And here's some new screenshots!
Kotachi Asterio wants to help people that can’t fight for themselves. However, he isn't some sort of superhero- he can just see things other people can't. During the day, he goes to high school with his best friend, Ophi. At night, the two fight off specters, monsters that lurk in shadows and can harm people.
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In the next update I'll be testing how nighttime shadows would look as well as some more art assets. Some quick updates- we now have an amazing new logo by Re.Alice! Here's a special preview of the ingame art on the stats menu! And we have new screenshots and a gif! Let's have a little fun this week- here's a few "blooper" screenshots, aka scenes that weren't coded correctly the first time around and came out really.... interesting. And here's a few older ones I still have saved for some reason. Well, tomorrow is Valentine's Day in America, so to celebrate we have new art of Kotachi and Ophi! I wonder what Kotachi is cooking up~? And besides Valentine's art, I'll also share a work in progress of one of the CGs from the demo- this is from the scene where Kotachi meets the mysterious girl V and is in her garden. Lots of smaller revisions recently- new quick menu, edited GUI, sound effects, music, etc.- lots of polish added, basically. The pure VN portion of the demo is complete, so now I'm working on the battle menu and walking around sections for the RPG portions. Here's a look at all the newer changes! And, finally, here's a preview ingame of the opening scene! Map interactions are now working! Map interactions from eating cupcakes to moving to other maps to talking to characters are now up and running! For now I'll be finishing the coding for the VN sections up until the end of the demo section and working on the art for them so I can get a demo out soon. First update of the year, and it's a good one! For now I'm going to be working on drawing backgrounds and coding the VN portions of Asterism so I can get that part set up and then go in and code the maps and fighting sequences. The full game will have two game modes, RPG VN where you have VN cutscenes and can move around on a map and have turn-based battles, or a pure VN, where the entire game is VN style and instead of battles and maps you have dialogue and choices- so, by coding the VN portions of the entire game I'll be coding a majority chunk of it.But, let's see some new, actual screenshots that aren't mockups! That's about it for now! Now, back to background drawing... New screenshots featuring new backgrounds! And of course... Christmas art! Who's that gift for, Ophi...? This year I've really made a lot of progress, mostly this last half year! I hope early next year I'll be able to nail down the battle system so I can release a demo soon and hopefully have a full release in Q4 2019-Q2 2020.
Thank you guys for another wonderful year! Some new screenshots! Some new assets! Here's the lobby to the COIN outpost, aka the medical center Dania volunteers at. Speaking of Dania... her and V's walking sprites are finished, as can be seen below! And here we have a very new change- for the talking scenes I'll be experimenting with having them VN-esque with a solid BG and talking sprites while walking sections will be like the above, in a top-down RPG style. This week I thought I'd try something different and document the process each map goes through, from sketch to ingame. So, I'll be showing off Kotachi's room for this! 1. Initial SketchThe layers are hidden in this PNG but I start my sketch off with 4 initial layers- my grid map overlay that shows me where the tiles are for when I code it, a previous map to give me an idea on sizing, and a walking sprite to further help me with sizing furniture and items. I sketch things out somewhat roughly (those walls are definitely not straight) in order to get a feel for the room and get ideas on what details to add. 2. Adding DetailsHere I added details to the sketch to add a bit more life to the room. You can also see my grid overlay here to give an idea of how it'll look in the game. 3. LineartAt this stage I refine the lineart by drawing over it on a new layer to make the lineart, which will be the basis for how I color the map. 4. Flat ColorsThis step is pretty self-explanatory- now that I have the lineart done I just filled it in with colors. I try to keep everything separated so as to make moving and changing things easier, as you'll see later I had to edit some parts and changed the colors of others. 5. ShadingAnd here's where it's all coming together! I shade each of the parts and do a bit more tweaking, such as changing some colors and adding the pictures. 6. ProgrammingFinally we reach the last stage- putting it in Ren'Py! Putting the map itself into Ren'Py with wall collisions isn't actually too hard with my current setup, so now Kotachi is able to walk freely around his room. ...Just don't ask him to interact with anything yet. And there you have it! That's my process for making maps in Asterism.
Here's another GIF of gameplay! This is mostly a compilation of some things ingame- more progress is soon to come.
More progress on the GUI! It's currently still a mockup but this is the current idea for the main menu and quick menu. The custom font for names and such has also been redone to look better.
We've now got ingame WIP screenshots available! There's still a lot left to be done and a lot of polishing left, but here's some previews.
Hi guys! As you can see, I haven't posted any updates for Asterism this month! Why? Well, I decided it would be best for me to devote my time to school and That Which Binds Us- originally, TWBU was going to be a free, short VN, but has since grown and will now be my first commercial VN, replacing Asterism for that title. Why, exactly? I want to make sure Asterism is a successful product, as I'll be making more RPG VNs in the future for sure. By releasing TWBU as a commercial product first, I'll not only gain more experience on the process but I'll also be able to get funds to fund Asterism fully.
TWBU is set to be released the first half of 2018, and the script is currently halfway done with a demo released. So, never fear, it won't be too long before Asterism starts receiving more updates! Wow, is it that time already? It's almost been a full year since development started on Asterism. To celebrate, here are some brand-new character art pieces of the main characters in winter-wear! First up are the main boys walking in the snow- from left to right, it's Leos, Ophi, and Kotachi. After that it's the main girls taking a night stroll- from left to right it's Riko, Ayane, and Dania! Thank you guys for staying tuned! I hope in the next year to near completion of Asterism and share it with all of you! Until then...
Kotachi's walking sprite is complete so of course the next one I started on was Ophi's. I've only completed the forward facing frames so far, so his sprite isn't complete yet.
Finally made a new, non-pixel map and did a bit more testing with this larger walking sprite size. I do really like this size, and I'm pretty sure this will be the direction I go with for the full game.
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Quick LinksAboutWhat is Asterism? Read the short bio here or the Game Design Document. Categories
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