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Looking at my previous blog post, I realized how close I was to actually "finishing" something (even though it was just demo). I had really fleshed out pretty much all my features and systems I planned to include in the game. They were operating wonderfully. My events and maps were all complete. I was motivated and focused.
We all have that lull that we go through where we step away from the project for a little while. Well, for me that lull has come and gone over the last few months. But I went back to take a look at my project and...
What... The... HECK... Is going on here? What an absolute mess!
I realize now that this project I was working on was more of a "test" project. Meaning, I was really just making sure that the plugins and systems I had planned to use were playing nice with one another. The result? A whole mess of debris from systems/features that I ditched for various reasons. Common events, notetags, switches, variables, resources... All scattered throughout. It was brutal!
The other thing that I realized was that I was getting better at developing games. I was catching on to doing more things through eventing instead of relying on plugins. The problem with this was, I got way too out of control.
It's like setting a goal to build a small house, but you instead you build a foundation that's large enough for an apartment building.
Then you think to yourself... "Hey, I have the means to take on this project. I can do this! Let's go for it and build the apartment building!"
Then reality sets in. There's going to be too many things to maintain throughout the development. You just don't have enough construction workers to actually finish this thing. You're on your own, and all you can do is contract some workers to get PARTS of your project done. However, the majority of the work will fall on you. You shouldn't have made the foundation that big.
So! I've decided to "build a smaller foundation", so to speak.
Side note, if you haven't checked it out already... Yanfly's Comic is a great read. It's a real eye-opener, and part of the reason why I want to rebuild my project.
This will be the first time I've really started something over that's reached a pretty high stage of development. Have you guys ever had to do this? What made you come to terms with the decision?
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My medical records i learned not that long ago got released without my consent to various individuals. One of the facilities involved released my records to a lawyer who then released them to other individuals.
I spent the past day having a friend help me get a complaint submitted to federal authorities.
This is what I reported in the federal form
University Medical Center, which is a LSU (Louisiana State University) medical facility, released without my consent or a court order my medical records to the Bradley, Murchison, Kelly, & Shea, LLC, which is a law firm. My records were then subsequently released by Bradley, Murchison, Kelly, & Shea, LLC to other individuals without my consent to individuals who had no right to them. I was made aware that this had occurred when I received a letter dated November 1st , 2016 from Bradley, Murchison, Kelly, & Shea, LLC stating they released my records to another law firm, along with a CD/DVD disk of my records. The letter stated that they were released to the law firm of Blue Williams, LLP. Bradley, Murchison, Kelly, & Shea, LLC also had my address incorrectly listed in the letter they had sent me and I only got it after the post office delivered it to the correct address. The exact date when University Medical Center released them to Bradley, Murchison, Kelly, & Shea, LLC is unclear. Additional I believe that my records may have been released to other individuals as well. and other LSU (Louisiana State University) medical records of mine, which as I stated earlier University Medical Center is a part of, may have been released as well. Bradley, Murchison, Kelly, & Shea, LLC are a law firm that works for University Medical Center and Blue Williams, LLP is a law firm in service to another medical facility or doctor. Bradley, Murchison, Kelly, & Shea, LLC and Blue Williams, LLP had not revived any consent in written or verbal from me to obtain or redistribute any records of mine.
I reported this to my Medicaid provider at the time, AmeriHealth Caritas, on November 6, 2016, if I recall the date correctly. I also report this to a fraud/complaint number which was 1-800-488-2917 in December.
I have wanted to post some stuff before, but have been very ill the past few months and depressed, because of the health & legal issues. I've been having to get injects in my arm on a regular basis just to be able to eat and use my arm for basic tasks. have heart problems and am going to need bypass surgery I learned not that long ago. I still haven't been able to find a lawyer to handle the abuse I mentioned in my last post and have been having a hard time just trying to do things because of the health problems.
A friend is typing this up for me while I dictate to him.
I'm also not sure what to do as I have been running into dead ends, various state authorities who don't want to investigate and I'm afraid that if I pursue things I may be putting my life at risk as the facility and individuals have a good bit of money and are very blatant in there disregard for the law.
If I were to end up in an accident my medical records are also so messed up as a result of what occurred in 2015 I'm afraid I would be killed by be giving incorrect medications and/or denied medications I have to take for serious health conditions.
