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#starflesh development
abstractlantern · 8 months
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Devlog 7 MASSIVE UPDATE!
ALRIGHT, IT'S BEEN A WHILE SINCE I UPDATED, HUH? My apologies! As I said in my earlier update post, my family has been crazy busy. I'll be a lot busier in the future, too, since I'm gonna start my job in a few weeks.
But to make up for all that time I spent silent/time I may spend silent in the future, here's everything I've worked on thus far! This is going to be a VERY long post, so I'll put most of it under a read more!
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I do mean everything. Or at least most of it lol. This here is the title screen! If you have trouble reading the text, the title says Star Flesh, and the choice box says "ATTUNE, RESUME, and END". Since I'm showing the stuff I've done so far, I'll make a new game using the "ATTUNE" option.
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Spooky. There's more dialogue than just this, but a lot of it is kinda janky and weird. I'm gonna rewrite it later, but for now just enjoy the cool stuff lol.
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I bet your first instinct is to make him sound British, but you would be wrong! For some reason when I was writing him, the first thing that came to mind was a deep South preacher. Like, a Protestant pastor quoting the Bible and stuff. My sister was deeply displeased when I told her Ozymandias has a Southern accent. Tbh, I'm deeply displeased with myself. Moving on!
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Here's the fancy name input screen :D
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Omg the first appearance of the babey (also please don't mind the placeholder sprites lmao)
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Crushed it lmao
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Here's the main inside area! It's kind of empty for now, and I still have placeholder sprites and tiles everywhere. As for the doors behind Pawn, one is supposed to lead down to the basement, and the other is supposed to lead up. Not suuuper clear, but it's fine for now.
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Outside the building! Lookin a little weird, but it's still kinda cute.
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Talking to Ozymandias to move the plot forward! He talks a L O T so I'm not gonna put it all here.
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This scene is pretty tho
So there's a lot of stuff he says, but I'm running out of room for pictures lol. Essentially he just tells the player that the world is going down the trash hole and their only shot at redemption is to murdalize the Queen of the Board. And on our quest, we should bring someone along to help. Let's go get him now!
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Oh there he is
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Hooray! Drama!
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Alright! There's not enough room for me to post more pictures, so I might extend this post into a part 2? Depends if people are interested/if I have the time and motivation.
See y'all later! ^.^
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abstractlantern · 4 months
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Devlog #9
I made a couple of short soundtracks a couple months ago! They're nothing concrete, mostly just musical concepts at this point, but they help set the mood when I'm testing stuff. I made all the music in beepbox, but I'm hoping to recreate them later in something a little better like FL Studio or something.
Most of (and by most of I mean all of) these tracks are just looping ambience, but I'm hoping to get better at music this year. If anyone has any ideas, suggestions, or criticism, I'd love to hear it!
Catch y'all later! (^_^)/
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abstractlantern · 4 months
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Devlog 8
I've been working a lot behind the scenes, tying up loose ends in the plot and stuff like that. I've also made a bit of progress in game progression, and introduced a new game mechanic!
The mechanic is called "reputation points," RP for short. You can gain or lose reputation by helping or refusing to help NPCs. There isn't a lot to it yet, more to persuade the player to do good things, lol. I'll probably add a reward system to go along with RP, but that'll be something for me to figure out later.
I really like having visuals to go along with these updates, but I don't have anything interesting to look at right now (´∀`)ゞ I'm working on a cutscene that'll help move the story along to the next area, but that's about it. I'm also making an attempt to streamline my creation process, which means NO graphics until I get the actual scenes that need them put together. Graphics just take me too long to make, unfortunately ToT
I do, however, have a bunch of prototype sprites and backgrounds I might upload later. They likely won't be in the game (at least not without a lot of changes), but it's still fun to have something to look at in the meantime.
That's about it for now... see y'all later d^_^b
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abstractlantern · 7 months
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Massive devlog update 2!
Alright, I finally got around to making this! This is a continuation of my last update, which you can find here . Without further ado, let's start where we last stopped.
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Here are separate areas of the building. They're a little plain for now, but I plan on fleshing them out a little bit in the future.
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You can save your game at the well! This is what's behind the main building. Once again, I think it looks nice *for now*, but I plan on changing it later.
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A cute little secret area! That's it for this part of the game, though, so let's move forward.
