I am working on a 2d isometric. At first I used free material, but nothing fit with anything. Then i plucked up my courage and started drawing everything, but only got garbage. Since I don't have hands to draw, I looked for other options and learned some basic blender stuff. So I've created most of the objects in 3d, and now i have some enemies and bosses, some environment pieces, and some basic zone prototypes.

My idea is to make an action rpg, 'world of warcraft' style combat mechanics, but without multiplayer and more dynamic. Probably i will add a companions system to spice up the battles. Although for now it looks like a 'pew pew', the mechanics will be to watch the mana, and the buffs and debuffs of oneself and the enemies. I have created 4 classes of skills but the most complete one is frost mage which is the one to test.

I have decided to share some images because I think it is starting to take shape, but what I am looking for now are tutorials, tips and tricks or anything about 2d post production to make it look better. I appreciate any kind of advice or idea.

14 days later

beta 2.7: - ia smart movement improved: Enemies will try to dodge the shots, dodge the map objects, and they do not shoot if there are obstacles in their line of fire - castbar working. Some spells need channeling time - mana consumption and regen - skull soldier new spell: Poison Stinger: Debuff (1 sec) cannot run while active. Stacks up to 10 times - new enemy: melee soldier (fast walk, burning contact) - new boss: Druid Commander (spells: Nature Bolt, Nature Shield, and can spawn soldiers) - intro scene - basic dialogue system - pause and restart game menu - fps counter (key F1)

10 days later

beta 2.9:

New class: Pyromancer 4 new skills New Blood effect Attributes and leveling system added

7 days later

Beta 3.0 Added: inventory system Added: loot system (gold, armors, potions) Added leveling points Added: experience bar Added: blood effect on player Added: options: now you can disable the view of health and mana numbers of the hud Added: cold and frozen effects on Commander Druid Boss Changed: portrait player style Changed: max lenght character name set to 13 Changed: castbar is finallly removed because is too slow for this type of game Resized: trees colliders fixed: minimap icons doesnt dissapear on reset by player death fixed: fog size on some parts of the map Fixed: portrait enemy doesnt change in some enemies Fixed: burning area persists on fire soldier melee death Fixed: enemy burning touch persists on pause game Fixed: knockback on fire soldier melee Fixed: tutorial window doesnt hide sometimes Fixed: some translations Fixed: hud font numbers

22 days later

  • I extended the first dungeon, now is 4x bigger. There is new events and a new boss, a really big boss.
  • There is traps with laser f-instant-kill, and i added light turrets too.
  • Added checkpoints
  • I created new furniture objects like water tanks and containers. And i created many new effects, i am really in love with the godot particles.
  • Added a enemy spawn point (spawns random enemy)
  • New enemy: light hovercraft
  • Enemy mana consuption added (at least!)
  • Some key controls changed
  • Chatbox messages limit set to 20 ( i forget this before and was eating process like a monster)
  • Many minor fixes
a month later