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fault-classic · 28 days
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This is where it all started to come together.
I wrapped these up in March of 2021, and since then they have been the models for all further asset creation. The character designs have never been more locked-in.
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fault-classic · 2 months
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I haven't posted a game dev update since July!
Up top, you can see the fancy new transition from the field screen to the battle screen. It's all synched up with music and sound effects too, but the .gif doesn't really show those! In time I might add more flashy graphics to it, maybe something more complicated than just the cinematic bars and the colour overlay. But the framework is perfectly serviceable!
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You might have also noticed the fancy new HP and Mana bars. They update dynamically when you take a hit! The attack animation on these skeletons is also new.
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HP and MP used to look like this. This gif is from August, some other things have changed since then, but the bone toss animation is still pretty solid.
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I also did some work with Animation Z-layering. Ashley is dizzy here. See how the stars are in front of his head, but the potion he's using is BEHIND his hand? This was a little tricky to configure.
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Big quality of life feature! I coded an "auto battle" function. If used at the start of battle, it orders every party member to attack a random target.
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But, if used at any point after, the auto command will REPEAT the inputs from the previous round, including spell and item use!
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In between working on Skeletons, I also added the graphics for a wild dog enemy. I spent more time animating that tail swish than any of the other graphics...
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I ran some other tests to make sure certain things were working correctly. Undead enemies are supposed to take damage from healing spells, so I had to make sure that was all displaying right!
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I was also testing a zombie status, where healing spells hurt the party members. When it's applied, the party member's sprite hue shifts so they look all sickly. Getting this hue shift to occur in the middle of the animation like that, and not before or after or something, was complicated.
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fault-classic · 2 months
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Recent traditional work.
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fault-classic · 7 months
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Thank you Rumrusher! So hard to believe it’s been ten years
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Traditional @fault-classic fanart. 9ish years of drawing this folklore character from a long gone webcomic. Still hope fault had a better year and hope the next one be better.
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fault-classic · 10 months
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Sprite work from March!
Lightning spells cause Slimes to EXPLODE, which hits all combatants and causes chain reactions.
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Isaac and Nana have attack animations now.
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Isaac’s slash took a couple of tries to figure out.
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Undead enemies have a skill that inflicts FEAR status.
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Tested out a REFLECT status that bounces spells back at the caster.
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Added some miscellaneous animations. I’ll explain what these mean later.
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Began working on battle sprites for Yolei the Thief.
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With Sifwithagun’s help, fixed a minor display issue with some characters in the UI.
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Rounded out the month with some room tiles for a dungeon.
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fault-classic · 10 months
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Sprite work from April.
The tileset work from last month has been painstakingly assembled into a small test dungeon. It’s constructed as a series of rooms glued together with door events. Each time Ashley passes through a door, there is a chance for an enemy encounter to occur, as seen in the above gif.
The transition sequence is still a work in progress. You might notice Vito doesn’t have a unique pose for it yet.
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Though the rooms use the same general palette of floor textures, wall details, and props, there are no 100% repeated room layouts.
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Some rooms in the dungeon are DARK ROOMS where Ashley’s field of view is limited. Luckily, Ashley has a lantern that can light up these areas.
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Some rooms in the dungeon are barred with locked doors. If you have a key, you can try it in any lock you find.
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The amount of oil remaining in Ashley’s lantern and the number of disposable keys the party has are all tracked on the menu screen.
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At the end of the month, I was getting quite tired of only ever running into Slimes, so I began work on more enemies to give the dungeon some much-needed variety.
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fault-classic · 10 months
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May and June were pretty busy for me, so I didn't have as much time to work on game dev. I'll condense what I've done over those two months into one post.
May and June's work was focused on building a CAMP area. This is where the party gathers outside of the dungeon, and where Ashley can save the game, switch out party members, and rest to restore HP and MP.
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It all started with this mockup image here. Originally the Camp and the entrance to the dungeon were supposed to be two separate rooms with a fade-to-black in between them, but that idea didn't make it past the initial concept stage.
The idea for the trees to form this black barrier around the room perimeter was also thrown out - I couldn't use the same principles for designing interiors as I did for outdoor areas. It would take a different approach.