On top of all of that I can barely pay my bills. Friends had to loan me money just to get food this month. All the legal stuff has been impacting me financially hard.
A few weeks ago I had to also file an appeal with an Administrative Judge as the Louisiana Department of Health & Hospitals has refused repeatedly to properly investigate the abuse and has deliberately multiple times given me incorrect information on appealing there refusal to investigate.
So the biggest issue with my really large project Classical Age World (CAW) is the level of research required to actually make the game. So I have been debating things about it for some time, and after much discussion among myself and a few friends, I have decided to make a series to be released before the large project, which will help me in developing resources for the big game.
The first of the series I have decided on is an Aztec game. I know there are now resources for such a game, however I feel that ancient jungle dungeons tileset does nto fit the timeline for my game, as they are meant to be modern set of ancient things, meaning they have deprecated. So I have started on a simple concept tileset. I already have a sprite sheet started for the Aztec Royal family, and so I have what I believe, to be a good start on things.
The biggest issue I had with developing the concepts to this particular game, was what to name it, who the hero is, and what the plot is. I have decided on the name of the game to be Right Now or Oritah in the Aztec language (Nahuatl). This is based on my research so far. Sources indicated a great amount of celebration went into the present moment of things, out of fear of the future. It also coincides with the culture of the Hero. One cool thing to note from my research, is that Dark Souls is reminiscent to the spirit of Aztec religious dogma.
The actual premise and purpose of the game, is to immerse the player into Aztec culture and language learning. This idea I had for some time, but I watched a dev feed on twitch of a friend, and realized how it might be done.
The actual plot to which the player takes part in is still being developed. The core concepts are as follows:
- The player is a merchant of a northern tribe who came seeking trade with southern cultures based on a vision of a shaman.
- The player is captured by the Aztec army (likely a jaguar warrior) and is held in captivity within Tenochtitlan, the capital city of the Aztecs that was a series of Islets.
- The player pays off the guards and they release him on good promises, however he still needs to speak with the King/Emporer for a release note, which means the player must learn the words to achieve this.
- Any attempt to flee the city without proper knowledge of the language results in failure, where they decide to sacrifice you to Huitzilopochtli, a God whom helps the sun defeat the darkness in an ongoing war between light and darkness.
- The player will have a companion, to be determined later, that will help in understanding and learning the language.
- There will be in game resources such as books and scrolls to teach words to the player.
- The player will have to complete tasks for npcs in order to learn more of the language, as well as culture as to what is safe and not safe, and will bring the player up to speed on life in the Aztec empire.
I am thinking that perhaps there is an npc of the same tribe as the player, to which is the companion to help learn the language.
Not everything will be counted for in the game in terms of Aztec culture, but I will do my best to hint at them. For instance, every 52 years Aztecs destroyed their belongings and mourned out of fear that darkness won the eternal battle, and only when the Pleiades returned to the sky would they buy new things and rejoice in Light's victory. This is something which may be difficult to create resources for with my limited capabilities, but I believe is important to knowing Aztec culture, and so it will be mentioned often in the game.
Celebrations and sacrifice will also be prominent in the game, but it's not going to be presented in a biased manner, so I hope. There will be priests in the game to help explain the origins of Aztec religion and creations. Such as the fact that all the gods had sacrificed themselves so that the sun would be victorious over darkness and the earth and humans could live on. The significance of the sacrifice being to embolden the armies of the Sun God. Also class and hierarchy's of society will be in the game, and will be hard to discover possibly, as Aztec upper class did not enjoy the company of strangers to the empire, until there was appropriate acculturation of the strangers.
I intend on spending absolutely 0$ on this project, and will not be buying resources or contracting for the project as a result. I am getting a new apartment soon and my ability to invest in projects will be sharply retarded by this fact.
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Sydney's World will be included in the book Gamify Literacy, published by the International Society for Technology in Education (ISTE). Release date is April 15th. I will post if there are any other RPG Maker games referenced.
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While working on my main project, (Legions: Homeland), I also have been working on some other projects. Though it gets some grief, they all use GubiD TBS.
