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Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Tue Mar 21, 2017 12:59 pm
by SypherZent
Character finally walks! Woohoo! :D


Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Tue Mar 21, 2017 5:56 pm
by Evy
Okay, the Final Fantasy Tactics influence was enough to pique my curiosity, but then you had to namedrop Wild ARMs too. I'll definitely be keeping an eye on this!

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Tue Mar 21, 2017 7:52 pm
by SypherZent
Some of my favorite games, haha! Thanks for the comment, Evy! :)

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Wed Apr 12, 2017 11:12 am
by SypherZent
First character's artwork is complete.
Here is the first class preview!

Image

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Tue May 16, 2017 6:29 pm
by SypherZent
Second character artwork is complete.
Here is the first class preview, female version!

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Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Wed May 31, 2017 6:44 pm
by SypherZent
All of the artwork for the Adventurer Class is complete!
This is the official, Full Class Description for Adventurer!


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A special thanks, to LoiLoi Drawings, for the amazing Character Portraits!
Feel free to visit LoiLoi's thread (link below)!
viewtopic.php?f=62&t=42601

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Wed May 31, 2017 6:49 pm
by SypherZent
Introducing the Initiate Class, Male version!
Female preview, coming soon!

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Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Thu Jun 01, 2017 1:16 pm
by LoiLoi
SypherZent wrote:
All of the artwork for the Adventurer Class is complete!
This is the official, Full Class Description for Adventurer!


Image


A special thanks, to LoiLoi Drawings, for the amazing Character Portraits!
Feel free to visit LoiLoi's thread (link below)!
viewtopic.php?f=62&t=42601

Thank you so much for mentioning my thread! I really can't wait for your game! More power to your game! :D

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Thu Jun 01, 2017 1:37 pm
by SypherZent
LoiLoi wrote:Thank you so much for mentioning my thread! I really can't wait for your game! More power to your game! :D
Of course! And thank you! :)

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Thu Jun 01, 2017 4:58 pm
by SypherZent
This preview is a bit old, but I had not shared it here.
This is the Map Maker in progress!

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Special thanks to Max Heyder for providing such excellent Tile Sets!
Feel free to visit Max Heyder's website!
http://maxheyderart.com/

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Fri Jun 16, 2017 6:15 pm
by SypherZent

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Mon Jun 26, 2017 8:31 pm
by SypherZent
Initiate Class Preview - Female Version!

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Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Mon Aug 14, 2017 3:20 pm
by SypherZent
The official, full description / art for the Initiate Class is complete!

Image

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Thu Aug 17, 2017 11:20 am
by dott.Piergiorgio
question: after playing Utawarerumono (whew! I managed to not mispell that title !!), I'm convinced of the feasibility of a Python/Ren'py TRPG engine using also Ren'py for the interlude/convo scenes. Any thought on it ? (Yes, I understand that is too late to change the general layout of your game, but opinions on this is surely worth)

Best regards from Italy,
dott. Piergiorgio.

Re: KIGAEA Tactics [RPG][4x][In Development]

Posted: Sat Aug 19, 2017 2:31 pm
by SypherZent
Sorry for the late reply, have been a bit busy all around, haha!
I am actually convinced of the feasibility of Ren'Py to make any type of game.

Perhaps, only the graphical limitations can be considered.
I'm not familiar to the extent of Ren'Py's graphical limitations, and it isn't exactly a 3D environment haha.
However, it is possible to have a few hundred animated sprites on screen, from what I have researched.
(It's probably even possible to make a 3D environment in PyGame and have it work with Ren'Py, but haven't explored this one, yet.)

Also, Python is extremely diverse, and Ren'Py provides excellent tools to "switch" between your custom Python / Pygame functionality, and back to Ren'Py's Screens or Control Loop, for dialogue. It definitely sounds feasible, and these forums provide excellent help in case you run into any obstacles. ^^

I definitely plan on exploring Ren'Py's visual novel functionality for special cut scenes for this game, and perhaps sticking to the chat bubbles and isometric gameplay most of the time, but the opposite could easily be done. ^^