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Steam News2 February 20206y ago

January Update - Progress Report + "Making a Monster" Concept Art!

A late Happy New Year to everyone! I know 2020’s gotten off to a rough start (certainly here in Australia), but the generosity and solidarity I’ve seen from ordinary people around the world to help combat every new chal

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Full Tales Across Time update

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What changed

1 fix3 additions0 changes0 removals
  • Events
  • Fixes
  • Maps
  • Gameplay
addedA late Happy New Year to everyone! I know 2020’s gotten off to a rough start (certainly here in Australia), but the generosity and solidarity I’ve seen from ordinary people around the world to help combat every new challenge has been really inspiring. I know we’re all working to help each other and make this the best year we possibly can! And for me, part of that means releasing 8-Bit Adventures 2 and hopefully making a lot of people happy – even if only for a few hours =)
fixedProgress ReportOkay, so let’s start with the good news – Sufyan (the programmer) is finally back home and working on 8-Bit Adventures 2 again! He’s sent me a couple of requested tweaks so far and is working on fixing the major issue which has left the battle system broken these past few months. We’re not quite there yet, but we’re in a much better position than we were when I last spoke to you. Hopefully in February everything will finally be fixed and I can start zooming along again with testing.
addedProgress ReportThankfully, I’ve been getting a lot of things done! Including a few extra odds and ends that I wasn’t sure were going to make the cut – such as a hidden Black Market for enterprising adventurers to discover (an Airship might be required to find it, though!). I’ve also been doing final mapping and detail passes on some of the optional dungeons, a couple of which needed some expansion. I mentioned in December that we’d just passed 800 individual maps that make up the world of 8-Bit Adventures 2. Now we’re nearly at 850 maps – which should be the final tally (there are just a couple more optional areas I want to add, seeing as I have the opportunity while waiting for the battle system fixes).
addedMaking a MonsterIn general, I like to introduce two or three new enemy types per unique environment, as I think this helps to keep battles feeling fresh and varied; as well as maintaining a sense of mystique (as the player has no idea what any new foe might do). So there are really two factors that went into my monster concepts. Either I’d consider the environment I wanted them to inhabit and think up a design which fit, or I’d come up with some ability or unusual quirk/mechanic for an enemy and imagine it from that basis.

Tales Across Time changes

addedA late Happy New Year to everyone! I know 2020’s gotten off to a rough start (certainly here in Australia), but the generosity and solidarity I’ve seen from ordinary people around the world to help combat every new challenge has been really inspiring. I know we’re all working to help each other and make this the best year we possibly can! And for me, part of that means releasing 8-Bit Adventures 2 and hopefully making a lot of people happy – even if only for a few hours =)
fixedOkay, so let’s start with the good news – Sufyan (the programmer) is finally back home and working on 8-Bit Adventures 2 again! He’s sent me a couple of requested tweaks so far and is working on fixing the major issue which has left the battle system broken these past few months. We’re not quite there yet, but we’re in a much better position than we were when I last spoke to you. Hopefully in February everything will finally be fixed and I can start zooming along again with testing.
addedThankfully, I’ve been getting a lot of things done! Including a few extra odds and ends that I wasn’t sure were going to make the cut – such as a hidden Black Market for enterprising adventurers to discover (an Airship might be required to find it, though!). I’ve also been doing final mapping and detail passes on some of the optional dungeons, a couple of which needed some expansion. I mentioned in December that we’d just passed 800 individual maps that make up the world of 8-Bit Adventures 2. Now we’re nearly at 850 maps – which should be the final tally (there are just a couple more optional areas I want to add, seeing as I have the opportunity while waiting for the battle system fixes).
addedIn general, I like to introduce two or three new enemy types per unique environment, as I think this helps to keep battles feeling fresh and varied; as well as maintaining a sense of mystique (as the player has no idea what any new foe might do). So there are really two factors that went into my monster concepts. Either I’d consider the environment I wanted them to inhabit and think up a design which fit, or I’d come up with some ability or unusual quirk/mechanic for an enemy and imagine it from that basis.

A late Happy New Year to everyone! I know 2020’s gotten off to a rough start (certainly here in Australia), but the generosity and solidarity I’ve seen from ordinary people around the world to help combat every new challenge has been really inspiring. I know we’re all working to help each other and make this the best year we possibly can! And for me, part of that means releasing 8-Bit Adventures 2 and hopefully making a lot of people happy – even if only for a few hours =)

So let’s kick off this release year with the January update for 8-Bit Adventures 2!

Progress Report

Okay, so let’s start with the good news – Sufyan (the programmer) is finally back home and working on 8-Bit Adventures 2 again! He’s sent me a couple of requested tweaks so far and is working on fixing the major issue which has left the battle system broken these past few months. We’re not quite there yet, but we’re in a much better position than we were when I last spoke to you. Hopefully in February everything will finally be fixed and I can start zooming along again with testing.

For anyone who’s been following this whole saga, I really can’t apologise enough for the delays here (this completely caught me by surprise too), and hopefully I’ve been open enough in communicating what’s going on. Unfortunately, this has been one of those things that’s just completely out of my control, and so all I’ve been able to do is wait - and keep working on other things.

Thankfully, I’ve been getting a lot of things done! Including a few extra odds and ends that I wasn’t sure were going to make the cut – such as a hidden Black Market for enterprising adventurers to discover (an Airship might be required to find it, though!). I’ve also been doing final mapping and detail passes on some of the optional dungeons, a couple of which needed some expansion. I mentioned in December that we’d just passed 800 individual maps that make up the world of 8-Bit Adventures 2. Now we’re nearly at 850 maps – which should be the final tally (there are just a couple more optional areas I want to add, seeing as I have the opportunity while waiting for the battle system fixes).

So things are definitely looking up! …Buuuuut it’s still not an ideal situation.

Making a Monster

Last month, I showed off some of the concept art made by Jerram (the artist). This time, I thought I’d include some more – but with a little extra context. So let’s take a brief, simplified look at the process of making monsters for 8-Bit Adventures 2!

In general, I like to introduce two or three new enemy types per unique environment, as I think this helps to keep battles feeling fresh and varied; as well as maintaining a sense of mystique (as the player has no idea what any new foe might do). So there are really two factors that went into my monster concepts. Either I’d consider the environment I wanted them to inhabit and think up a design which fit, or I’d come up with some ability or unusual quirk/mechanic for an enemy and imagine it from that basis.

As you can probably tell, a lot of my monster concepts are a little quirky and strange. Part of that is the influence of the Mother/Earthbound series, but in general it’s JRPG tradition to skew

Source

Steam News / 2 February 2020

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