Art & Making Of
Game development is a creative process, and it’s incredibly easy to keep adding extra features (more boss skills, massive secondary maps, complex systems). This is the number one reason solo indie games get delayed.
Creating a 2D action RPG requires a balance between precise controls and intricate asset production. To ensure the gameplay feels intuitive and modern, Rainfall utilises a full 8-directional vector movement system that allows seamless diagonal traversal on controllers and keyboards.
To maintain a sustainable development timeline as a solo creator, the visual rendering is built on a streamlined 4-way character animation framework (Up, Down, Left, Right). This allows me to focus on handcrafting detailed pixel art for every single animation frame, ensuring it is kept to the aesthetic of the game's world without risking the massive production delays often associated with massive asset sheets.
As a solo developer, I am solely responsible for everything from programming in Unity to hand drawing every pixel art tileset in Aseprite. And as unexpected technical bugs can impact development speed, the production timeline has been established to ensure it can be delivered on time. My priority is delivering a polished, fun 2D RPG experience rather than rushing out a buggy unfinished build.
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