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Plan for December

Tales of Naturia
A downloadable game for Windows and macOS

December is coming, and I got a lot of video projects planned. Which is why I'm going to dedicate any streams I do that month to working on the game. It will be a chance to see my work on getting the last story boss done, as I have all the necessary components to get it done.

I'm only showing the idle animation for now, but this is the evil spirit that was in screenshots I shared either here or on social media, but in a 'battle form' of sorts. They have a few different attack frames, enough of them that I'm going to weave together into a "Mystic Arte". I'm hoping it doesn't take too long to put together, but at the same time, I'll need to flesh it out with some additional effects. Be it extra animations, plugin effects and so on, this has to be able to work into finishing the fight once it happens. It isn't just the arte I have to program, since it's technically part of a scene, I need to figure out some way to get another aspect to play out the way I want it to. I hope to demonstrate it once I do the streams.

Once the fight is completed, I will do a fresh playthrough of the game to ensure everything works right. When I finish that, I will deploy it and do another playthrough on that and do the same thing. Although I estimate this demo to have about the same length as the Arena Demo (little over an hour), it is more story-heavy and even afterwards there's going to be plenty of grammar and spelling issues. All things are subject to change in the long-run, and I'm hoping that as I make progress, I can find help with testing and the like.

Last thing before I wrap up, I did create a couple maps relating to the story beyond the prologue, which will mark the point where I can be more free to just create as I'm able and then come back when I'm able to properly do events (such as do sprite animations and the like). I would like an opinion regarding space, as with interiors I tried to be consistent with the exterior for buildings and such. Of course, with something like trains, that's not going to happen, even with the graphics I'm using. If you recall, I posted the end scene of the demo and how the train cars look. Well, as you can see, the interior is way bigger. Each car would have three rooms, properly spaced out. What I'm asking is, is having small cabin rooms okay in this sense? There's not much room to add decorations outside of the window, and I left the table empty for story reasons, but would something like this be okay visually for a story cutscene?

I'll provide context for the rest of the train car when I do the streams, but otherwise, that's pretty much all I have to say. Once MFF is over, I will begin streaming game development on getting the last boss fight done, and if I'm able to, I'll stream tests of the Arena Demo since I want to have that updated for you all too. The story demo I'll test alone, as I don't want to show too much of the story there.

Art References

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