Added non-combat skills into Street Posse Showdown. Skills are used in gameplay elements such as dialogue choices and activities. This feature allow players to customize their characters even further according to what they wanted.
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@ls-ensemble
Added non-combat skills into Street Posse Showdown. Skills are used in gameplay elements such as dialogue choices and activities. This feature allow players to customize their characters even further according to what they wanted.
Weapon tossing school is implemented for the wannabe vikings, axe murderers and kshatriyas. Â Still waiting for audiobro to finish his part of the new trailer.
Finished all mouse controls for Street Posse Showdown. Now you can play it with one hand. Using the gamepad however is still the best choice for max comfy.
Working on mouse controls addition to Street Posse Showdown. Chapter 1 is done so Early Access release will be soon and once the new trailer is completed.
Character Creation Appearance Options for the game for now.
Showcasing new battle UIs and a new class of items in the game.
Finally finished all 320 bodywear options. The art hell is finally over. Now back to coding and writing, which I vastly prefer.
Finished shoes wear and skin customization options. One more category before character customization is done!
Can’t stop the progress train, just finished 72 legwear customizations.
Finished over 50 different lower face customization options.
Finished churning out hairstyle customization, 230 of them.
Finished eyewear customization, working on hairstyles customization right now.
New character model
Background NPCs in Final Fantasy Tactics showing the subtle passage of time.
Item store: A little girl goes from playing house to shop assistant.
The bar: The ever-shifting patronage
Soldier office: From post-war idleness to nervous anticipation as war is reignited
Alignment feature for Street Posse Showdown is completed
Mid May Devlog
I just finished a significant part of the graphical overhaul and there is still more work to be done. Regarding the character sprites, since my audiobro prefer realistic proportion rather than the cutesy type (TO and FFTA2), I decided to use back my OC design with significant improvements. Legs are thicker. Necks shorter.  Animations are improved to give the characters a bit more jazz and gaiety. I am still bitter about losing two weeks’ worth of hellish work just to go back to my own design in the end though.  A hard lesson to have.
One more new mechanic that is added into the game is the alignment mechanic. Everyone who has played any D&D game before knows a bit about it. To put it simply, alignment is basically indication of how a person who react and behave towards others and situations he is in. Will he be a nice person and be an incredible dick? Obedient or a free thinker? In the game, alignments will affect how relationship between characters in your party progress. Characters with similar alignment will like each other while those with opposite outlooks toward life will grow to hate each other. Moreover, it also affects how characters react to your various decisions in the game, for good or ill. Naturally, alignment will also operate as gatekeeper to various advanced techniques and classes in the game.
Dialogue font changed for better readability, dialogue choice get scrolling functionality, new class, new districts and an updated demo.
Just finished a progress update.