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Getting the look right was an involved process. My first blueprints for the entrance made it out to be this enormous megastructure when I actually constructed it in-engine.
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Gluing the trees together like A Link to the Past was a good idea though.
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Attempts to pare the map down into something more manageable resulted in this awkward half-way step. There were still too many repeated textures for my liking, it was still too big, and it kind of looked like it was under construction instead of being in ruins.
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This is the last mockup I went with before I collected the assets and actually built the thing in engine.
I found it useful from a technical perspective to start with a very blown-out, saturated colour palette, and then work "subtractively" from there, dialing down the colours using the in-engine tools as appropriate.
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Have I shown off the diagonal stair movement before? That was something I coded myself. The tops and bottoms of the stairs act as little triggers that change the outputs of the movement keys as appropriate. You don't have to zig zag down the stairs like I've seen in some RPG Maker games.
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Party members who aren't currently following Ashley will hang back at the campsite. Ashley can swap them out like so - but the assets for everyone aren't quite done yet. Yolei doesn't have a walking sprite!
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I did a lot of experimenting to figure out the range of different palettes I could get without making changes to the tileset assets themselves.
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I coded an in-game clock that ticks down when Ashley walks around outside of camp. The weather conditions and lighting change depending on when the party returns to camp - this would be late in the day, around sunset.
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If the Ashley returns to camp after dark, the remaining party members will have a little fire set up.
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The effects to make this fire work right are really elaborate. I might make a second post to explain everything that went into it.
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fault-classic · 10 months
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Welcome twitter losers
Sit down
Have a drink
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I could refer you to my main blog, but maybe it would be more productive if I just used this blog for talking like I used to use my twitter.
Do people still keep separate art and social blogs? Seems like a bit of a relic of the past sometimes.
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fault-classic · 1 year
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Sprite work from April.
The tileset work from last month has been painstakingly assembled into a small test dungeon. It’s constructed as a series of rooms glued together with door events. Each time Ashley passes through a door, there is a chance for an enemy encounter to occur, as seen in the above gif.
The transition sequence is still a work in progress. You might notice Vito doesn’t have a unique pose for it yet.
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Though the rooms use the same general palette of floor textures, wall details, and props, there are no 100% repeated room layouts.
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Some rooms in the dungeon are DARK ROOMS where Ashley’s field of view is limited. Luckily, Ashley has a lantern that can light up these areas.
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Some rooms in the dungeon are barred with locked doors. If you have a key, you can try it in any lock you find.
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The amount of oil remaining in Ashley’s lantern and the number of disposable keys the party has are all tracked on the menu screen.
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At the end of the month, I was getting quite tired of only ever running into Slimes, so I began work on more enemies to give the dungeon some much-needed variety.
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fault-classic · 1 year
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Thanks
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fault-classic · 1 year
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Sprite work from March!
Lightning spells cause Slimes to EXPLODE, which hits all combatants and causes chain reactions.
Tumblr media Tumblr media
Isaac and Nana have attack animations now.
Tumblr media Tumblr media
Isaac’s slash took a couple of tries to figure out.
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Undead enemies have a skill that inflicts FEAR status.
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Tested out a REFLECT status that bounces spells back at the caster.
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Added some miscellaneous animations. I’ll explain what these mean later.
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Began working on battle sprites for Yolei the Thief.
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With Sifwithagun’s help, fixed a minor display issue with some characters in the UI.
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Rounded out the month with some room tiles for a dungeon.
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fault-classic · 1 year
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From Blazemalefica’s “Draw my OC in your style” tweet.
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fault-classic · 1 year
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for @robocorn. Belated birthday gift!
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fault-classic · 1 year
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gift art for my good friend, the talented @robocorn. I think I did this for his birthday in 2020?
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fault-classic · 1 year
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Assorted gift art from 2021.
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fault-classic · 1 year
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sprite work from February!
some spell animations, guarding behaviour, and a new enemy.
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fault-classic · 1 year
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I lied. Here’s some character busts based on old sketches I cleaned up and coloured.
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