Rêve Absolu : Bullet pattern system

The last few days, I’ve kept working on the battle system of Rêve Absolu. But I focused on the system allowing the enemy to shoot the player.

It was a lot of work but I think the system’s taking shape.

The danmaku phase starts and the enemy shoots at the player with different patterns every turn. At the moment, the player can always shoot the enemy since only the attack turns are implemented. I still need to implement the defense turns with the microAmI system.

You can see the progress on this video :

Rêve Absolu : Battle system’s progress

I haven’t posted for several days, but that doesn’t mean I’m not progressing on Rêve Absolu ‘s development. On the contrary.

I made great progress on the battle system.

The player can now attack the enemy and manage their miniAmI party. Each with their own stats. Of course, lots of features are still missing.

The item system, the strategy menu, and the bullet patterns of the enemy aren’t programmed yet. But that will come over time.

I also found a skilled artist I plan to collaborate with in order to handle the graphical aspect of the game. You’ll have the opportunity to see the first screens of the game’s true visual identity in the near future.

In the meantime, here’s a video showcasing the development’s progress :

I thank you for your interest in Rêve Absolu. I will do my best in order to produce a game of a quality matching your expectations.

Rêve Absolu : Recent progress of development

The development of Rêve Absolu is, I think, still going well.

I spent time yesterday reorganizing my project in order to facilitate the addition of new features. And today, I spent time implementing the miniAmI switching mechanic.

You’re probably asking yourself “What’s a miniAmI?”.

I will talk more about it in the future. I am planning a demo release by June 2026. I at least hope that will be possible.

Implementation of the battle system in Rêve Absolu

The development of Rêve Absolu is progressing fast. Even faster than I imagined.

Even though I only had a very primitive danmaku screen yesterday, I spent several hours today in order to make progress on the battle system.

It is now incredibly easy to smoothly transition between the overworld and the battle system (It really helps making it look like an actual video game and not a “Walking simulator”).

The majority of the battle menu’s options are still useless. Only the “Attack” and “Flee” options work right now.

Attack starts the danmaku fight. The enemy shoots bullets on the player and the player can move around. But the player cannot attack yet. There isn’t even an enemy attack turn either.

The flee button allows to end the fight.

Obviously, in the final game, the player won’t be able to get out of important battles.

All of the game’s graphics are placeholders.

Pokemon and Touhou art are used during the development of core features and will be removed once development will reach the “graphics” stage.

I hope development will keep going smoothly.