lol Fishing Mini Game update

MiKE KiMCHi

The fishing game that I had planned out last post was a bit ambitious of me LOL I'm at about 30 to 40% done with the backend part of it. I finished up some frontend stuff just so I could test it out and it is ROUGH so if this gets dropped we will just have to see. I'm going to shift gears and start working on completing assets and filling out the Act 1 stuff now. I think we have a fully functional game. The systems in place are good enough to the point I don't need to worry about them right now. I'd like combat UI to be a bit more fluffed up but that can wait as well.

Here is what the potential fishing minigame looks like right now, ignore the debug info lol the arrows you don't need to ignore though since that's how you know how to counter the fish pulling away from you. enter image description here

next week I will introduce a new boss that you will encounter in some lower levels under the Pixel Palace <_<

Fishing Mini Game Overhaul

MiKE KiMCHi

Currently working on overhauling the fishing mini-game to make it more engaging and fun. I'm in the process of moving to a new apartment so the update won't be finished until I'm fully settled in because assets need to be created to show it off lol but once I get moved in, I can start replacing the programmer art with real stuff so I can show it off. Just as an FYI so you know what the old system looks like:

early fishing mini game

Here is a list of things I've finished in the new minigame:

  • counter-reeling/tension style of fishing
  • hold a directional counter to the fish's movement to prevent the fish from pulling away
  • while reeling in, pressing space(or X on the the gamepad) will perform a "power pull" to close the distance on the fish which will cost stamina and increase tension slightly
  • fish will alternate between pulling in a direction and resting
  • once a fish is close enough, pressing space/X will let you capture it

Honestly just too much stuff to go over.. I think it will be good though.

Anywho, that's this week's update! Aside from the new palette shader system, we also have Act 1 basically locked down so I have a lot of direction on what assets will be going where and what we have missing and what to add! Until next update~

Thicc Assets and Shaders

MiKE KiMCHi

One of the greatest obstacles as a solo dev and pixel artist is the amount of assets a project needs and how long it takes to make them. I only dedicate about 16-20 hours a week towards Defantasy and other projects I have and the bulk of that time is spent on art! LOL Even my smaller projects seem to be gated by asset creation! If you plan on making your own game, definitely appreciate the artist and or yourself as much as possible on making it all work.

Anywho, I'll have a few previews of some new zones and monsters for yall in the next couple of weeksmonths, lot of the zones that you saw in the tech preview were placeholders so it takes a bit of time to put those maps together.

Next is the palette system, I updated the palette shader system so it takes 4 color palette pngs from LOSPEC and reads a folder with those files in it to build a list. The preloaded palettes that I will include in the game(when it gets released eventually) will have credits to the palette creators but any additional ones that you end up adding will just show up as "custom added" here is a gif showing the shiny new system off:

preview of the new palette shader system

Lastly, systems. The main focus of an RPG are its systems as well as their stories. Making sure combat is engaging is important and will be taking a lot of notes from two combat systems specifically for this first Defantasy, Dragon Warrior and Final Fantasy II. Dragon Warrior for the simplicity and focuses on strategic use of spells to survive, making the early game dangerous, slow, and personal and Final Fantasy II for the self-teaching growth system(one of my favorite systems) where stats and skills level up through repeated use. More to come with that in the future of course.

And that's about all I got in my brain for now. I'll try to do this every Tuesday(since this is my scheduled Dev days) or Thursday(my other scheduled Dev day) from now on and bring up anything fancy from Dee from the story side of things.

Content Updates Coming Soon

MiKE KiMCHi

Hi, all! Been working behind the scenes since GOTEL to bring DEFANTASY: The Poopening to a playable demo state for everyone. Development will be ramping up as my full-time job is in hibernation(ish) mode during the holiday season and allows me more time to push out screenshot/gif updates(without giving away too much).

The big goal is to get something presentable before next GOTEL for Dee to play but also get a demo out by the end of January for everyone to play. More details later!