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Just realized I forgot to add a way back into the compound area /)_-
But that doesn't matter because now we have a battle tutorial!
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The tutorial goes on, and it's probably way longer than necessary tbh (>w<) The basic battle mechanics are explained, it isn't too hard to grasp considering it's just the basic RPGM 2003 system. I'm not smart enough to come up with a unique battle style lol.
I did take a little bit of inspiration from OFF and added an ability that lets you get a better look at your opponents.
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The tutorial goes on to explain what the sigil next to his name means. Basically, every enemy that appears in game will have a special sigil next to their name notifying what their "aspect" is. Aspects are just bootlegged pokemon types, lmao. The current aspects are Glass, Blood, Light, and Sight. That info doesn't make a lot of sense on its own, but it's aaaaall gonna be incorporated into the lore.
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We are now out here in the desert! Fun fact about the desert, when I played through the game to get these screenshots, I got lost. I then realized 500x500 was maybe a bit big for a map. I've since made it a lot smaller, and it's way less easy to get lost now.
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The desert is very big. And there are lots of different things you can find. Like these fun, perfectly uniform human skulls!
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But that's enough messing around. To get out of the desert, you just need to find statues like these and then follow the path down.
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Now they can have a cute little campfire.
Woo, we made it to the end of the desert! And to the end of the Tumblr picture limit. There's still a good amount of stuff after this point, but it might be a little while before I make another update. I'm gonna start my new job in a couple of days, so I'm gonna spend most of my time preparing for that and getting used to my new routine. I'll still be working on the game when I can, though.
See y'all later ^w^!
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abstractlantern · 8 days
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HELLO THERE. Remember back at new years (5 months ago now) when I said I would try posting once to twice a month? Yeah, me too. I genuinely have no idea how that happened, the last four months have kind of been a blur. I HAVE, however, actually been working on the game! I've made a lot of progress, a LOT of mistakes, and some new assets along the way. I'm pretty close to the end of the first chapter, so that's exciting! It's still a little clunky in places and will need a good polish before it's released to the public, but hopefully I can get it out before the end of the year!
I'm reeaaally hoping to post some more in-depth views of the characters, story, and process, but as the past has shown me idk if it will happen. Life can kinda get crazy. But even when I'm not posting, I am working to make this game a reality. Thanks for reading, and hopefully I'll be posting again sooner rather than later d(^_^)b
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abstractlantern · 1 year
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Devlog #3, Tilesets
There's quite a bit here, so I'm just gonna put it under the read more!
Been working on making custom tilesets! It is hard! But I'm pretty happy with how it's turning out.
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(That pathway looks a little wonky, but we're just gonna ignore that.)
Also, I finalized the MC's walk sprite. Looks WAY different from the first few iterations I had, but it's looking good B)
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I'm nowhere near finished with a whole tileset, but I'm making steady progress. I've also worked on character sheets for a few of the main characters. I'll get to the NPC sheets soon, but I'm lazy and if it doesn't catch my immediate attention I'm probably not gonna do it ToT.
Also, like the walksprites, I am now having problems with the tilesets... Or, less actual problems, but indecisiveness in how I want the style of the tilesets to look. While I am liking this semi-detailed style I'm currently working with, I'm wondering if I should simplify it. All the characters have super simple designs, so they don't really fit in with the world design.
If anyone has any suggestions or ideas, I'd love to hear them! Until then, Imma keep struggling (ಥvಥ)b.
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abstractlantern · 1 year
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Devlog Day 0: Concepts
Welcome to (technically) my first devlog! This will be a series dedicated to the development of my RPG Maker 2003 game Starflesh!*
The main premise follows a young soldier known as "The Pawn."
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They are called on a mission to end the world’s suffering in the midst of a doomsday event. This mission entails slaying the Queen and King of the realm, supposedly for the greater good of all…
But who can they trust?
Why, you, of course! As it is the Pawn's duty to end the world's suffering, it is the player's duty to guide them! Strange lands await... Enemies seek your downfall... Crummy chess references slink in the shadows... But should thy faith be strong, thou shalt never falter.
Alright, I've already been talking for way too long, but I'm excited to share some more concept art soon! And beyond that, more characters + a cohesive plot!
Bye now ^_^!
*(Once again, name is subject to change, hehe)
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