Been posting updates about it on Tumblr for a little bit, and wanted to announce it on here as well. As mentioned in the game's page, Summoning is being actively remade, and I've been making good progress with it. All in all, of the things needed for the game and are done:
Tiles and Sprites - 80-85%
Still need to make and finish the outdoor tiles to make the backyard proper, which also contributes to the base tileset that will be released hopefully sometime this summer. I also need to work on the icons, since I want those for the items in game as well. Also really happy with the new window just for the little ghost buddy. I had initially wanted to remake the old hand, but I couldn't figure out how to make it in a way I liked at the scale I'm working in. It honestly makes me want to use this window for all of my games, and I might save for a couple where it would make no sense thematically. Not all of my horror stories are ghost stories after all.
Portraits and CGs - 0%
Debating whether to draw them by hand or make it as pixel art. Doing them as pixel art to scale up could feasibly be faster due to the size of the canvas, but I dunno, will require testing to see what looks best.
Maps - 90 %
It's all brand-new maps and layout compared to the old game. They're almost done, save for the aforementioned backyard. It does have its A2 tiles done, and I've used those to make a rough sketch of the map to have an idea of what I'm putting and where. Every room is done, furnished, and decorated. Even the seance room, so it isn't just some random empty space again.
Events - 30-35% done
The entire intro, as well as the events leading up to the player needing to go into the backyard. I still need to redo the entire digging system, collecting all the items, the hiding locations, and the final scene. I'm also including more events that let the player look around and interact more, so that their exploration rewards them with information that could be helpful for them, i.e. a blanket in the backseat, so if they need to hide it may prove to be a better spot to hide than say, the front seat with no blanket.
There's also going to be two difficulties. Novice and expert. Novice will basically have everything important highlighted with a sparkle and light, whereas expert, you're going to have to look around on your own for all the items. The only exception is Ashley's bag will be highlighted and sparkle regardless of the mode. Mainly because the bag and info pamphlet are kind of important information to know.
I'm sincerely hoping to have it ready before the summer is over, though atm finals are eating most of my time. At the very least, I'll have the first test builds I would call ready done, so play testers can find any game breaking bugs.
There were other attempts to remake the game in Ace, with the most complete one I'm using as a guide on this attempt. It was basically already done, I had just never gotten around to making the CGs for it.
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