This is an upcoming tactical RPG project built with Unity. I like this site, so I will be posting development updates throughout the LONG road to shipping a complete game.
Lots of cool hacks here, go play those in the meantime
Feel free to follow along on our progress and get a look at the game development process, that’s the purpose of this blog. Marketing is best kept elsewhere, this more like where I started, so it’ll be where I finish.
Original Post:
I am working on a 2D Tactical RPG in a similar vein as Fire Emblem using Unity. Not a ROM hack, but a relevant project.
I’m about a month into development, check out some clips of early work:
No videos to share right now, because the project is being overhauled in the code and graphics department.
Got a new programmer and pixel artist on board, so we’re shaking it up.
We are moving to using 16x16 tiles and sprites.
I’m looking for anyone interested in doing mapping and level design with Tiled Map Editor. No experience necessary, it’ll make sense one you try it out. Being a fan of FE, you can definitely create great battle maps that are fun and challenging.
I will share my brushes and tiles with anyone who comes on board, so you’re able to use the same mapping method I am.
This is our new map with 16x16 tiles. I am using Suikoden II sprites as placeholders and will commission custom sprites in the same style and dimensions.
We got heightmaps working, so there will be a concept where how high you are determines your line of sight and if you can see over certain barriers.
Right now, it makes for a cool zooming effect to give depth to the map.
Plus, we got our arrow working a lot closer to how it does in Fire Emblem. Still more work to be done when it comes time to avoid traps and trap magic.
Looking for spriters or mappers. Especially mappers, so I can focus more on programming.
And, the battle scene, My fully pixel art battle sprites aren’t all ready, I only have one complete animation:
So I’ll likely be using the pixelated 3D models (from which this 60frame animation was inspired):
So the battle scene will look something like this:
Except, the models will be pixelated, as above. Shining Force inspired.
I totally lost my pixel artists and my other programmer (they were freelancing, and my budget got cut by unexpected circumstances), so any spriters out there who are interested. Let me know.
Attack Forecast is good to go! The video was taken before my most recent fixes (the forecast changes when you cycle your weapons now), but it’s basically showing all functionality.
Oh, and I have to update the information in Unit Inventory’s header (unit name, hp, class, eventually custom portraits)
Press the action button, and we’ll transition to the battle scene.
This upcoming week should be all battle system/scene. Pretty exciting.
After that, there’s work to be done on the AI… well creating AI at all lol. We have all the components ready, line of sight, movement range, etc.; But we’ll have to define behaviors and defensive formations for AIUnits.
I suppose those two will likely take all month, if not longer. There’s 4 types of AIs:
Enemy
Other Enemy (hostile to both Player & Enemy Team)
Ally (friendly to Player Team, hostile to both Enemy teams)
Other (Neutral, primarily focused on reaching a destination or defending a certain territory from invaders)
I’ll probably focus on only Player and Enemy, to start.
It ties into our heightmap, not allowing units to see spaces that are higher than 2 than the tile the unit is currently in. I’ll likely have to modify this a bit, so an archer can see a unit on the edge of a taller cliff.
I’m sure everyone is getting sick of seeing this map, so some new tilesets are on the way. This is a great map for testing though.
Just about to do away with the Suikoden rips and put in our custom knight sprite, as well.
Spent the weekend working on sound. All sounds (music included) is placeholder.
Took a stroll through the map, had some combat.
Back to core mechanics this week. Probably adding more sound to UI, polishing up battle system. Maybe testing double attacks and adding a new ranged unit.
Add all sounds
Implement Code for Unit’s Classes (tiers and promotions)