Today let’s take a look at a couple of the maps of the first forest encountered in the game.
This is the entrance map to the forest. Some of the trees here are scattered to provide room for players to navigate through. Hiding loots and monsters under the trees would be a definitely possibility! Players will still know that there are monsters and items when they are close enough due to the proximity alert I have in place.
Deeper into the forest, there is an abandoned mine. I admit it may be a little cliché but in the context of the overall plot, this mine is actually quite important! Also, I think the presence of the mine might be a welcome sight to the players since by this time, I’d assume they would be bored of the color green.
Deeper into the jungle, there is a flower bed. What is it for? Hmm, hard to say. It can be utilized as a variety of things. Shrine/grave to a fallen hero? Dwelling of a magical beast? Or a place where treasures are hidden? We are limited only by our imaginations when it comes to game development.
The forest is of course, a lot bigger than just these 3 maps. These are just a preview of the forest. The actual forest is probably at least 3x bigger than what is shown here.
Credit goes to Ayene, IceDragon and Celianna for the wonderful tiles!
That’s it today. Thank you for reading and I hope to see you around soon!
Spent most of my time lately on overhauling maps and learning new techniques for parallel mapping. It has a lot of potential to improve the graphics of the default editor and it is a process that will gradually shorten as you get better at it.
Here, you’ll notice a pond and 2 turtles. The water of the pond is animated with 3 frames and made as an event that has stepping animation turned on. I think it looks decent, maybe not perfect but it’s honestly not too bad. I’ll probably spend some more time with these mapping to convert all the exterior contents into this sort of art style.
If you have any suggestion with regards to these mappings or have a technique or two to share, please let me know in the comments!
Once again, thank you for reading and I hope to see you again soon!
P.S. The turtles are awesome.
I’d like to quickly go over the title of the project today.
Awhile ago, I’ve decided to start a Rpg Maker project, and decided to name it Project Helix, named after a certain fossilized Pokemon.
My interest with it quickly grew to a point where I simply must finish the game I envision it to be. After a few months, It occurred to me that it needed an actual name.
Naming a game is relatively difficult and a lot went into the thought process for this particular name. Eventually, I’ve reached the decision of naming this game Event Horizon.
This is a WIP design of the title logo by yolichan and I think she did a fabulous job capturing the essence of the project.
A rather short post today because I am feeling unwell, I’ll try to post more tomorrow. And I hope no one is offended by these dev log spam.
Thanks for reading and I hope to see you again!
Awhile ago, I posted images of an overlay mapping that is being utilized in Event Horizon. Recently however, I’ve came to the conclusion that square tiles simply will not do.
To address this concern, I have decided to change my mapping style to using parallax mapping wherever I can. Below are the comparisons.
It’s still a WIP but I feel that it already looks much better than the original. I am not the best artist around when it comes to designing graphics but I will try to learn what I can to make the game look better.
Hopefully I will be able to improve at drawing these maps to give this game the environment graphics it deserves.
That’s it for now, thanks for reading!
I’ve always felt it was unfortunate that 2D characters doesn’t get as much love as their 3D counterparts.
Why do I say this? Well, most 3D RPGs would have weapons or armors change visually based on what you have equipped.
Most of the time, the same could not be said for 2D counterparts, and this is something I am aiming to change.
Thanks to modern algebra’s Composite Equipment script, Event Horizon is now able properly change the character’s sprite graphics based on what the character have equipped!
That being said, this would require a lot more additional sprite sheets that represent various different armors. I am in the process of commissioning the sprites to be done but if you feel like you have the interest or knows somebody that does, please let me know, I would love to hear from you! You can reach me at firstname.lastname@example.org.
Thanks for reading and I hope to see you again soon!
I am going to start these mini dev logs where I talk about any new features and updates that have been added to the game. These will mainly be short and concise, but will be made available more frequently than my regular updates.
For today, I would like to showcase the skit system.
This system provides the basis of a lot of character developments in the game. Those who have played the Tales series of Final Fantasy IX would be familiar with this concept. Basically, various events and progressions in the game would trigger a skit event prompt. When the prompt appears on the top right side of the screen, the player can opt to press [S] to enter the skit scene. There would then be a cutscene that details the interaction between party members among other things. The skits loading screen would have the name of the skit on it. In the future, I plan on changing the generic loading screen of each skit to something that might have the chibi version of the characters taking place in the skit to prance around. Would be pretty cute.
One challenge I had implementing this system is disabling the prompt when changing map and keeping the prompt when saving/loading while the prompt is still active. Although challenging for someone with limited experience, I was able to fully realize the system that I envisioned in the beginning. I am fairly happy with the results.
Hopefully, the players will think the same way as well!
That’s it for today, I hope to be doing these dev logs on a daily basis.
Thank you for reading, hope to see you again soon!
So, I’ve got some good news and bad news. Let’s get the bad ones over with first.
The release of the tech demo prologue will be delayed. While unfortunate, I think it is necessary. I have recently commissioned a title for the game as well as finalized the name of the project. I plan on having that logo in the prologue release so that’s part of the reason behind the delay.
The good news is that this will give me time to put in more contents for the prologue. I have already added more contents, both optional and main plot, into the game. I imagine everyone will be quite happy with the end result.
Still, I apologize for the delay and I will be working my hardest to deliver the demo.
Thanks for reading!