PPB Update - 2017 June
Hello, everyone! Hepari reporting.
I’m sorry that this update is coming right at the end of the month, but it’s hard to find time to sit down and start writing a long post when there is so much work to be done.
I frequently make casual tweets with new pictures from the game development, so if you are interested, please feel free to follow my Twitter account, instead of having to wonder if we are doing our job properly. :)
We are making good progress on the development of Pixel Princess Blitz. Aside from doing the usual character sprite work, we’ve used the second half of May and the first half of June to finalize the loot generation system on paper because the one we had until now was not only incomplete, but also outdated.
BETTER ITEM GRAPHICS
I also had to redraw all the item thumbnail graphics because the old ones just didn’t look good enough. This is me polishing the visuals - it’s usually not the sort of thing to do before hitting the beta phase. But being an artist, I just can’t turn a blind eye to bad visuals. Admittedly, my artistic obsession impedes us from moving forward at times, but it means that you won’t have to deal with them even at the demo stage.
Take this inventory screen below as an example. The refurbished item display looks much better than the old one now, doesn’t it? I would have hated to release the game with that ugly interface. :)
Each time an item is generated, the game determines its properties at random. Every item can have both good traits (blue) and bad traits (red) at the same time. It also can be upgraded / degraded, unidentified, cursed, enchanted, or all of those at once. Finding loot and selecting your own set of equipment is an important part of every good RPG, and you can be sure that we will do our best to make it as fun as possible.
Since the loot generation was nearly finished, it was now finally time to implement items dropping from defeated enemies. In the dungeon, each combat encounter has a chance to generate item drops. This chance is reduced each time an item was dropped at the end of a combat encounter. It’s designed this way so that the tedious item farming in the dungeon is not an efficient way of improving your odds.
Surely you can understand that all the work above has taken most of my time, but I’m also designing new characters and drawing in-game graphics.
This is a character you haven’t seen yet. (You can follow the designing process step-by-step on my Twitter account.) Her name is Sophia, and I describe her as an unintentionally suicidal wunderkind mage. She would gladly put her own life in danger just to satisfy her academic curiosity, and you might wanna prevent it from killing Sophia to benefit from her intellect.
Now I’m about to go back and work on more character stand graphics because there is a pressing issue I have to start fixing.
The problem is that the characters are drawn under the assumption that they are looking at the player, because of our initial concept where there weren’t gonna be dialogue scenes with two characters on it at the same time. Like this.
And now I have to redraw what we have so that the characters are actually looking at each other, and not at the player. This is gonna take up some time, but I’m sure that you can understand why I have to do this. :)
Thank you for reading, and also for your patience! See you next time :D