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Omori Cat Kickstarter update - dev notes

by rawmeatcowboy
13 May 2015
GN Version 5.0

or those who don’t know or haven’t had the chance to experience the convention’s alpha demo, aka testing the waters, we had gathered enough data of what we need to implement to understand what OMORI needs! As a result OMORI’s base engine is undergoing changes that will involve several performance updates. The updates would be:

a.) We manage to implement GPU support in RPG Maker. This makes the game run smoother and allows us to create even crazier things! This means smoother animations, more objects, etc.etc.etc.

b.) OMORI’s a special pickle when it came to its level designs. A lot of compromise had to be made for the convention demo, but now we have several add-ons implemented for the new version. We are in the process of writing an external map editor that is specifically made for OMORI’s animations and level design.

c.) OMORI’s UI isn’t final and was only for the Alpha Demo. With Omocat’s intended stylistic flair for the game, it will be a lot better and suitable for the game’s theme. It should also flow better now that we are discussing some final gameplay elements for the game’s battle system.

d.) The Emotion system has undergone some major changes that we cannot reveal right now. But we promise that we’re working hard on it. A huge document is being prepped on how the systems are going to be laid out. Once that’s settled, tested and got Omocat’s seal of approval, hopefully we can provide more info!

Thank you again for supporting OMORI! For more updates, please make sure to check the OMORI website!

Thanks to Matt for the heads up!

 
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