafloor along with new decorations like seaweed, sea shells, starfish, etc.

Next up on the art list will be replacing the ocean water and finally the major task of creating unique fish sprites for each of the fish in both ...

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Last Dream II – Fishing Mini-Game – Version 2

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We wanted to share some of the updates that we’ve introduced into the Last Dream II fishing mini-game. Some of the major changes are:

1) Multiple fish of various strengths.

2) Added overall fishing menu where you can choose casting, upgrades, items, overdrives, and respawning.

3) Added fish exhaustion mechanism where fish must be worn down before they can be caught.

4) Added fishing items (chum and magic chum) that allow for a higher probability for powerful fish to spawn.

5) Added the ability to ...

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Last Dream II – Fishing Mini-Game – Early Prototype

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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 ...

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Enemy Art – The Yeti

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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.

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Colorful Characters

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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. ...

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Fishing Minigame

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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 ...

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Character Prologue Balancing Complete!

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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 ...

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Skill Use Menu Redesign

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Skill Use Menu Redesign

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 ...

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