Enola: Prelude is a game I have been working on for a while with my good friend Jimp. We worked together last on Cowlorful, and have teamed up again to work on an RPG. We read in a few places that making RPG’s are time consuming, and now we can definitely say that is the case! We have been working on it for a while now, the amount of content required to make a immersive RPG is quite a large workload. We have however been going strong, and progress has come a long way.
The battle engine is now now almost contains all the features of the finished game. We have included a variety of attack methods, including ailments which give weapons and spells a unique twist. Of course it wouldn’t be an RPG without limit breaks, and we have some pretty devastating ones in store. As a homage to great RPG’s of old, some players may recognise something about the last summon….
Enola: Prelude also allows players to create new weapons to use against the various enemies they will encounter while exploring the world. They can collect materials from dead enemies, and use these to create new weapons with different powers and characteristics.
We do however have quite a bit of work to left to complete. We are still working on adding in the story elements, and a few screens still need some work. Enola requires a lot of balancing also, like any RPG, and this is going to take a lot of hours to get to a stage we are happy with. Other final thouches like finalising sounds are yet to be completed.
We are also looking to release the game on mobile devices after the web release, running within AIR. Early tests look positive , but we will need to make considerable changes for the mobile version.
Enola prelude will enter the final stages of development through out September. If you want to keep up to date on the progress, check the Enola Facebook page or Twitter account. Alternatively come back often or follow GrindheadGames or ArtJimp on Twitter.