I went one step further from the last mock screenshot and added the character sprites along with some dialogue. I've got a lot to work on still in order to get it just right.
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Today I was mainly playing around in RPGM and with some tilesets I'd already started on. This isn't what the finished game will look like (nor what the finished outside tileset will look like) as there will be a lot of refining and this was more of just a practice run. (PSA: don't stand in the middle of the road, especially at night) I won't start on the actual scripting until I finish my edits for the dialogue script and get a fair amount of talking/walking sprites done, so it'll be at least another month.
And here are Ophi's finished, completely redone talking sprites! I wasn't happy with his previous sprite so I redid it and added an additional pose and more expressions. Here are just a few of his sprites: Here's the side-by-side comparison for his old and new sprites- old is on the left, new is on the right.
Kotachi's sprites are finally finished being edited! Here are just a few of his finished sprites. And here is a comparison of his old and new sprites. Left is old, right is new.
The main script for the game is finished! What does this mean? It means all the dialogue for the story from the start to the end if finished, albeit it being rough around the edges and missing some side conversation dialogue. Now I've got to send it off to readers, get their take on it, and then do some editing!
The current script is at 48,656 words, but after edits and additions the completed dialogue script is projected to be around 51,000 words. |
Quick LinksAboutWhat is Asterism? Read the short bio here or the Game Design Document. Categories
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Asterism
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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