[Devlog] Mystery Babylon

Weekly Update

Cutscenes

The whole week has mainly been cutscenes. It’s a fuckton of work, but it’s coming along.

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This one in particular was pretty long. Imagine cutting audio endlessly for each line. Plus, coordinating the sprites.

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We’ve been hearing that Arthur sounds too deadpan/lifeless. We’re in a session right now – trying to get more emotion out of him to make it more engaging.

What’s you guys’ take on our VAs? Who do you like? Who could be better?

Portraits

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    THIS ONE

@L95 is a GOD.

Music

New Overworld Battle Theme

World Map Music

Shoutout to @InspectorJShaw


I’ll be stuck on dialogue and cutscenes for a fair bit.

Pixel artists are all busy.

Back next week!

4 Likes

Nice update as always! Really impressed how you’re consistently able to have so much development each week. You’re already pretty far into the cutscene dev work so I doubt you need this, but I used Pixel Crushers Dialogue System for the dialogue in my game. It was super easy to integrate once I got the hang of it. Handles a lot of the stuff you may need.

As for voice acting I definitely see what people are talking about with Arthur. Zenovia and Jacques are my favorites so far. The armored soldier is amazing, well done L95!

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Thanks! Congrats on your playtest man, plan to give it go.

I did look into that plugin, but I ended up using Articy Draft 3 + Articy Importer. That plugin has an articy integration too, but I figured it would be easier to write our own implementation.

Yeah, the session with Arthur yesterday went really well, so we’ll see how his new audio fits! There’s some hiccups on the audio mixing side with different volumes, but we should have it sorted now.

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Weekly Update

Not gonna lie, this week was a tough one. Had some personal issues flare up and I’m down to being the only programmer again. so hard to find good help these days in that department

Have another programmer coming on board this week though to help with a new pathfinding system.

But, I’ve mainly just been speaking to publishers and sharing updates. It’s been going rather well – but it all comes back to completing the demo ASAP before anything concrete.

Anyway, it’s mostly been redoing cutscene audio with retakes – not much new work to showcase this week. Planning to get a ton done this week though, so stay tuned.

Sprites & Portraits

The art team is the star of the show this week. @L95 is doing stellar work.

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I asked for an owl.

Step 1:

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Step 2: Draw the rest of the fucking owl

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Bandit Archer battle animations are coming along well. 4/7, nearly done. After this, we have pitchfork bandit — then we’ll do Teagan’s player battle animations.

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Country Crest of Aedland done for UI purposes.


That’s all.

I have my work cut out for this month – I’ll have to really put the pedal to the floor to hit the mid May release date.

Tons more dialogue and cutscenes to work through.

I also have to get the script for Chapter 2 prepared by this time next week.

FML lol wish me luck

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Weekly Update

Cutscenes & Level Design

Spent most of the week focused on getting more dialogue and cutscenes done. About 50% done with Chapter 1.

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There’s some more complex cutscenes happening in Amos Forest that require more animations of Arthur and Carriage Driver.

While I wait for those, there’s more NPC dialogue in Bethany to wire up and I’ve got to edit and translate the Chapter 2 script into Google Docs (which I got started on)

I am preparing for Chapter 2, got a nice screenshot of the Mess Hall in Fort Valestone:

Sprites and Portraits

@L95 is so talented. She’s really killing it:

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It’s really a joy to work with her on these.


More Archer Battle sprites

6/7, just Block animation left (the most unused animation of them all lol)


Harold is getting redone:

Bandit Archer’s map sprites are WIP:


That’s all!

I’m pushing to finish off all the cutscenes and dialogue, then work some more on battle system polish. I’m somewhere around only 55% done with Chapter 1 and zilch on Chapter 2.

We started recording sessions for Chapter 2 only today. The script is 50 pages yet only 30% complete on Google Docs (yet, completely written for the most part since it’s basically all the old dialogue rewritten).

I also want to get the exterior of Bethany to look better – it’s a bit bare and too undetailed atm.

It’ll be a while, because I have our tile artist working on a new title screen:

Remember this? I’m looking to make it into our title screen – King Hirem of Aedland in his throne room, drinking wine.

