I've been looking for something EXACTLY like this for so long and this is perfect for a project that I'm working on! Thank you so much!!!
RamenBomber
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Unfortunately, the development of Season Sisters slowed down an extreme amount due to personal matters outside of my control. I don't know if I'll be able to finish the project in time for the jam but I do want to try to make it as best as I can within the time left. For now, the code work for enemies is pretty finalized which I'm proud of. I have to add the second moves for each individual character and once that's done, I can focus on making the individual enemies I had in mind.
Thank you!!! I played around with the idea of having the health bars be towards the right side of the character vertically but that may make things harder to read when it comes to certain enemy attacks that I have planned. As progress continues it's definitely something that I'm willing to make changes to.
DAY 4+5
Spent the two days working on the game's targeting system and setting up how attacking enemies would work. Kinda lost some time from overthinking how I should code it but we've got something going now! You can now select which target you want to move to and use your basic attack to send a projectile towards the enemy. The exact spot that the projectile objects spawn from isn't accurate either but I'll save that for polish towards the end. Attacking your own teammates won't be normally possible but I'm planning on having secondary abilities for some characters such as healing which is why you can target them. For now, only Summer and Winter have their projectiles working but the next task will be to get Spring's and Fall's too.
The next step after that is to program basic attacking for the enemies as well as handling the hit and death states for the playable characters.
DAY 2 + 3
Wasn't able to get as much work on Day 2 as I would have liked so I'm combining the last two day's updates but progress is still coming along! Now I have animations done for each of the main characters' light attacks as well as their working energy and HP meters. Each character can perform their light attack consuming one bar that fills over time. The trickiest part for me was setting up the meters and UI exactly how I wanted them. Now that that's done, the goal for tomorrow will be to program the game's targeting system, some test enemies, and putting in the projectiles that each light attack will send. When that's done, I'll be able to work on proper enemies.
Season Sisters is a short action RPG where players will take control of four season maidens in real-time battles
Hello! This is my first time participating in a game jam and it will also (hopefully!) be the first time I’m able to develop and complete a game from start to finish. I’ve been developing my skills in GML and Pixel art for quite some time now and I’m really excited to put what I’ve learned over the past few months to the test. For this game, I wanted to create something that’s fun and engaging to play while also extremely simple control-wise. For inspiration, I looked to the gameplay of the Mario & Luigi RPG series. Here’s the general outline of what the game will play like:
- Gameplay consists of the player controlling four characters together in real time battles that flow similarly to JRPGs.
- Battles will be focused on timing, reacting to conditions and resource management.
- Each character is controlled via a single button with the directional pad/ control stick controlling the reticle that determines which enemy is to be targeted.
- Each character has a different design with a specific color being tied to them. This color will be used by enemies to highlight and communicate to the player which character they are targeting.
- Each character has a segmented energy gauge that fills up over time. Performing different combinations of button presses will determine which action the character will perform. The energy gauge then depletes a certain amount based on the action performed.
- The objective of the game is to use the four characters' unique powers in tandem in order to win battles.
When I was outlining the concept for the game the theme of the jam had not been revealed yet but in a way, the game fits with each character’s actions being “locked” to a single button. Here’s an initial super rough sketch of what the game would look like:
- Player Character 2. Player Energy Meter 3. Player Health 4. Button/Key Assigned to Player Character 5. Enemy 6. Enemy Health Bar
7. Player Targeting Reticle
DAY 1:
The first day consisted of making a handful of animations for the four main characters, creating the Winter environment and setting a lot of the groundwork for how the game will control. Here's what I got so far!
Each character is mapped to a different button/key that matches their position (I/J/K/L on keyboard, Triangle/Square/Circle/Cross on Dualshock.) While each main character will have an attack mapped to their single button press, they will be able to use different actions depending on a combination of presses. For example, each character can jump if their given button is pressed while holding space on keyboard or RB on controller. This will allow them to avoid specific attacks during gameplay. That'll come much later though.
For tomorrow I'm planning on animating simple attack animations for the main characters as well as test enemies for the game's targeting system. Overall pleased with the progress of Day 1 though!