Sunday, January 19, 2020
Making Astral Collision (An RPG Maker MV Project) Part 16
I chose to focus on weapon and equipment design stuff this week, rather than continuing map making work. I've made a lot of progress in this regard that I want to discuss, both in actual details and design philosophy.
Sunday, January 12, 2020
Making Astral Collision (An RPG Maker MV Project) Part 15
In today's episode, I go over the first parts of the narrative (as far as I've planned out so far); discuss plans for crafting, the palace in Kendara, and world progression; and cover some more implemented mechanics.
Specifically, I discuss some new states, a new weapon, and the Divine Monuments. There's even some quick debugging!
Saturday, January 11, 2020
Religion for Games X Astral Collision: A Practical Example | Part 5 (Finale)
In this final episode of this subseries, I hammer out the details of the lore immediately following the Astral Collision. This forms the basis of the state of the world as the game begins.
Sunday, January 5, 2020
Making Astral Collision (An RPG Maker MV Project) Part 14
This week, I've finished the maps for the residential district of Kendara, gotten more details put into the center crossroads (which then spills over to the roads themselves), and begun working on the maps for the Palace. I've also done some planning for a resurrection item.
Saturday, January 4, 2020
Religion for Games X Astral Collision: A Practical Example | Part 4
In this episode, I finish getting the pre-planning for the various worlds done. Next up will be the events of the Astral Collision itself!
Sunday, December 29, 2019
Making Astral Collision (An RPG Maker MV Project) Part 13
This is a brief update, as I was pretty busy with other projects, which meant I wasn't able to make as much progress as I would've liked this week. That said, I did do some updates to the interior maps as per my thoughts last week on the matter. I also added a few new interiors and an enchantment state or two.
Saturday, December 28, 2019
Religion for Games X Astral Collision: A Practical Example | Part 3
In this video, I continue the process of fleshing out each individual world that I'd started last time. However, the sheer number of details I needed to work out for some of the worlds means that I was only able to fit in the next four. All of this work should help me make a way more compelling game!
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