The following information and screenshots come from a work in progress. Anything in them is subject to change.
Some of the assets used were created by others. While they may not appear in the final game, said assets will be listed with their creators at the bottom of this post.
Quick recap: Let the Moonlight Give You Wings is an RPG Maker game and accompanying novel I’ve been working on. The initial announcement can be found here, and the first progress report can be found here. Progress can be viewed and followed here on my blog from now on, under the “Works in Progress” section in the header bar.
It’s been a few months since I touched on this progress, so I have a more substantial post than last time.
The Game
I’ve been putting together maps and characters while still trying to hammer out the overall style. I’m using a few non-default tilesets, and making changes to the default ones I’ll be using. I’m still not sure what all I’ll settle on, but at the moment I’m customizing the graphics to make the game look less and less vanilla.
The main quest line is almost complete. I have a handful of cinemas left and a smaller handful of locations in which they take place, and once those are finished, I can set to work packing in side quests and tweaking existing places to make the world come to life. The main cast is pretty much finished; I had to completely re-design one of the major characters because she looked too much like another character I saw elsewhere, but I’m super happy with the result. It ended up yielding an entire plot line, side quest, and history for this fictional world. I’m also making more faces for each character; I’ll be using the default face creator, but tweaking it to include facial expressions not possible in the RPG Maker face creator.
All in all, everything is going smoothly. My last major hurdle game-wise is that I haven’t figured out one of the later dungeons; I want to do something special with it, but I haven’t decided what.
Another big thing I’ve been working on are the game’s music and sound effects. I have a few cool things in place and a lot of rough sketches, but it’s coming together. I’m thinking about making the game’s soundtrack available for download, depending on how complex it gets, and as time goes on I’ll probably share a track or two here on my blog.
The Book
This brings me to the main point of a second progress report: Wednesday, April 1st, is the first day of Camp NaNoWriMo 2015, and I’ll be using this session to get started on the novel. I’m stoked to get to work on it, and I think writing the book and making the game concurrently will help me write both of them better, maybe help me work out some of the finer details of the story and world involved. You can follow my progress on the book here: http://campnanowrimo.org/campers/crackedthesky
Timeframe
It’s still not possible for me to even guess when this will be finished, but I’d like to think the game and book will release around the same time, and I’d love for both to be out by this winter. That said, I just can’t say for sure about either.
In the meantime, here are a few screenshots of some of the more complete graphics, ideas, or places, along with a description of them. Something I definitely don’t want to do is make promises that are mysteriously missing in the final product, so know that if I show something here, it’s something I’m almost positive will be in the final game, and if it isn’t, I’ll probably post about it the moment I have to cut it from the game. So expect minor changes, but if I say a feature is going to be in, it’s most likely going to be in.
Also, I apologize for the image compression. It’s not terrible, but the screenshots are slightly blurrier than the actual game will be.
This picture is from a scene early on. The player character, Emery, can change outfits at a dresser in her room. In this scenario, she has to put on her school uniform, and can’t leave for school until she does. In both worlds (our world and fantasy), she’ll be able to change clothes and the character graphic will reflect this. I haven’t decided yet whether her party members’ graphics will also change depending on what they’re wearing; it’s time-consuming to make different graphics for each outfit, and even more so considering another feature I’d really like to implement into the game (which I’ll probably show next time).
As a bonus, you can see my custom text background in this picture, as well as the screen tint to reflect what time it is (I should note that while this scene is supposed to be in the morning, the screen is actually tinted to be evening because I was in debug mode at the time I took the screenshot).
Here’s a shot of the city Emery lives in. I need to animate the flies on the dumpster, and the double-door needs a custom door graphic, but otherwise, this is more or less complete. Also note Emery’s school uniform.
The lobby of Emery’s school. I’ll populate it with NPCs later. Also, it won’t be so orange in the final game; the lighting is currently set to sunset.
The next two pictures will highlight a major difference from the first time I showed images from my game. Last September I posted an image from an example battle, seen here:
As you’ll see in the next screenshot, I’ve added a different battle engine:
The characters now appear to the side of the screen, and characters and enemies move when they attack, like in classic RPGs, thanks to Yanfly’s visual battler system. I still have to tweak it so characters aren’t floating like they are here and enemies aren’t oversized, but it’s more imaginative than the default battle engine.
Here’s a lake and some cliffs. I’m hoping to include a lot of nooks and crannies to explore, and a fishing system is currently way on the backburner and might not be included at all, but these are the kinds of things I’d like players to be able to do in Let the Moonlight Give You Wings.
You’ll notice a few more characters in this screenshot. These are more or less final designs; there are currently 9 characters players can add to their party. I might introduce a few of them later, but on the whole I’d like them to remain a mystery, part of the story that unfolds as players play the game. I haven’t decided how many can battle at a time yet.
Here’s an early version of a port town with docks. Driftwood and other wood can be chopped for firewood, and will eventually re-appear. Note the clock in the lower-right corner; this can be toggled on and off.
Here’s a snowy environment. It’s currently snowing (hard to tell, but there’s a snowflake over the black cave entry in the upper-left). Weather is something I’m trying to make dynamic; it won’t always snow in snowy areas, it’ll sometimes rain in other places, or be windy. I’m hoping to have some cool weather-based features in the final game.
So that’s it for this progress report. My main focus will probably be on the book for most of April, and hopefully I can get a rough draft down, then go back and work on the game for a while before I get to editing the novel.
Next progress report I’ll hopefully be able to show off some of the cooler features I’m putting together, possibly some music, possibly a video, maybe something even cooler than that.
This game wouldn’t be very good without the use of several assets made by other people. Here are the ones seen in these screenshots:
SES Dynamic Time and Clock by Solistra
Ace Battle Engine and Animated Battlers by Yanfly
Shigekichi’s Resource Pack by Shigekichi
Modern Day Tileset by Enterbrain / Lunarea
Sprite base by Mack
If I missed any, I sincerely apologize, will edit this post if I’m made aware of any mistakes, and the final game should include all appropriate credits.