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Post news Report RSS Miuratale transcribing is done!

With the story transcribed, we move on to minigames and finishing boss fights!

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After months of script writing, editing, and transcribing, I'm really happy to start getting back into the actual game. The main stories dialogue hit nearly 4 hours, with the side dialogue probably adding another 2 or 3 by the time it's all said in done. As a rough estimate, I think the full game will be close in script size to TES3 : Oblivion, around 70-80% is my guess!

This is really good, as I switched Miuratale from metroidvania to RPG to increase its depth, lore, and value, and I think it's starting to pay off. The original prototype, from beginning to end, was barely over an hour, the fact that the dialogue alone is 4 times that is a promising sign for the game's total length.

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Wake the merchant tries to trade for Keena's trident.


I'm already deep into the minigames, with all of them in somewhat functional states. Some far easier than others to create, but all of which should add fun distractions from the story and combat of the main loop.

After that, hopefully early next month, I'll get with Nemi to start focusing entirely on final asset creation. Everything needs to be touched and polished, Keena's rig has issues, various characters have proportion issues, and so we'll definitely be addressing that. We have a few more bosses to design, but were over halfway done on that as well!

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Early test of "Clashing Fates" a luck minigame


Along with creating bosses, NPC's, and finalizing levels, we have to come up with a final vision for the HUD. This is really, really, not my area of expertise, so I'll be doing plenty of research and working with Nemi to ensure it has a clean, fantasy appearance fitting for the game.

With those two things out of the way the alpha build will be put together.

gliders

Early shot of the Atlantian racers, in a technical testing area, controlled smoothly with the mouse


The first prototype of the game will be pretty rough, no doubt, so I'll have to pick and choose what to show, but it gives us the entire scope of what we have left to do, and polishing and fixing that up will be the last stretch to the finish line!

Admittedly I have no clue if I can actually get this thing out by the end of 2024, it will be very close to done, for sure, but fully ready to release? That's the question.

I don't want to rush this out the door and spend months fixing things after the fact.

Early footage testing our mini-moba, the infantry in an endless power struggle


We are nearly halfway through the year, and perhaps things will start to speed up in development. The script required a ton of creativity, had multiple rewrites, and a ton of time and effort. This isn't just the vision for one game, but multiple expansions, and the possibility of future titles. The plot had to be rock solid, with room to grow.

If you'd like to follow us on Steam, it would be greatly appreciated!

Store.steampowered.com

Thank you for reading and I'll see you next time!

DevDre,

Carrionwave

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