Hey there
Thanks for taking an interest in Terra Maega.
There have been quite a large number of updates made to the game, including: an updated new palette, battle moves, character customization optimizations, and new dialogue designs!
I'll drop in the 2 most recent devlogs, covering these updates, right below this section to give a visual overview of the changes. No worries they're short and sweet
Let's a go
--------------------------------
Devlog Overview
Since the last early dev update, I've actually created enough content to cover 2 whole devlogs
Timing plays a huge role here. Updates discussed in the last early dev announcement came right before releasing the previous devlog. If you'd like a more direct visual overview ~ feel free to check those out below:
[previewyoutube=woD1sJ76dsg;full][/previewyoutube]
[previewyoutube=lE25FCNzl_k;full][/previewyoutube]
Colorful New Look
The world of Terra Maega has adopted a dramatic change in color To embrace a more fantasy-like aesthetic, and help the game better stand out, I repainted the pixelart with a more expressive custom color palette:
Link to full update video
Big Dialogue Changes
NPC Dialogues have taken a noticeable change. As much as I'd like to say my portrait art has been improving, it's still quite an ordeal getting down just 1 or 2 detailed portraits . With multiple dozens of npcs planned for the game, and the possibility of further polishing / dialogue expressions added in later, it seemed like I had to remake the dialogue design to be more scalable.
Check out my solution with this sleek new design; instead of using the old detailed portraits, I've adapted dialogues to reuse the npc's battle sprites if available :
Link to full update video
Battle Stat Tracking
Buttons have been added in the battle scene to keep track of current stat changes, and status moves used
Link to full update video
Custom Battle Backgrounds
Earlier on in development, I've experimented with various designs for the backgrounds used in battle. I eventually decided to incorporate the psychedelic Earthbound aesthetic to the visual design of the background, and now have a process created of making my own custom backgrounds similar to this style:
Lightning Animation Update
Updated look for the Battle Move, Lightning, incorporating my newer style of pixelart and lighting. This was actually the first move I designed for the game when I made the concept, great to see some improvement here :
Link to full update video
Improved Character Customization
The first implementation of character creation included a pool of all possible choices you can choose from, hidden from view, and rendered / animated when applicable. Now, since these assets are rather small, the thousands upon thousands of assets used to implement this didn't actually take up much space. But it was a development nightmare
Imagine thousands of sprites, animations, and animation trees needed for just one outfit haha. Not only that, there seemed to be a slight performance hit when toggling on and off different sprites for different options. So! This needed to be fixed, and I now decided to add addtional layers to the outfit (invisible to the user ofcourse) to keep some colors constant, BUT - every clothing option is now initially presented in grey - with the addition of color added on player choice! No more toggling between sprites, reuse the same clothing / body-parts, just recolor :
Link to full update video
--------------------------------
If you'd like to stay up to date with development news as it's made:
I post trailers, videos, and devlogs on Youtube
Development updates, screenshots, and videos on Twitter
Game-art, and short game clips on Instagram
Thanks for the support
Until next time!
[ 2022-08-02 17:02:52 CET ] [ Original post ]
Hello hello!
Thanks for checking out the newest Early Dev update of Terra Maega!
This update covers the recent redesign of the game's promo art, and refactoring of the battle scene to allow for more dynamic animations / events.
Let's jump to it
--------------------------------
Promo Art Redesign
A very important part of releasing a game, is simply getting word out that there is a game. If no one knows about it, who'll play it? That's why promo art is a must have for early development.
However, as a solo developer, a task like digital art/design is handled completely by myself (at least for now). And so the first attempt at making promo art.... honestly wasn't the best
Here's a look at how I've redesigned the initial promo art in this round of updates to Terra Maega:
[previewyoutube=53eB3UcWPt8;full][/previewyoutube]
Battle Scene Opponent Floor Animations
Up to this point, your opponents during battle felt pretty drowned out by the animated background. Therefore, an animated floor has now been placed under your opponent to allow them to really stand out. The floor's design and color will update depending on the type of opponent you're facing, as well as their current Maega's element!
