Inventory & Skill. Week 1 dev log
Hi! Hope you have a good week as I do.
I will start write dev log each week from now on. The aim is to summarise the major things I have done, or the tricky problem I met so far. Of course it's great if you are interested in the progress... I will try no spoiler be here.
Let's make a reflection for the demo first. This project started from last December... so it's about half a year. Kind of slow right? but considering I did every bits of the wheel classes (animation, UI etc). The pace is fine. The content creation (Art, sounds, writing) didn't really take much time. The most effort are still in building wheels, testing and debugging.
Yes there are tons of engines and plugins here, I used and play them in the past. They are handy, easy to learn. Just for me I prefer writing all codes from 0 to 1. Sometimes there is problem (a lot) but I enjoy solving them. It's a win-win.
Alright let's back to the game. So far the game is a linear play through. After you defeat the large huge or whatever that bear. You enter LNF library by coincidence. LNF is more like a EX-stage. The mainline is to reach [The Forest Centre]. It will be a dungeon. More enemies, events and you need to choose your way. I am still thinking my way to make it fun. At the entrance of dungeon there will be a camp let you do trade, skill learning sort of stuff.
This week I done most of the skills/inventory interface. There will be a shortcut slot which support drag & drop for you to customize your own skill set, also there will be more skills rather than the 4 you played in the demo.
The character status & inventory UI. Still doing the equip slot.
Get Sacred Tale
Sacred Tale
A retro-style rpg inspired by one-stroke puzzle.
Status | In development |
Author | liq |
Genre | Role Playing, Strategy |
Tags | 2D, Fantasy, Turn-based Strategy |
More posts
- The beginning11 days ago
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