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.