I finally got around to updating the female hero sprites. Thankfully, most of the hard work (lighting, textures, etc) was done for the male sprites.
In the same vein, I've come close to completing the NPCs as well. They now have 8 directions, instead of just facing east or south.
#flarerpg #ScreenshotSaturday #gamedev #arpg #freesoftware #blender
It's a little thing, but these boulders previously didn't have a "death" animation. So they would just kind of disappear.
With the art refresh, they now crumble as one would expect. All thanks to Blender's particle and physics systems. We really are blessed to have such and incredible tool for free.
Getting back to Flare dev after taking a bit of a break for the summer (Umamusume hit me like a freight train).
The "HD" art is getting there. I finished the rest of the snow tileset today, so that means all the original tilesets are complete.
I've also made an in-engine map generator. The system places pre-built "chunks" connected by "links". I plan to use this for a new dungeon in v1.15. Accessible from the start, but ties into the main story later.
RE: https://mastodon.social/@andrewteo/115237131965563285
Extremely exciting to see something built with #flarerpg take shape.
Andrew's been doing a fantastic job of pushing the boundaries of the engine. It's been pushing me to adapt new features and improve performance in way that I might not otherwise if I was just working on the Empyrean Campaign.
Also been tackling the snow tileset. It's basically structured the same as the grassland set, but rubberduck made several tiles that are exclusive to this set.
Getting back into updating Flare's assets. Added animated water to the grassland tileset, which I think turned out even better than the cave tileset's water. Though, maybe still a little too dark?
Those who know, know