Himeko Sutori
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Castle gates, or no such thing as a small change

by Nathaniel | Aug 14, 2019 | Development, Technical

For months I’ve wanted to add castle maps for some more variety and to add some new tactical challenges.  I wanted to add walls, gates, and destructible obstacles.  And I never seem to learn how complicated even a seemingly small change can be. This may look...
June update:  Bugs fixed, rim lighting, crafting, progress through Shadowlands

June update: Bugs fixed, rim lighting, crafting, progress through Shadowlands

by Nathaniel | Jun 27, 2018 | Art, Development, Technical

We fixed the last of the game-breaking bugs, made some big visual improvements with outdoor rim lighting, integrated crafting into the game, and added a boss fight and some content to close out the player’s first expedition into the Shadowlands. So first off,...
Glowing weapons, new music, new enemies, procedural fire, dynamic lighting, new town, and crafting

Glowing weapons, new music, new enemies, procedural fire, dynamic lighting, new town, and crafting

by Nathaniel | May 31, 2018 | Art, Development, Music, Technical

Here’s our monthly update.  We have a lot to cover.  Let’s start with this new track from our composer, Kevin Won. Sunrise Falls Theme by Kevin Won | Himeko Sutori Official Soundtrack...
Stacking the deck to ensure more character-class unlocks

Stacking the deck to ensure more character-class unlocks

by Nathaniel | Jun 27, 2017 | Development, Technical

We should probably do a more in-depth look at probability in RPGs or video games in general. But for now, this is what we’re doing with probability in Himeko Sutori. The way level-ups work in Himeko Sutori is you get XP (or experience points, but if you’re...
Overhaul of item stats, planned from the start this time.

Overhaul of item stats, planned from the start this time.

by Nathaniel | Apr 19, 2017 | Development, Technical

We are finally getting into the long overdue overhaul of the equipment stats. At first when I made the equipment in the game I just kind of thought “I’ll put some numbers in here and then go back and balance it later.” There are going to be hundreds...

March 2017 update: level-up cards, graphical improvements, more portraits, campaign loader, and random loot

by Nathaniel | Mar 31, 2017 | Art, Development, Technical

Here is this month’s update video! The video pretty much says it all, but let’s dive into details here: Here is the list of available campaigns, along with the campaign name and description.  Those details, plus the level to load in order to start your...
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Recent Posts

  • Full Release Tomorrow
  • New zombie character class
  • Castle gates, or no such thing as a small change
  • Fleshing out the mid-game with new equipment, maps, enemies
  • Adding zone of control for more tactical movement

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