 Hey, my name's Brett and I am one week in to developing my first significant game project that is going to be a retro inspired turn-based RPG and Right now it's called Lunar Legacy, but I think I'll figure out a different name I wanted to share my progress so far a couple of things worth noting is is This character spray is just stolen from Dragon Quest one on the Super Nintendo as is a couple other pieces of art, so I toss those into experiment and Make progress and I'll definitely be replacing those with my own art Okay, so as you can see you have this flavor who you can move around the map Input works with keyboard It also works with a controller using an Xbox controller And you can walk up to these squares, which are NPCs and Talk to them. So this character this NPCs character's name is May May says hello in May That's some pixel art I made as an avatar as an example. So it shows avatar You can progress through the text may says I'm an NPC that means non-player character I have multiple lines of dialogue with a lot to say and then that closes and you can go back to walking around Got another NPC. I'm an NPC with no name. I'm not sure how I even made the cut You can go up and down doors or Stairs they're called doors in the code, but they're stairs to go to different levels and Talk to an NPC. This is an example of a cutscene that this old man will load Where it loads into a different state where I would like to display images and Almost have like a visual novel type cutscene I was a young lad a spring chicken that was when I saw her she was feeding the horses and I stood there watching unable to look away That's just garbage text Weren't those the days? Prey, which is just the word sprite without the S. It says Prey says so I guess there's some monsters on the next floor. Would you be able to help us out and defeat them? Thanks So let's go to the next floor and fight some monsters. So here we have a slime from Dragon Quest if you collide with Monster on the field the goes into combat pops up. It says a wild slime appears And you have this combat menu where you can choose what to do. You can defend El raises your shield and brace this for attack. Ella is the temporary name for the main character The slime attacks we defend so it only does one damage if we attack We do three damage to the slime slime attacks back for three damage because we didn't defend so the slime does more damage You can see L's HP bar goes down. I would like to display L's avatar and Make this combat seem more in-depth also that background behind this slime is also from Dragon Quest. So That's the main inspiration for the game We'll attack again to feed the slime a little jingle plays and you gain experience the experience doesn't do anything yet But eventually it would lead to leveling up and that sort of thing And now you can see the slime has gone from the map We can keep exploring the map and there are other slimes But I want to quick show off the pause menu Since this game is going to turn based RPG A lot of it's menu driven with cursor input Where you move up and down generally and then confirm or you can go backwards So you can press B or start to close and open this pause menu and then within the pause menu There's a toggle full screen that works, but that Will screw up the recording so I won't click it Um, and you can go to system and you can actually save the game You can quit the desktop. You can return to title screen. So let's save And then let's return to title screen and I'll show loading the game So it loads you back where you are that slime we defeated earlier Still there so like when you reload a level or map The enemies will respawn, but I don't want me in my catnip. So I thought that was a nice compromise and Yeah, so let's save game And then pretty simple. It doesn't save everything it needs to yet, but the basics are working Also in combat you can flee And then run away. I'd make it so like sooner I would like to make the map enemies Troll around And follow a kind of path and then chase the player if they see the player and then What would happen is after you flee they would kind of flash And be paused for a little bit so you can get away Yeah, so that's the current progress of this the plan for it is to I want to take this prototype a little bit farther. I have a couple things I need to figure out And I'll go into in-depth into those kinds of things like map editing and making the art How the NPC dialogue gets written and more than all lives in the future because I'm still getting that all kind of settled down And then once that gets Solid and I feel good about the simplified systems I want to actually produce a smaller shorter finished game maybe like a couple of hours. I have a the story Outlined and the characters the locations all that stuff is Figured out But I actually want to go into producing it making the art sound fights music Coding it up adding some more systems to this, but yeah, the basics are here which I feel really Really good about and Would love to share my updates every so often maybe once a month every time I hit like a major Complete a major step in the project development. I'd love to share more Some really quick info about the project is I'm Using this library Somewhere between a library and engine called hacksfixl hacksfixl hacksfixl is uses the hacks programming language, so You can see here like I'll open up the player class It's kind of like C sharp It's garbage collected and it's the framework does a lot for you. It's Pretty solid and stable. It's been around for At least 10 years, so there's not like it's not tumultuous projects have shipped with it And the really nice thing for it is its cross-platform so I can build and compile it for Mac Windows Linux HTML5 for the web, which is quite nice. That'd be an easy way to share the game I hope with people without them having to download it. Also, you can build it for iOS and Android And console games have been built and shipped with it. So That's kind of cool. Lots of potential. I like that And I like that I can work on it on my Mac and test it on windows that kind of thing So, yeah, that's pretty much it so far. I don't want to really dive into the code in this update, but That could be something fun to do in the future But that's my current progress for a week I've worked on smaller games before little prototypes and demos, but nothing I've never finished a significant project. So for me, I'm trying to embrace constraints and those constraints being 16 by 16 pixels. I'm using the jmp color palette, which is a 16 color palette for the art and um Yeah, having a really limited combat system where it's 1v1 Not really having magic yet. So I want to tell this story, build this small game get this sort of the pipeline of producing the game finished or working release something and then make the next project even a little bit bigger and a little bit bigger and keep upgrading and I think by having ideas writing them down and saying that's for the next project has helped me stay focused and hopefully I'll continue to make steady progress and I'm looking forward to sharing it. So yeah, thanks for checking out episode one of making a 16 bit inspired turn-based RPG. All right. Thanks and take care. Bye