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An atmospheric, anime inspired shinobi role playing game set in a fictional world of Feudal Japan.

Post news Report RSS Land of Fire Devlog #16

With another productive week behind us today makes our 16th consecutive devlog. That's four months of work. Today also means that LoF has been in development for about seven months now.

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With another productive week behind us today makes our 16th consecutive devlog. That's four months of work. Today also means that LoF has been in development for about seven months now.

Enough beating around the bush. This week we continued our experiments of hand-drawn maps vs tile maps. So far we've been able to produce a couple maps using the hand drawn method. IF there's one thing I do like is that this method gives you a lot more freedom when compared to conventional tiled maps. Vs the old method where we were mapping objects and plotting everything on a grid, I believe this brings out a lot more creative freedom especially with how maps are connected, and definitely bring out a new method of exploration element into Land of Fire.

Here's a looksie into one of the maps Pixelcomet spent a couple days on -



The tutorial area is starting to take shape as we begin to introduce different types of enemies.

This week, I spent some time working on two very necessary systems for online play.

Currently the respawn system is incredibly generic and follows by standard MMORPG rules, but this will change. Something along the lines of being knocked out a few times, having some form of struggle (no button mashing) and eventually being defeated and forced to respawn. The complete mechanic hasn't been fully discussed with the team so it's up for discussion and suggestions.

Here's a gif of me being ganged up by a couple of dark forest mercenaries and being greeted by the respawn window.


The Party system is a new addition that I believed was vital. For a few not yet shown regions, players might want to team up with friends in order to overcome certain challenges. At the moment, the party system doesn't do much special besides give you immunity to team attacks, share EXP, and monitor teammates' stats. Parties can fight against other parties which would be very interesting to see in action.

and here's what that UI currently looks like:


With those, I recently fine tuned the pixel collision system at play -



And using that, we have recently added an automated elevation system (needs polish) which can easily allow free-jumping in the future.



Meanwhile SulLight has been busy doing an awesome job setting up the village NPCs!

Maria -


Suki -


Amano & Kibe


I'd also like to present our TIG Source, where we will actively post updates throughout the week! Be sure to check us out at Forums.tigsource.com .

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