2012 12 /31 CATEGORY RPG Development TAGS A PAWN AND A KNIGHT It should have newer pictures based on the Demo 1.1, and removed the out-dated pictures as well. I've also updated the picture gallery in the main page of A Pawn and A Knight. Equipment I might have deemed unnecessary for so far in the game. The player might still be using ancient equipment and bug out. (Hence why growing off of Part 1 is necessary. Also having Part 1 as a base, it’ll allow the use to import his/her previous save into Part 2.
While I make Part 2, I’ll be using Part 1 as a base, making it so that I don’t have to: recreate the database, recreate the maps I have made before, pretty much so I don’t have to start over. It’ll also allow me to take notes on all of the feedback I get from finishing a game and put all of my effort into making Part 2 a better game. Talk about replay value!Īlso, having my game split into two different parts means that after I finish Part 1 I can take a bit of a break, and bask in the light of finishing a game. So about 10 hours for just one path, 30~40 hours to complete all stories. So expect a lengthy game with each part taking about 5 hours or so to complete. Hopefully I’ll have 4 different endings to this game. Depending on which path you take, you’ll end up with a different story. However these parts will have different paths inside of them. I expect only 2 different parts of my game. Receive feedback from that game, and then make the second part. Why? You ask? Because having multiple parts means I can release part of my game, and call it a finished game. So I’ve decided I will be splitting up my game into multiple parts. 2013 01 /14 CATEGORY RPG Development TAGS Development Having these infrequent Progress Logs aren’t really doing my project justice…. Maybe having a Weekly Log, but that log covers everyday within that week. It makes the town look a lot brighter! But Wait for the next Demo to see it! It’s a surprise! So I don’t really have much to show… I’ve also added new light effects to the first town. So It’s really up to you which character you would prefer. (Which as of this post is no where near finished.) By taking that route, you lose out on another character, a healer. But this Werewolf is a completely optional character, if you take the more difficult route. Giving the character different stat bonuses and skills. The idea behind the Werewolf class is that the character can transform into a different elemental werewolf that lasts for roughly 5 turns. It’s still in the works, but It’s going to be pretty darn awesome once I get it completed. I’ve also created a new class, a Werewolf. I’ve created a complete story board, depicting the multiple paths the player can take. I also did more behind-the-scenes work on the game. I haven’t really added anything major, just fixed more of the battle system, and completed the Dark Forest level. So I’ve been making really slow progress on my RPG lately.