doing screenshot saturday for the first time, calling variables in dialogue is going great!
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doing screenshot saturday for the first time, calling variables in dialogue is going great!
Teehee distracted myself from the horrors by making some placeholder title pages(?)
Impromtu Q&A
I'm bored. Ask me any questions about my game #TathyliaChronicles that you think'd be interesting. I'd be happy to answer them if I have the time.
Usually I would talk about this game on my sideblog @wyvernwriterarchive but I figured I'd also talk about it here.
For those who are not aware, Tathylia Chronicles:Justice and Peace is a fangame of the Fire Emblem series made in SRPG Studio, and solely developed by me at the moment. It uses both default and community made assets, along with a BUNCH of plugins from the SRPG Studio community(some quality of life, others skills). Set in the continent of Tathylia-a land that has once seen wars so deadly that they broke the earth apart-it follows two tales. One is of an honorable mercenary and his quest to fend of an army and fight for justice and unity. The other is of a princess of a magic queendom, hoping to bring an end to war and discrimination in her country.
Each of these tales are planned to be separated into their own routes (or potentially even their own games if I need to), where you take control of one main character and go through their own story. Each will explore themes of discrimination, war, the responsibility of leaders, and the actions of our predecessors affecting our lives today. It is very heavily based on FE9 and FE10 (the Tellius Saga) if you couldn't tell.
At the moment, it is still VERY much unfinished. I have been taking my sweet time, but I plan on getting development done quicker. Perhaps I could also gather some helpers, but I don't have the money to pay them with so...uhh...woops.
If you would like to download it, the itch.io page can be found here! You can also check out it's page on FEU if you want. I would REALLY appreciate feedback~!
Feel free to ask any burning questions you may have!
Distant Colony — Steam page is live 🟢
From a lone outpost to a living colony. Distant Colony is a single-player sci-fi survival craft about turning hostile planets into a home.
Build efficient biodomes that balance oxygen, power, water and food. Explore with scanners, a drone for reach and safety, and a jetpack for mobility. Automate generators, storage and processing so the colony hums while you explore. Survive storms, radiation and long nights with planning, not grind.
🎥 Trailer: https://youtu.be/GFSBTL6ZoSg 🛒 Steam page (wishlist): https://store.steampowered.com/app/3340720/Distant_Colony/ 💬 Discord: https://discord.gg/xe893TvMG6
the thing is, right, getting a tutorial right is one of The hardest things in game design, but it is also one of the most critical. whether it's bringing new players into the genre, showing genre veterans how your series is special, or showing legacy series fans how this game is different, it is deeply important you make a tutorial that is comprehensive, engaging, and effective.
and this is a right fuckin' pain to do for tactics games, because so much of the genre is rarely ever intuitive. like, fire emblem games tend to need several full levels before the tutorial actually finishes, enough that the eighth game, blazing blade, made an entire campaign around its tutorial.
that campaign is actually several levels longer than the tactics rpg i'm working on, daybreak hearts. and this reveals the major problem with trying to make an indie tactics game. you just don't have as many resources as a nintendo or firaxis, but you still have to spend a lot of them on communicating how the game works.
my solution has been to simply own this reality, and make three of my four levels focused entirely on introducing and developing mechanics. i'm trying to do the portal thing where the tutorial is the game, but i end up still needing to convey things through text, because that's just what this genre is. but at least i can make that text engaging by using it for character moments. like so:
(there's ways you can rebel in that tutorial, but i won't spoil them here.)
(that's for explaining that the two heal at different distances from each other)
(that results in her gaining the Throw ability)
and like, yeah, most of the people who are going to play this game have probably already played a fire emblem before. they know what the deal is, even if i do have to explain that right click is the back button on a mouse. but i don't want daybreak hearts to be an insular game for people who are already tactics buffs and have expectations. i want tactics fans to appreciate what it's doing, but i also want this to be an rpg that appeals to basic rpg fans. and a large part of that is, yeah, making sure that even an inexperienced player understands how the game works. and if i can do that in four levels or less, then shit, i've done something cool.
Mr McFly
Another nightmare creature appearing from my dreams. He is a man with a fly face and a dapper suit who attacks with his two spiked tenceles coming from his twin bowties. These spikes pierce into his enemies, sucking out their soul to be captured and placed in The Cage. He is weak to smash and fire elemental attacks and appears as the midboss of Day 2 in Imprisoned Chain. I don't know what he's inspired by, but possibly by Dr Manfly from Terraria, the Buzzbound fangame/analog horror videos, and strangely enough the Behemoth boss from Castlevania Portrait of Ruin. (Mr McFly's tentacles mirror how Behemoth's spit out entrails move in PoR)
Shiki Chiharu - The Legend of Zan Zanryu #SRPGStudio (WIP)
"Chiharu can be good compared to the Early Sage Unit Miaoji... She starts around the 10th level as a Low-Class Mage since she can level much, and soon, with more kills, it's okay to give the Guiding Proof to her."
over the past month i've been working on this map called Nataliatown for my tactics rpg.
it's an immigrant enclave, worn down because the government won't fund repairs. and now some fash are here to destroy what's left. are you ready to stop them?