Perfect! Then 4.1 it will be! Time to move onto the next step of making ever character!!
Lalalewds
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With the overwhelming response for 4.1, I believe that's what we'll be going with! Though, Foxekai is looking into potentially making a modular UI that can be adjusted in game to the player's liking, so that could fun, too! For now, though, 4.1 checks all the boxes! Thank you!! Pixel art is challenging, but when done right, it's so cute! Now I just need to make the 112+ characters in the game and all their expressions...
That's a good point. The overwhelming conclusion from everyone is that pixel art is the right choice and I agree. The scenes I've already made can be used other things.
Thank you for the compliment, though!!! My art may not be used in this game but, swallowing my pride is just part of that process of making a great game!!
Don't feel guilty!! Am Learning to do pixel art and honestly, love the aesthetic of it! Just happy that everyone else agrees that the pixel art is the right move.
Might still do full HD art as long some credit scenes or something later in the game. Maybe even just some things I post as promotional art on socials!!
The test build 0.01 is the most current testable build. Sorry about the black screen on the RPG maker version, maybe something broke in it. It's really just a historic build that won't have any weight to what A Forest Tail is now. We just put that back up at the request of another who wanted to see it. The engine is godot now!
These are really important points!
The UI is most certainly going to be leaving. It's what we are working on right now, but it's a doozy of a workload! The big goal is make this into a game that doesn't just bleed "MADE IN RPG MAKER" like most games of a similar style. At the same time, we have such a story to tell with this! The menu is very likely going to be simplified to basics like inventory, map and options.
The sprite does seem a bit out of place. I could never really tell why, but that makes it clear. I'm not sure if I should use a more detailed tileset or if I should change the sprite to be more fitting to the world it's in. The portraits are the main focus, so maybe having a more simplistic sprite would balance it out a lot better.
Thank you for all the questions!! I'd be glad to get some advice on directions as well <3
As for gameplay, I want this to be a long story-rich game about leaving your home town to find someone you lost. Over that time you'll encounter many fetch quests and possible battle enemies. I'm not completely sure if a battle system will fit here since I only know how to really make this into a turn based combat system. There will be an extensive amount of dialogue, but nothing filler to just waste time. Everything will come full circle and decisions will have greater and greater impacts the further you go.
Stardew Valley and Zelda were big influences on my interest in making a game.
As for romance, this will be all on the foundation of my own art which is NSFW. There will be plenty of girls along the way to build relationships with and ultimately bring along in your quest. I'd like to add buffs for each companion to bring, yes, but depending on the time frame of how fast this project is progressing, I may not go that in depth to begin with. I don't want to get too ambitious and end up with a a game that just has pieces of potential all over the place.
There will be cutscenes between characters for sure and mini-games are on the board of potentials. Mini games are low on the priority. Depending on how well this little demo and my art are received will decide how far I can go before I'll be out of funding. Funding will mostly go to developers for their help since I know very little about coding. I have an amazing dev working with me as of now. We've been close for a long time, so I know I can trust them not to drop this.