
Even with all the motivation in the world, reality always sets in. Finally with a completed core game engine, and only a week until the Independent Games Festival entry deadline for the year, I’m not exactly sure if I can shape together a suitable demo in time. Programming is one thing, but once again art generation is another matter. Drawing map graphics like trees and such isn’t so bad, it’s the NPC and enemy animation I’m dreading. I realize that a completed game isn’t required to enter, as the rules specifically state only one playable level (and all game features are included) is needed; but, the problem is that the playable level entered is going to need enemies for the judges to get a complete grasp on the game concepts. I know I’m really trying to encourage exploration and dialog, but combat is also a centerpiece to RPGs.
Anyways, I’ve spent a lot of time seriously polishing the last few pieces of the game here and there. Interface graphics are almost complete, though I still need to draw an appropriate frame for the in-game mini map. With defeated monsters able to drop treasure and a fully interactive object and scripting system finally completed, the only thing left to program is custom scripts for the various enemies and items. I’ve also been doing a fair share of playtesting and finding odd bugs, mainly to do with the timing of attack combos while pressing the defense/parry button. Almost all of the kinks are worked out except being mistakenly able to evade while readying a guard break attack, and I’ve even added the base special fx for the parry/counter attack flash (the base counter-attack shockwave seen in this screenshot). Been playing around with music and sound effects, too.
In general, I’m just trying to make sure what I have is as good as it can be and laying out the framework for a fun, instructive, but challenging first level. There’s a long list of art on my to-do list now which is making the one week deadline feel unlikely, but at least I can proudly say my game is fully playable from title screen to the end of the first map.