Nathaniel3W
Member
Update 31 January 2019: Now available on Steam Early Access
Update 29 November 2018: New screenshots showing off new areas, including the Japanese-themed Yamatai region.
Update 29 October 2018: New snow areas
Update 30 August 2018: New trailer is up! Nine months since my last trailer. Figured it was time for an update.
Update 31 May 2018: Glowing weapons, procedural fire, dynamic lighting, new enemies
Update 28 January 2018: I haven't been keeping up here very well, have I? Lots of screenshots from the start of the official campaign.
Update 31 May 2017: Alpha test campaign gameplay footage with new town, new music, new combat map, new equipment, new enemies, and tying together all the previous pieces.
Update 30 April 2017: Crafting, livelier combat, dialog popups, and a naked fairy.
Update 31 March 2017: New character portraits, random loot, level-up cards, graphical improvements.
Update 25 February 2017: World map with enemy armies, plus combat and discussion of where we go from here.
Update 31 January 2017: Video of world map, rest and food systems, new vendor for bulk items.
Update 28 December 2016: New video showing menu sounds, equipment stats on mouseover, and shopkeepers.
Update 25 November 2016: New video showing manual squad placement and automatic equipment optimization.
Update 29 October 2016: Random character generator has a very large number of possible combinations ready. New video showing off combat, starring a new, diverse, and randomly generated cast.
Update 28 September 2016: Kickstarter was successful. New video showing more complex sprite layering. And a video showing off original music composed by Kevin Won and recorded by AIR Studios.
Update 20 January 2016: .gifs of character class menu, equipment menu, level-up menu. Getting pretty close to engine completion.
Update 27 December 2015: Squad menu approaching completion. Made some animated .gifs.
Update 14 November 2015: Slimes and goblins added. Trying out underground levels and lighting. Time to get moving on a demo.
Update 8 November 2015: Going with new blocky pixel environments to match the characters.
Update 14 October 2015: New video runs much better than previous videos, shows off ranged attacks, new classes, new equipment.
Update 29 July 2015: Animated gif showing new combat engine, combat explained on 30 July in response to Sated.
Update 15 March 2015: Making new portraits and sprites. See below.
Update 31 January 2015: New video showing combat and AI pathfinding, plus mages who fireball enemy squads and a cleric who will heal up your wounded characters.
Update 17 January 2015: New video showing sprites in action, plus click-to-move, A* pathfinding, and formation movements! Any comments or critiques are welcome.
Hi everyone. Thanks for your help so far. Here's a little teaser screenshot on Himeko Sutori, my upcoming tactical JRPG, where you will lead armies of over 100 unique named units, plus get access to everything you'll need to create your own campaigns, including 2D and 3D assets, drag-and-drop visual scripting nodes, plus ready-to-use items, character classes, skills, and empty templates for you to make your own:
I switched to half-Kaizer, using a bunch of poses from Alisa Christopher. I know the colors are dull. I'll work more on artistic issues after I work out some more technical issues. I'm hoping to get the pathfinding and combat systems working over the next couple of weeks and I'll put another video up to show what it looks like in action.
Also, I got started on painting my own hi-def replacements for GCH's VXA Face assets. I taught myself Photoshop over the course of a month's free time and made these. I don't plan on using them, but they'll serve as decent placeholders for now.
I'll be using something more like this for my final portrait templates:
And for those of you who missed my earlier videos, please take a look:
https://www.youtube.com/watch?v=-XwXbfDFOwE
https://www.youtube.com/watch?v=PLYQ1fTwmos
Update 29 November 2018: New screenshots showing off new areas, including the Japanese-themed Yamatai region.
Update 29 October 2018: New snow areas
Update 30 August 2018: New trailer is up! Nine months since my last trailer. Figured it was time for an update.
Update 31 May 2018: Glowing weapons, procedural fire, dynamic lighting, new enemies
Update 28 January 2018: I haven't been keeping up here very well, have I? Lots of screenshots from the start of the official campaign.
Update 31 May 2017: Alpha test campaign gameplay footage with new town, new music, new combat map, new equipment, new enemies, and tying together all the previous pieces.
Update 30 April 2017: Crafting, livelier combat, dialog popups, and a naked fairy.
Update 31 March 2017: New character portraits, random loot, level-up cards, graphical improvements.
Update 25 February 2017: World map with enemy armies, plus combat and discussion of where we go from here.
Update 31 January 2017: Video of world map, rest and food systems, new vendor for bulk items.
Update 28 December 2016: New video showing menu sounds, equipment stats on mouseover, and shopkeepers.
Update 25 November 2016: New video showing manual squad placement and automatic equipment optimization.
Update 29 October 2016: Random character generator has a very large number of possible combinations ready. New video showing off combat, starring a new, diverse, and randomly generated cast.
Update 28 September 2016: Kickstarter was successful. New video showing more complex sprite layering. And a video showing off original music composed by Kevin Won and recorded by AIR Studios.
Update 20 January 2016: .gifs of character class menu, equipment menu, level-up menu. Getting pretty close to engine completion.
Update 27 December 2015: Squad menu approaching completion. Made some animated .gifs.
Update 14 November 2015: Slimes and goblins added. Trying out underground levels and lighting. Time to get moving on a demo.
Update 8 November 2015: Going with new blocky pixel environments to match the characters.
Update 14 October 2015: New video runs much better than previous videos, shows off ranged attacks, new classes, new equipment.
Update 29 July 2015: Animated gif showing new combat engine, combat explained on 30 July in response to Sated.
Update 15 March 2015: Making new portraits and sprites. See below.
Update 31 January 2015: New video showing combat and AI pathfinding, plus mages who fireball enemy squads and a cleric who will heal up your wounded characters.
http://www.youtube.com/watch?v=Izhw3qBrEhU
Update 17 January 2015: New video showing sprites in action, plus click-to-move, A* pathfinding, and formation movements! Any comments or critiques are welcome.
http://www.youtube.com/watch?v=XYDCR4SCyEA
Hi everyone. Thanks for your help so far. Here's a little teaser screenshot on Himeko Sutori, my upcoming tactical JRPG, where you will lead armies of over 100 unique named units, plus get access to everything you'll need to create your own campaigns, including 2D and 3D assets, drag-and-drop visual scripting nodes, plus ready-to-use items, character classes, skills, and empty templates for you to make your own:
Also, I got started on painting my own hi-def replacements for GCH's VXA Face assets. I taught myself Photoshop over the course of a month's free time and made these. I don't plan on using them, but they'll serve as decent placeholders for now.
I'll be using something more like this for my final portrait templates:
And for those of you who missed my earlier videos, please take a look:
https://www.youtube.com/watch?v=-XwXbfDFOwE
https://www.youtube.com/watch?v=PLYQ1fTwmos