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. 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! 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.
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Quick LinksAboutWhat is Asterism? Read the short bio here or the Game Design Document. Categories
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