I've also prepared an overview video that provides a more detailed explanation of various aspects of the game such as the combat system and design philosophy.
https://t.co/LTCH9lGnLl
After over a year of development, the official game pages for True Human Tribulation III: Remedy is now Live!
Game Jolt: https://t.co/dD4K3kGZF3
Itch io: https://t.co/IZvZkQRmaP
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@crustland Not exactly, it functions as a buffer towards a party member's Life in combat, while also serving as a resource for performing attacks. I probably should've made by more clear.
Introducing the last core mechanic of my game: the Rest Menu. Where the player could save their game, and spend their supplies to heal, or craft consumable items.
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The game is open-source, and hosted GitHub. I will really appreciate it if you could playtest the game and provide feedback as this is the most crucial time to do so.
https://t.co/RjOJUPXLRx
For weeks, I've been working on this artwork on the side. Basically whenever I find it convenient. It looks terrible, but it has that "soul" to it that I can't describe. Probably because I grew an attached to it after working on it for so long.
Some more official artwork for Remedy. As if it implies that there is unofficial artwork for the game; which there isn't. Unfortunately :(
#indiegame#gamedev#art#indiedev#devlog#artwork
The Cathedral is only one of the three areas you must traverse in order to reach the boss at the end. I'm not planning for Remedy to be very long game. Knowing my track record, it's probably going to be very short; like 30 minutes of playtime.
I really wanted to make sure that everything is finished before proceed to implement proper Companion and Enemy AI. What I can promise is that it will be done eventually.
Made it so items could now be used in combat. It could be done through a command menu by pressing LSHIFT or the SELECT button.
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You could really see the Kingdom Heart inspiration starting to bleed through. Initially, I planned to just add the command menu and move on, but I figured that since I was here I might as well implement the rest of the items I'm planning to add. Just to get it out of the way.
Once I got past the hurdle of creating a melody, creating the rest of the song became straight-forward.
I figured that a battle theme should keep the player on their toes, and I think I did a good job in that department whilst not sounding repetitive or ear grating.
It's quite odd to think about to be honest, since I always struggle to coming up with music for months at a time. I think it's because I've always had trouble with the early stages of composing a song, as I had to start with absolutely nothing to go on.