- DREAMS
- What is Dreams?
- Buy Dreams(opens in new tab)
- Updates
- System Software License Agreement(opens in new tab)
- LEGAL
- About us(opens in new tab)
- Website Terms of Use(opens in new tab)
- Copyright infringement
- Privacy policy(opens in new tab)
- MEDIA MOLECULE
- About(opens in new tab)
- Blog(opens in new tab)
- Jobs(opens in new tab)
- Twitter(opens in new tab)
- Newsletter sign-up(opens in new tab)
DREAMS™ © 2024 Sony Interactive Entertainment Europe. Published by Sony Interactive Entertainment Europe. Developed by Media Molecule. “DREAMS” is a trademark or a registered trademark of Sony Interactive Entertainment Europe. All rights reserved.More Info(opens in new tab)
v3.1 "Triceratops" Alex Evans mode enabled
In the simplest terms, I was not up to the task of creating the needed assets.
My own desire to do it alone was higher than my drive to make it happen.
And thank you for telling me about the update. Can't wait to check it out.
Due to a schedule change and large amount of writing, combat math, and tracked combat and social variables at play.
The project is still very much in development, but I need to better finish my outline before I take it the wrong direction.
After weeks of testing and tossing out combat systems, I've decided on a positional, hex-based, low stat value, action prompts system. Think 'Fire Emblem' meets 'Paper Mario.'
Early renders of the battlefield and RPG in my pictures list!
It's been a month. I'm releasing what I've got that's in a playable state. The project's RPG side is currently being drafted up and balanced, and a lot of upcoming updates will be smoothing / expanding current mechanics. Give it a play!
Looking to rework the current inventory system, as I undestimated how many variables could be used by consumables, gifts, and equipping a full team. I'm still working heavily on keyframing, but the project is going strong!
Progress on the Social Sim aspects of the mechanics are nearly finished! (85%) Currently cleaning up menus, and finishing up activities, keyframing, and fast travel.
Should I post up the finished Sim and RPG mechanics separately as I go?
I'm officially in early beta on a Social Simulator / RPG. Think 'Persona', but with a different turn-based battle system!
I'll be releasing a 'Development Room' demonstrating the mechanics as soon as I'm ready. They're 40% finished!