Arena's of Arle'c
Engine: GubiD TBS 2.3
The land of Arle'c is separated into regions. The regions primary entertainment are the Arenas, where many fight, and die. Between the fights, the fighters work the land or help the civilian population.
You play Miel, a fighter. Like many of the fighters, you don't remember much about your past, or anything beyond your life in the arena, until a quest has you recovering an item from a ruin. After retrieving the stone inside, memories that seem more like dreams, begin to fill your mind. As time passes, the memories become more vivid, as those around you seem to be having similar images. As your put them together, you begin to realize that the world you know isn't as real as it appears.
>Added main characters based on choices made.
>Added lesser characters. Deciding either hired or gained in quests. They may be player controlled or AI, it's undecided atm.
>Save +: Replay the game as one of the other main characters based on choices you made on main play through.
You will get an initial "companion" that will be AI controlled after they are introduced (based on answers during the opening), but others will be player controlled in battle, but not go as high of level.
Angai Prime: SOL War
Engine: GubiD TBS 2.4
This one started as the original story, but I decided to base it on the sequel story.
After the revelation HMAI (Human Mechanical Artificial Interface) Project, and it's use of kidnapped civilians across the known space, The Alliance has officially gone to war with the Sol system. Condor, and the crew of the Angai Prime, are the symbol of the war, but they find that they aren't safe even from the Alliance, with all sides still trying to capture the ship and it's SOL tech, especially it's HMAI unit, Angai.
>Equip the Angai Prime with various shields and weapon systems and crew.
>Trade for funds to upgrade the Angai, pay off informants and bounty hunters, and hire ships to fight with you.
Trying two weapon damage types:
>Low-scale where you select weapon type pretty much normal type.
>Different equipment adds damage value based on range, some add more damage short range, while some are long range. Short rang attack are more accurate, but not always more powerful.
Engine: GubiD TBS 2.4
(Prequal to Legions: Homeland. Took another story I written and adapted it to the Legions timeline.)
As the Emperor calls his generals and prefect leaders for a yearly council, a mass organized rebellion splits the country overnight. When dawn comes, most of the officials in each prefect are killed. Managing to rally the nearby troops, Dei Liu holds off the capital of the Jun prefect from falling and leads the troops to retake Jun only to find the other prefects still in massive power struggles. As the prefects begin to re-unite, they find the Emperor has unleashed a forbidden magical army, Legion, in the main capital.
>Characters represent army units, not just individual characters.
>How you equip your units will vary their various offence, and defense, strengths.
>Your bases supply different supplies which can be used to craft various items from troop replenishments, upgrades, attack items, and more.
>Different tiles on the map can give you bonus effects, from re-supply, defense, and replenishing troops.
Hello fellow adventurers and everybody , if you enjoyed the Demo so far, please consider supporting the project on Steam Greenlight. I appreciate if you could take a moment to vote and help get the game Greenlit. Thanks!
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My post here assumes that people have played MMORPG's; WoW, RIFT, FFXIV, SWTOR.
I'm also assuming readers are familiar with ATB battle systems.
What I'm waiting for is a possibility to include real time into an ATB system, which I have more or less thought out. The above MMO's have global cooldowns in addition to skills having their own cooldown right? What if the end of the GCD is the start of a new turn. The game stops as turn based games do, then you choose a skill to use that's not on CD. Then GCD plays out and you'll have probably different abilities to use this time. Time only resumes once you use an action. If a skill's animation is longer than the GCD, then you're forced to wait until the animation is complete. I can't find a combination of plugins, events and variables that will allow this to be possible. Unless.... I have a couple more ideas now as I type this out. Back to
P.S. I don't know how blogs are supposed to look. This looks more like an 8 year old's diary.
The game Book of Phire is being put on hold for the time being to start development on another game, Dungeon Crawlers MV.
I will be posting more information about the new game soon. I will be looking for serious artists, and programmers for help with this new project as well. This is a commercial project and will take some time to develop. But I have an alpha almost ready for testing. Follow me to get updates on the progress of all my projects.
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Dang son, week 3 of the Blog already? Intense!
Hello everybody! Its OneTrueMitch, and I have more updates. I've decided to uphold my word last week and dedicate this to more updatey updates instead of talking about the purpose of the blog.
