Hey! I've been working on a project for about a week now and wanted to share my progress and my plans for the next few weeks.
I pretty much instantly knew what I wanted to make once Haver was drawn in the raffle, a game based on PS1 era JRPGs, with fixed camera angles, a world map and turn based combat.
I'll be working with Unreal Engine 4 for a couple of reasons:
- I work as a technical artist at a small indie studio using UE4, so I am very familiar with the engine.
- I have no real programming experience, so blueprints are a lifesaver.
- I have over the years collected a bunch of asset packs from the Epic marketplace.
It's quite a bit ambitious and I have no idea if I'll actually get it done in time, but either way I've been really enjoying the challenges.
What I have so far is:
- Fixed camera style exploration
- Free camera world map
- Main menu screen w/ all functionality
- partially done game menus
Here is a recent build playthrough:
The idea is to have the fixed camera areas look like they are pre rendered and then have the world map look a lot rougher, the FF games didn't really have any limitation to the visual quality of their pre rendered areas aside from interactivity because they weren't dependent on the PS1 power, while the world maps were fully rendered in engine.Using UE to make a retro looking game might seem silly, but stripping the visuals down isn't that big of an issue.
Example of the "Retro" filter on/off
So a big part of the project has been nailing the PS1 vibe, the retro filters aren't 100% accurate to the technical limitations of the PS1 but just meant to feel like those games did, there are a few extra elements missing such as better texture warping (currently only present on some assets in the world map) and once I get to creating my own assets such as character models it should all start to come together.
I've been using a few different asset packs so far to populate the levels, I won't have time to make a lot of high quality assets that really sell the pre rendered look in the fixed camera areas and one of the pros of going for a retro look is that the inconsistencies in the asset quality is not as noticeable.
Current thoughts:
The game is super menu heavy and I haven't touched the UE widgets in over 2 years, I feel like progress has slowed down considerably but I'm still making progress though, A lot of the preliminary stuff needed for the combat system ties into all the different menus so I am starting to feel a lot more confident in getting the combat up and running once I finish up the remaining menu functions.
So what is next?
I still have a lot of menu functionality to add, once I power through that I need to get started on the Combat system ASAP, I'm 100% sure I'm going to hit every wall possible there and it's going to take some time figuring out how I handle it in general, I have a good idea of how I want it to function but I don't want to spill the beans until I know for sure how much of it is in scope.
Further down the line:
once I have all my systems up and running I need to work on content, assets such as character models, character portraits, visual effects and environments and then the scenario aka writing dialogue, scripting the cutscenes etc.
I already have a good idea what assets I need and how I want the story to unfold but I'll talk about those once I have a better idea of how much time I have left after all the system work.
So yeah, super exited to see what everyone else is making, if anyone has any questions feel free to ask me anything!
I hope to give an update every Friday but I might shift to just giving an update once I hit major milestones instead.