This blog exists because of our RPG Maker VX Ace Project, The Lotus War, but besides for posting some images of recent artwork, the game itself has kind of taken a backseat in the blog. Not because work has halted, but because so much has been covered in past posts. For example, older posts might’ve covered product reviews or character introductions – you might notice, though, that the products that we use in game creation are limited, and the main cast has pretty much been introduced. Similarly, custom scripts that we’ve utilized have been addressed in past posts, as well as some of the custom tilesets that will appear. But with a goal of having a demo available by next month (we’ll see how that goes), perhaps it’s time to recap some of our development progress. Today, I’ll start with something already familiar: the art. Expect, though, to see samples of cut scenes, the opening credits, and new views of our map coming soon.
Of course, we have the main cast fully assembled. You may remember from earlier posts that the artwork hasn’t always been up to snuff. Fortunately, with practice, I was able to create a team of which I’m proud:
We also have several of the secondary cast fleshed out:
And you might notice that the armor is a little more unified these days – although still varying from character to character. This was done to give it more of a military feel.
Some of the major bosses were also completed:
Battlers have also been important, which we’ve been fortunate enough to obtain for customization through Holder:
This is all a big deal to me because it has truly come a long way. Some past examples were rough:
In the past, you might notice, the characters looked a bit flat.There was little dimension due to my lack of comfort with MangaStudio. My skill has vastly improved – and I also discovered new nifty tricks (the most revolutionary being “export in dimensions” rather than “export in pixels” – for Photoshop, it makes such a huge difference!). I’ve also grown in comfort using Photoshop, and discovered a nifty tool in GraphicsGale for pixel art. Not to mention my ability with the Wacom Bamboo Splash has increased dramatically.
In addition to that, I’ve created what will become the basis of at least part of the opening cinematic:
Of course, given that the characters are my area and I’ve been updating the blog since month 3 or so, any frequent readers are well aware of the advancements in this area. For a game development blog, the greater interest might light in world creation, coding, scripting, and the like. Fortunately, J also has some great progress to report. Unfortunately, we’re spreading this recap out so that each aspect of our game has a moment to shine.
Check back soon for progress in our game music, our opening credits, our opening “cinematic,” and out in-game cut scenes. All of this will hopefully be leading up to a playable demo some time in August.
And please, feel free to leave feedback. Feedback is what we need to fulfill our ultimate goal: creating a great game.