Princess Light is the story of Pittio, a rabbit creature of miniscule stature. Because of being babied and treated as a young child his whole life, he craves independence and excitement. However, one summer he finally gets his wish. Follow Pittio as he becomes wrapped up in a battle that involves the existence of himself, his friends, and a mysterious life-form of vast importance.
Progress has been slow for the past few months. Refining of the engine continues. (Still)
However, I'm using a new mothod of developing, which is really speeding up the process. Instead of building rooms on the engine frame, I'm sketching out all the rooms and building them first, then just plopping in the engine mechanics.
I don't know if that makes any sense, but it's really helping in the planning out of bosses and power-ups and their locations. That said, there is still a long way to go until the game is finished, but it's just encouraging to see actual progress.
One new feature That I'm pretty excited about is the addition of enemy weaknesses. I relegated the weaknesses of enemies to internal values, which can be easily changed. This makes it easy to shift an enemy or Boss's weakness and implement weak spots and periods.
A little more than half of the rooms have been sketched, meaning the framework is laid down without all the prettiness, the overtiles on it. I truly apologise for taking so many years to complete this project... =(
So for the last few months progress has been very slow on this game. For the most part, I'm still just refining the engine of the game. My main problem on the first draft of the game was that I failed to perfect the basic engine before starting development.
To aid in this, I'm also contructing a beta engine test for the game. I will probably try to get several playtesters to assist in refining... Because I'm sure of one thing: I'm not redoing the game again.
Stay tuned for more updates. But for now, take this screenshot:
Scenery is not really final, but I feel as though the basic tileset needs more variation. Do you guys share my feeling on this?
I haven't updated in quite a while; school has been seriously killing me. I haven't been working on This game as much, but there are a couple changes that have happened.
1) The most notable change is the title of the game itself has changed. Instead of "The Way Back," which suited my previous vision of the game's storyline, (and could potentially get me into some legal issues) the title is now "Princess Light." This title has much more significance in the game, and is more intriguing, I think. Sorry to drop such a huge change on ya, but the old title was not doing it for me anymore.
2) To go with the name change, the storyline is also far different. certain characters have been removed, while some new ones have been added. I'll be focusing a lot on character development in the game too. Also, there will be four main areas now instead of three before. I'm putting much more effort into planning this time, so that this project doesn't burn me out like it has before.
3) The game is gonna be longer. Think Metroid length in terms of duration. I'm projecting about six hours or more, so get ready for a long haul.
I'm hoping to get some serious work done during the summer break, which is less than a month away. The engine is much, much more refined now, and this should make it far easier and faster to develop.
Is this Good news or Bad news? That is the question.
The answer is really up to you, but regardless, that's what's happening here.
So in the course of constructing the demo for The Way Back, I learned a few new tricks and skills for developing. I also learned that I did most of the coding in the full game Completely Wrong.
Thus, I've been working on a new engine for The Way Back. It's much smoother, and I've completely Redone some of the systems.
Here's a comparison to show some of the new stuff:
The first thing you'll probably notice is that the screen is significantly bigger. This allows for more action, bigger bosses, and prettier graphics in the game.
The HUD is another main difference. Instead of a set amount of hits, I made the life bars ala Kingdom Hearts, with Pittio and the boss both having similar looking HUDs. Health is still recovered by picking up health pieces, but now the pieces directly fill up your life bar. (Also ala Kingdom Hearts)
Many other things are being overhauled: The explosion graphics are flashier, the movement engine is slightly different, the storyline is changed, and the weapon system is going to be much smoother than before.
Sorry for anyone who was expecting this to be released sooner than this, but I just didn't feel right knowing that I would release something sub-par if I didn't redo the game.
So there's the deal. It'll be a while before it's here, but when it is, I promise it'll be epic.