Mr. Saturn sprite EarthBound in Unity Concept

sprite blastar

Link to Video: https://youtu.be/qr4H6wyu64w

What is This?

A very early proof of concept at attempting to make EarthBound in a 2.5d style inspired by Octopath Traveler. About 95% of the time was used on making the battle system, this plus just picking up Blender only two days ago makes the Overworld section not look as good as it should but I hope the style that I meant to show can be seen.

I wanted to release the whole first section of the game playable (obviously for free) as a EarthBound 20th Anniversary thing (Japan release date) but due to time constraints, my ability lack of 3D modeling / Pixel Art / Music, and DMCA fear I am thinking of leaving it like this unless I get a lot of demand to complete it (which I would probably try to get a team for).
Of course, most of the assets are taken out of EarthBound. The trees models were picked up from Darth_Artisan

The fences models were made by CrispKaptain
and the battle transitions obtained out of this video . "Shaders Case Study – Pokemon Battle Transitions. " https://www.youtube.com/watch?v=LnAoD7hgDxw

Other assets and coding was developed by me in Unity / C#.

Please let me know what you think, and what style you would like if EarthBound got a remake!

sprite PsychoLOLogist

Looks really good. I can tell you put a LOT of effort into making the battle system.
Are you planning on making your own IP inspired by Earthbound?
Clearly you’ve already laid out the framework for one.
I think it would be a lot easier for you to keep up motivation on your own game rather than doing an Earthbound remake and getting burned out.
Plus, I think a lot of people would be happy to throw money at an Earthbound-inspired game, myself included.
Looking forward to seeing what you’ve got planned.


Do you mind if I ask how you got your text animations to lerp so smoothly? Like with the menu titles and especially the rolling HP animation?
Are you just sliding sprites/textboxes and masking out the parts that shouldn’t be visible? Looks really nice.

sprite RGGames

IT’S A W E S O M E!
If I would be you, I’d add some new offensive PSI to Ness, since I think that he could really use that.

sprite blastar

Looks really good. I can tell you put a LOT of effort into making the battle system.
Are you planning on making your own IP inspired by Earthbound?
Clearly you’ve already laid out the framework for one.
I think it would be a lot easier for you to keep up motivation on your own game rather than doing an Earthbound remake and getting burned out.
Plus, I think a lot of people would be happy to throw money at an Earthbound-inspired game, myself included.
Looking forward to seeing what you’ve got planned.


Do you mind if I ask how you got your text animations to lerp so smoothly? Like with the menu titles and especially the rolling HP animation?
Are you just sliding sprites/textboxes and masking out the parts that shouldn’t be visible? Looks really nice.

Yeah, I will use the framework for either a new ip, or to release it as a build-your-rpg package for Unity non EarthBound related. If I do go for developing an EarthBound remake it would only be for a small portion of the game.

As for the text animations, I did use a Unity function called SmoothDamp that basically lerps the position while masking out the parts that should not be visible.

sprite blastar

IT’S A W E S O M E!
If I would be you, I’d add some new offensive PSI to Ness, since I think that he could really use that.

Thanks! For the video I only had PSI Fire, Freeze, Life-up, and Hypnosis programmed in. I forgot to show off Hypnosis though. If I continue development I will give Ness the PSI abilities he has in the original game.

sprite PsychoLOLogist

Good to hear, and thanks for the info.
As a template for Unity, some things that would really make it have mass appeal (or just to make it a versatile tool for yourself):

1) Party size options
2) Left/right-side battlers (Paper Mario, Final Fantasy 1, etc.)
3) Optional top-down 2D perspective instead of 2.5D
4) Optional card-based battle system (for making CCGs)
5) Optional grid-based battle system (SRPGs, board games, etc.)
6) Optional timed-hit battle mechanic (Mother 3, Paper Mario, SMRPG, etc.)
7) Optional visual novel mode (no overworld)
8) Preset particle effects/shaders (for combat animations)

With even some of those options, you’d compete with full-blown game engines.

TragicManner

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Haha, funny to hear that the battle system took that long because I’ve had a similar experience. Battle system and menu systems in general have been particularly time consuming in my projects.

sprite Solidish Snake

I gotta say, this looks amazing!

sprite blastar

I gotta say, this looks amazing!

Thanks!

sprite blastar

Haha, funny to hear that the battle system took that long because I’ve had a similar experience. Battle system and menu systems in general have been particularly time consuming in my projects.

Yeah, I used alot of time to make it fully costumizable and putting stuff that was never used.