It's weird how so many indie games claim to be "retro" or "classic" yet their art style looks nothing like the old games they claim to emulate. Not RPGs but Shovel Knight and Sonic Mania are the only ones I can think of that genuinely look like NES/SNES games. Grimoire is probably an exception because its graphics were originally made to run on DOS-IBM PCs.Immediate day 1 purchase! Great work
It is great how the graphics are inspired by the past games but do not use tired cliche'd faux-pixelart.
It's equally weird in Lands of Lore. It's simply not possible to do this correctly with pure 2D Textures. Lands of Lore just hides it better because the resolution is lower and the animation way faster.It looked weird in grimwah thoughI always turned smooth scrolling off in Grimoire.
This is nice. However I miss a bit the other approach to towns/hubs - a scene with some objects or buildings to interact, like in Wizards and Warriors or Demise:Rise of Ku'tan. It requires a bit more art of good quality, but gave a comfy feeling of being safe.I got asked here, if the cities will be explorable (like other areas) or more like a "hub".
As I said back then, each city in Mystic Land is just another area (map) you walk through and explore.
Here is a sample screenshot (as I'm just working on this one).
View attachment 48266
You have a point, and I agree.SirBlabsAlot A friendly advice - you should drop 'early pre-alpha' notification from your videos and screenshots. Early pre-alpha for most of the modern games means a tech demo phase or an interactive mock-up. It's basically a red light for a number of potential customers, as most of the games do not get released or are many years from 1.0. And I assume that Mystic Land should be released in around a year from now.
I do have texts already prepared for the manual, so I guess I can put the descriptions for these things here.Can you tell us more about character builds, classes, systems? How do skills and attributes work?
No.I forget if you've already described this somewhere. Do skills improve through use like in Wizardry 7?
I do have texts already prepared for the manual, so I guess I can put the descriptions for these things here.Can you tell us more about character builds, classes, systems? How do skills and attributes work?
I won't reveal the full mechanics (for obvious reasons), but I can describe these things like they will be described in the manual.
Would that work?