Working on trying to support non-styled font options in Foxblade - which involves internally allowing the entire game to be upscaled to double resolution and UI fonts to be switched out - in this case using OpenSans
(also got around to adding options to change screen filter)
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starting on implementing menu screens in-game
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Messing with Figma for UI design. It's alright.
Certainly helping with visualizing menu flow & getting rough layouts nailed down before I actually implement in game.
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Sketching a rough concept for Galeport Harbor - a hub of airship traffic & bustling market town built on the edge of a cliff & overlooking the forest below.
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Got Foxblade running on the Steamdeck via NativeAOT :D
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Idea for the insect queen boss popped into my head while listening to Shrouding Dark Cloud so I made a rough doodle
#sketch #foxbladefable #gamedev #rpg
Working on random encounter system. Each map can specify a table of random encounters in the area and a range of steps in between each encounter. On the todo list is also the ability to specify the weight of each encounter, so certain encounters can be made more or less rare.
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Started prototyping an event / dialogue script system. Had the idea to use a document language called KDL as the basis for my script syntax (was gonna use YAML but honestly KDL just looks cleaner for this case)
So the workflow now is you create a FieldActor entity in LDTK and then attach a script like this with the Script field.
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Working on map loading & field state for Foxblade
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Sketching to figure out what the Stingscythe's moveset should look like
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Rough sketch of a potion seller for Foxblade
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Working on a heal spell VFX! General workflow is using Effekseer to create the FX -> export sprite sheet -> resize & recolor in Aseprite -> export final spritesheet for ingame
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Sketching a side character in Foxblade named Ava!
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Rough sketch to figure out what Leigh's victory pose looks like
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Got command slots implemented last night, with the Flare spell.
Rather than taking magic to cast, each command has a cooldown. In this example I just have two separate Flare commands to show it off, but in the final game you won't be able to equip duplicate commands like this.
TBH the battle system is getting pretty darn close to feature complete (or at least as much as it can be for the time being), want to implement a couple more spells and then I think the next major feature is some kind of command grab system.
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More work on victory/game over conditions. Game over screen more functional, and added WIP victory screen too. Currently battle state pops itself from stack after victory, but there's no field state below it, so just sits on a black screen, but field state is a whole other can of worms to open.
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Working on cover art for Foxblade Fable. Really happy with how it turned out!
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Added game over animation & state (though UI isn't functional yet!)