The pixel version should look way better, we’re rotoscoping it based on the 3D reference I made:

3 Likes

Weekly Update

This week has been more cutscenes and script writing. So many VA sessions and Chapter 2 is twice as long as Chapter 1.

I’ve been piecing stuff together, ay least a half hour of gameplay (not including talking to EVERY NPC) so far.

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Here’s an updated look at Fort Interior:

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Portraits

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dog_talk

@L95 did eight new portraits. THAT DOGGO THO.

Really good at animals, she is.


There’s more but I’ll keep it short this week.

Working on a site with @Klokinator, so I’ll be working on that every weekend.

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“Master. You have not thrown the ball for me in two days. This displeases the dog gods.”

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Weekly Update

Nearly through with Chapter 1. Takes about an hour to complete.

Two more rather short cutscenes and we’re off to the more action-packed Chapter 2.

These cutscenes I put together this week are really interesting, it’s been awesome to see it come together.

Ofc, it’s spoilers for the demo so don’t watch if you care about that.

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Sprites & Portraits

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Only a few more portraits needed for the demo. Totally plan for @L95 to do a ton more for the whole game.


Closing up on Chapter 1. Half of Chapter 2’s VA and script is done.

Chapter 2 is really remastered version of what we had, so it should be done faster. Maybe in about 2-3 weeks.

If all goes well, we’re looking at a mid-May release. About 2 hours of gameplay, there is a fair bit of dialogue and such to reach combat (hopefully it’s well-written enough so players won’t care). There’s definitely a way to skip the dialogue, anyway.

Submitted the game into BitSummit 2022 and Guerilla Collective’s 2022 showcase – we’ll see if we get in.

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Late Update

It’s been a pretty busy time for the game. I’ve gotten Chapter 1 about 90% done and chucked it into a build. Spent all the last few days patching it to it’s rather stable state.

There’s still a whole other chapter to get done — but getting a playable build has been really important. I’ll share it here: https://drive.google.com/file/d/1yNgt7Cl0qlu1DzZ91Jq9w-lM1p96hI_h/view?usp=sharing

NOTE: It’s like half of what to expect next month or two. Not the official public demo, yet.

Aside from that, I’ve been in business and playing Triangle Strategy design mode.

If I could go back in time and tell myself to “chill the fuck out” before posting to Steam and KS, I’d do that shit. We were waaay to early for that. It’s sort of biting me in the ass now with these publishers – but we’re definitely getting somewhere.

Gamedev Life Pro-Tip: Don’t launch it til it’s ready. “it’s never too early for a Steam page” – yes the fuck it is lol

They want to control all that jazz to make a “splash” – doing it too early just makes things hard to them.

I get asked for a design doc by publishers and I’m like: “…my brain is the design doc?”

Which is a bad answer.

It’s not a bad thing to not have a GDD, but it leads to a more organized development progress and makes sure everyone on the team knows what’s expected in the final cut.

Granted, not everything in there is going to make it – but it’s definitely better than it living in just my brain.

I’ll share it when it’s done.

One way you can help: give me romhack recommendations that have interesting skills/mechanics.

I’m told combat is pretty basic/barebones in terms of tactics right now – and that’s by design because making that shit work first and foremost was my biggest priority.

It’s pretty stable for the most part now, so it’s definitely time that I design the new mechanics I want to explore with it.


Sprites

Really, it’s actually been mostly battle sprites. Between @L95 and the other artist, lots of stuff to share:

Pitchfork Bandit is complete:







Garwain – a new playable character

@L95 is doing Teagan’s battle animations since she’s out of portraits.

Lil preview


But yep – VA is still going for Chapter 2, more battle sprites being done, more character animations incoming.

As for myself — I’m getting my ducks in a row before I get back into any development and sitting through meetings

Srsly tho, give me romhacks with cool skills to possibly steal

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Try Eternal Winter, Cerulean Coast, Ethereal Light, or Last Heavenly Throne! Hopefully this helps, and looking forward to trying the demo soon!

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