Kinetic Cipher (Ace) Dev Blog #6

kca-022Basically tradition now… 4 new maps… 8%

So theme roulette is over, I finished a monster collecting and evolving game for it, I describe it as Dragon Warrior Monsters meets Digimon World 2003 but sadly stuff got cut; no monster breeding, no skills 😦 So back to some Kinetic Cipher. This is probably the biggest length of time that I have actively worked on a game, though in some ways the constant contest interruptions are possibly a good thing as I always put Kinetic Cipher aside while wanting to do more and I am always really excited to work on it again.

So in the last few days of development I completed a few more maps but I ran into a problem when doing the above map, that tileset is one of the few that really can’t be easily converted. Not a problem I initially thought, I’ll just parallax it like I did with the world map. However it turned out my new laptop doesn’t like resolutions that small and was upscaling 2k3, I eventually got it to display correctly but it certainly felt like time wasted on something ridiculous. As you can also see from the above image, I implemented the show item when you acquire it animation. It literally is an animation, it draws the icon to a blank animation sheet and then uses that, which is nice and easy for me, all I do with a chest event is change the item id in a variable at the top and then the rest is in a common event. I’ll probably split the animation into two just to tighten the fade out timing but otherwise I think it looks pretty slick. Speaking of icons, I made a start on the iconset, mostly so far it’s just items. I’m going to have to track down some icons for skills ideally which sort of match the existing item ones.

kca-023Finally something I thought would be really awkward and then turned out to be easy!

Multi-hit animations now look how I would like them to, initially I thought I was going to have to do some major restructuring of my animated battlers script but while playing Spyro I had one of those eureka moments that normally only happen on TV and five minutes later I was over the moon that I didn’t have to spend even more time on animated battler scripts. Not pictured but I’m pretty much done on a non-animated turn order display, at which point the battle system is pretty much done! Although I would like to replace the temporary damage popups with something more robust.

I’ve decided to just make my life easier with the fonts and change the PP/Chi/Fuel symbol to a diamond (not least because it’s next to the heart on the character map – I also think I can edit the battlers to make it a diamond shape on the PP Drain status without too much hassle). Speaking of stats, I’m pretty sure I’m going to go with names for the others stats but I won’t be using ATK, DEF, MAT, MDF & AGI, still toying with what combination to use. Again while on the topic of stats I did introduce a new item due to their being an additional stat in Ace, Def got split into Def and Mdf, so I needed a new Mutagen and to work out a new link.

kca-024
I’m amazed how long my origami post in notes have lasted.

I kept it as close to the original as I could I even named it after a greek letter which unless I missed something obvious the original four were named after. So all in all a productive few days. Next steps is to tick off the battle system as being done, I feel like I have enough system wise in place that the best thing to work on would be getting Kinetic Cipher playable up until the Red Tunnel, which will involve a bunch of miscellaneous tasks but should hopefully bring everything I’ve been working on together. Hopefully I can get a whole week over development time in next week before the next contest comes along, fingers crossed!