![]() Just looking at the before and after of the same room speaks for itself.įor those of you that remember that video I posted all that time ago with Asgore and Clovis walking through the forest, it was important to have the trees be striking, and looking at the tileset I was using, created by Frigadae, the regular trees were just too small. I believe this time has been essential for me reaching the ideal of what Premonition should be creatively. Based on the additional features that Epic has included, I’m certain that it will be worth it. I won’t argue with that.Īnd the third and equally as important change was, moving from Gamemaker 1.4 to Gamemaker 2. The reason? I didn’t believe I had the coding ability while working on the measly amounts of content that I was able to. It may seem silly to imagine, but for the entire lifecycle of Premonition, I intended there to not be a SINGLE bullet hell battle. The second, and most important change, was the inclusion of a complete battle system. I felt this will be vital to my writing style as I won’t have to redo all the indexes manually when I change a line due to it being too long or if it needs to be changed. The text system was changed to a more case by case individual format, instead of everything being stored in a giant script. In March, MrEpicIsHere777, the person who has allowed me to use their Undertale Engine used in their Storyswap: Color Asriel fight, completely remade it with new features. The reason I waited at first to post the 1,000 followers post at the start of the year was that I wanted to have something to announce in the first place. However, while I may have not been working on things full steam ahead, progress has been made. I know it’s kind of silly to get torn up over the quality of sprites for a fangame which is supposed to be a passion project, but compared to others in the community I just felt inadequate in what I was capable of doing. Recently for the past months I have been trying to improve my art, and just ended up frustrated when I felt that I wasn’t getting better. This comes from a variety of factors, lack of motivation, college, work, the current pandemic, and so on. If you’ve kept up with this blog, you will know that there have been times where I may disappear for months without posting much or any content. ![]() To all of you, I salute you, and I want you to know that I appreciate it. Even when I went silent starting from the start of the year, nearly an additional hundred people have followed also. To me that is just insane, and I never expected to get this far. Right at the start of the year this blog reached 1,000 followers. I hope you look forward to the third post. Īnd now for the last part of this post, battlesprite made by managed to put together a team of talented individuals, and they have done some amazing stuff. Goblin Guard has been proudly working on the OST as its main musician, here is a new track- Leafdrift! The music for the first sub-area of Premonition. Some sprites have also been updated overtime, here’s Squashbert for example! I felt like his old head looked more like an apple then the pumpkin it was supposed to be.įor the entire time Premonition has been in development, it only has had one track by MrEpicIsHere777. And so with that the Riverperson has become relevant in Premonition’s story. What do you encounter in an untamed woods? Animals.Īlso referenced in the last post was the change in scale with overworld sprites for different scale areas.Ī key thematic theme in Premonition is the river that comes from the mountain top. This is an Undertale Fangame first and foremost, not a Deltarune one.Īt first I thought about having the random encounters be a sort of “beta” Darkners, maybe something that by the time of Undertale and thus Sudden Changes they would be extinct? The shadow of the forest’s canopy might have served as a psuedo-dark world? These are super loose concepts and not things I am building upon because the answer was painfully obvious when I realized it. Personal preference, but I am not going to make any lasting efforts to emulate the Deltarune battle system and UI. With that, that meant no random encounters. If you remember in the last post, I mentioned that I had originally intended for there to not be any battles at all. This post is intended to go over some of the design decisions as Premonition development continued. Let’s do this! So what if it’s a day or two late! We’re doing it live!
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