Wardogs
- Launcher
Steam
- Region
- Activates in USA
- Release Date
- July 19, 2019
- Developer
- Mikalichou
- Publisher
- Team17
- Categories
- RPG
Description
I believe you can't make a RPG without being able to make FF6; and you can't make FF6 without making at least a dungeon and a dialog.
This is my attempt at making a dungeon and a dialog (two dialogs even).
This was done with RPG Maker MV. My original plan was to use it as a placeholder, then replace evrything with my own assets. As you will see pretty fast, this isn't what happened.
I realized that making assets was hard. Took me months to make the main character, and it killed my motivation when I realized I still had to do the secondary character AND the monsters AND the combat sprites AND the weapons AND the combat animations AND the items AND the tiles. And then I could start coding.
So this game has one original sprite. That's it. It's a very good one though
What I learned- Doing sprites takes time
- You probably have to do more sprites than you think
- Pixelart is great, and is probably easier to start than 3D or normal drawing. But it doesn't scale well: once you get a 3D model, every animation you make uses the same model, and cover all directions. Pixelart means you have to do every single frame of every single direction.
- It increases exponentially: every character you add means more walking/running/idle animations, for four directions, more combat sprites, more combat animations, etc. Even deciding to add a different running animation, or to add one more frames to animation is a significant amount of work
- My advice: measure how long it takes you to do a frame, a tile, and take it into account when deciding how many animations/characters/animation per frames/skill animations you want
Github project page
System Requirements
Restrictions
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