Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Part 8

Here we are once again. its a day after the original submission date. I don't know if i missed that it was going to have a two week submission window or if that came up midway through this past month, it's kind of been a blur. Well now I know, so I put some expansions on my "scope achievable by the submission date". i Asked my girlfriend that is a writer to whip up some  more dialog,reviews,boss lines,book quotes and generally give each of the NPC's i had wanted in my world some character and a foundation on which to base things.  

Before I could bring my NPC's to life i had to create their sprites. 

i updated the art for them. refined the outfit body diversity and then set to work.

only to realize i had so many more sprites i still needed to get into my system. so now for hours and hours of finding the space, enting the numbers, testing offsets.  i kinda wish now that id take the 3-4 days to make the editor to do this easier. 

the full sprite sheet so far. so many tiny pieces.
well might as well get to work. 

Into the sprite mines I go, for there is gold at the end of a lot of hard work and long hours. 

All too often miners, and indeed other trade unionists, underestimate the economic strength they have.


a hundred is sprites later i had a whole host of sprites selected and set. 

a lot of interactable objects in this round. the things that the people enjoy and love.

so many sprites
well sprites are done, 
BUT WHAT ABOUT COMPOUND SPRITES!

ok , well i guess it was about at this point that i started to become impacted by the process and needed to do something else. 

i went and designed the main menu, but for continuity ill show that in a second. lets jump back to the part where i did the compound sprites. (im still not done , but this has to be done in chunks or ill die. )


so the way i designed it ill be able to pal shift the outfits and skin tones to match the heads when they are drawn. 

i also quickly added in a little activation prompt for the NPC,s as well as a facing behavior so they are always facing you. i want them to mill about when you aren't talking to them but we will see if i can get there. long term, i want them to move around and have different lines based on what they are doing, right now it's a generic set of things they feel and believe. 
if the game didn't feel political before, its definitely does now.
trigger warning: wokeness
That's kind of as far as i got with the Npc system.  I still need to hook up their reviews and bookcases.

Making a menu-er

original concept

cleaned up art. 

the final sprite sheet for the menu cart.

I split the Mikan soft logo into quarters, since i can just draw them flipped. i really wanted the company logo fade in and out, then the menu comes up, the way so many games do. (im reminded to put a 1992 somewhere in this. )

so i had each element move in using Lerps. went for something urgent feeling. Also the main theme kicks in when the mikan logo come up.


i used pal shifting to get the fade in and out, i just had to make an array of step colors to shift to for every color in the pico palette. 

the background felt a little empty so lets get some sort of repeating moving background image. like a letter or something?


I really like how that looks. I think it get across the ideas at play. mail moving, running around. Press X to "Go to Work" is very fun. 

there will be instruction and thank you pages after this. ill show them when they are done. thats all for now. 
thanks for reading  :)


tune in for more soon. 

~Alice<3


Part 8

The title screen with the scrolling letters looks great!

aww thank you. inspired by megaman battle networks BG