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Tales of Vastor is a traditional 2D fantasy RPG set in a fantasy world with party-based and challenging fights.

Post news Report RSS Tales of Vastor - Progress #18 - Rotate the fight

Last week, I was busy refactoring the whole fight. The scene got rotated by 90 degrees, resulting in the enemies looking towards you. The change was done, to provide more quality enemy images and speeding up the character implementation. Check out the article and learn more about the new fight system.

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Tales of Vastor - Progress #18 - Rotate the fight

Tales of Vastor - Progress #18

Content

  • What's done?
  • What's next?

Fight Implementation

I am glad to show you the progress of the new fight system. Although I got sick last week, most of the fight got already refactored.

The fight scene got rotated by 90 degrees, making it appear more like the old Dragon Quest games. The reason was to put more focus on the actual character image and having less troubles animating every move. Therefore, I am able to create a character even faster, allowing me to put in multiple enemies and characters to the game. Of course, there're downsides as well. Here's a short pro and contra list, regarding the new implementation

Pro

  • better enemy image quality
  • less time needed to implement characters
    • implement a new character is easier and faster
  • better action overview, as every action is displayed as a message as well

Contra

  • no more animations (just the idle animation remained)
  • the player model is not visible during a fight
  • some attacks may seem less impressive, as the attack is now a simple effect

However, I think the new system suits better. Of course, I've got some screenshots as well.

progress18 new bandit enemies

progress18 new blop enemies

progress18 new attack

New item icons

In order to make the graphics more appealing, some item icons got refactored. Here's a screenshot of the two swords for the knight:

progress18 new inventory icons

Bandit cave dungeon

The bandit cave dungeon was quite easy, as there were just a few waypoints to the boss. Eventually, you would have made your way through without even fighting a single foe.

In order to enhance the difficulty, a new level was implemented. It is mandatory to find something special, in order to proceed to the boss of that dungeon.

progress18 new bandits cave dungeon

What's next?

As the fight system changed, I still need to refactor some models and attacks. This is the focus of this week.

Alongside, I want to refactor the remaining item icons as well, just like the two swords of the knight.


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Thank you!

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