Link to full update video
Battle Scene Stat Change Animations
In order to make status effects feel more impactful in battle; I've included statUp and statDown animations, displayed over a character when a stat change is applied:
Link to full update video
New Move Animation for Umbra Shot
I've been working on updating the animations for the current moves presented in the game. The first one up on the chopping block is Umbra Shot
Link to full update video
Battle Scene Action Text
To provide some much needed info during battle ( like if your opponent actually dodged your move ); The Battle Scene logic has been updated to display dynamic info text between actions:
Link to full update video
Battle Scene Lighting
And finally, the Battle Scene has been completely restructured ( in terms of GameObject setup ) to handle dynamic lighting. Now actually applying lights to different moves and characters is a different beast all together But let's see if you can spot the difference:
Link to full update video
--------------------------------
If you'd like to stay up to date with development news as it's made:
I post trailers, videos, and devlogs on Youtube (Devlog 4 coming out ~ the end of June )
Development updates, screenshots, and videos on Twitter
Game-art, and short game clips on Instagram
Thanks for reading up to this point
Until next time!
[ 2022-06-18 15:15:36 CET ] [ Original post ]
Hello hello!
Welcome to the Steam page for Terra Maega!
Another month of development has flown by ~ and although I was very sick at the beginning of the month , there's quite a bit to show and look forward to!
--------------------------------
In this month:
Character Customization has been added!
Choose to be either male or female, and pick from a myriad of colors. More outfit choices coming soon:
All existing portraits have been updated in this last round of polish
Daylight color values are brighter and more natural
Battle UI updates are in the works
--------------------------------
If you'd like to stay up to date with development news as it's made:
I post trailers, videos, and devlogs on Youtube (Devlog 3 is now up )
Development updates, screenshots, and videos on Twitter
Game-art, and short game clips on Instagram
Thanks for making it this far
Until next time!
[ 2022-04-27 17:31:35 CET ] [ Original post ]
Hello hello!
Thanks for checking out the Steam page for Terra Maega!
As a solo developer - the decision to set-up a storefront, and make the game's progress public, was made to spread the word of the game's development. If no-one knows about the game, who will play it? That being said, the game is still very much in early development (with an ETA of ~ late 2024), and A TON of work is being done to build out new features / polish existing assets.
--------------------------------
So far the game has been public on Steam for a little over 1 Month
In this month:
Existing character portraits were improved
Overworld Fire and Earth magic abilities have been added
Overworld Puzzles are being added
You can now receive mail from NPCs
A spinner minigame has been added for obtaining new Maega
Secret loot is being added in several locations
--------------------------------
If you'd like to stay up to date with development news as it's made:
I post trailers, videos, and devlogs on Youtube
Consistent updates, screenshots, and gifs on Twitter
And will be posting short updates, art, and videos on Instagram
If you made it this far, you're already magic in my eyes
Until next time!
[ 2022-03-26 17:04:52 CET ] [ Original post ]
Intro
Play as a brand new mage trying to make a name for themselves in this 2D pixel art, open world adventure game!Background
A magic apprenticeship only lasts 4 years; can you truly prove you have what it takes to be a Master Mage in such a short time?Thankfully, you're not alone. Thoughts & emotions are the roots of magic, and they can be extremely difficult to keep under control. That's why mages like yourself seek out Maegas, colorful creatures composed entirely of magic, to help them learn new types of magic and spells.
Features:
- Buy and upgrade homes that you'll be able to customize to your liking!
- Use the Maegas you gather in magical duels with other mages or magical creatures!
- Combine with your Maegas to gain powerful passive abilities and really show off the power of a particular magic.
- Make friends and build relationships with people you meet along the way!
- Craft powerful magical items and useful potions to help on your journey to become a Master Mage.
[ 6092 ]
[ 3458 ]