Motivation has been a bit lacking for me this week. I recently went to London, Ontario to talk about my upcoming Video Game Design and Development course, and I learned of the difficulty I will face in this course. Sad to say, on May 1st, my time to spend working on Hero of Legend will be severely cut down (possibly to at least an hour a day) because of summer preparation in animation and modeling due to the course.
Anywho, that's enough outta me! Here are some updates!
- Message System
With the recommendation of Iliketea, I have implemented a message box that shows who is speaking.
This will certainly help the player know who is actually talking, and it makes the messages seem more complete. I'm still working on adding message boxes to the events though. I'm about halfway done, and they should be ready for the next update.
Its not easy for me to create full and good looking maps. I'm very much a story oriented guy, and mapping is very difficult for me. However, Iliketea has been helping me with my mapping issues, as she is very good at that. With her help, I've been able to change a map of Stalete Village that looked like this:
To one that looked like this
Quite a difference, no? I honestly cannot thank her enough, its certainly nice to learn off of. However, there is still a lot for me to do, and the mapping will definitely take a while. There will be a few differences in the update though!
As I said before, there will be an expansion of the storyline. It will include a few new characters and maps, but the quests will not be available just yet. I've also been busy working on the previous updates, so I've nothing to show just yet.
Samson has been given a buff in attack, as he was too weak to keep up with Sena and Melany. That's been changed! I have given him more attack as well as made some enemies take more damage against Samson. He is no longer a liability, but also far from an asset.
And truth be told, that's all I have for this week! Hopefully my motivation comes back so I can work on this more. Come back next week for more updates!
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I tend to gravitate toward RPGs with rich storylines and deeply interactive game worlds. I like talking to villagers and other NPCs to learn about the game world, and I really like it when the villagers have unique and memorable personalities. Unfortunately, there aren’t too many games like that anymore. So when I set out to create my own game, I wanted to make sure it appealed to my personal interests first and foremost.
One of the areas that I’ve spent a lot of time working on is the local inn and tavern in the starting village in my game. A tavern in a small, rural village tends to be a place where people gather regularly to share a drink or a meal while they talk about the latest happenings and gossip. It’s the center of social life in that setting, so I wanted to make it an interesting place for my player characters to visit… not just a place where they show up to buy some food or rent a room once in awhile.
In a real tavern, people come and go throughout the day. So one of the first things I did to make it interesting was to populate it with different villagers at different times of the day. For instance, here’s a screenshot of the tavern in the early morning. Notice all of the empty chairs. There’s only one lone villager just off screen to the bottom left eating breakfast:
And here’s what the tavern might look like in the evening:
I’ve spent about two weeks on my tavern so far, and as you can see I still have some empty tables to fill up. Sometimes certain tables may be empty, other times they may be occupied. I think it’s a good way to let players know that the tavern is an ever-changing place.
The second thing I did was give each villager a unique personality, as well as a myriad of useful or entertaining things to talk about. The player can eavesdrop on conversations, listen to the local news and gossip, and interject a question or two. It makes for a fun way for players to learn about relevant or interesting events in the game world, places where they might want to go, situations they may want to investigate, and so on.
Also, in order to keep players coming back, the topics of conversation changes as the game goes along. As the player finishes side quests and performs deeds that help or harm the village, the talk of the town will turn shift towards those events. Players may learn, for example, that something they did earlier has now caused something else to happen. And they may learn about new events that occur in the game world as time goes on, which may have nothing to do with what the players have been up to.
I think this is a good, organic way for players to receive side quests and learn about people, places, and items of interest, rather than the usual run-of-the-mill RPG where most NPCs have only one or two useful things to say (if any), and only a handful of key NPCs (like a merchant or shady character) are worth talking to. It takes a lot of time to set up, but I think it will be worth it in the end.
WIndies Random Resources blog!
Well , i'm not dead i just had to buy a new computer ..........
yeah someone stole mine . GRRR but other then that i'm back and making resources again
So why would they steal my computer well cause they wanted too i guess , thankgod for cloud drop box did not loose anything and good luck to the person that stole it as i have the encrpty key to open the computer up lol.
What have you been doing since we last saw you.
Good question , no much , teaching , working , waiting on new super duper computer.
What have you made for us today
Well , it was boring having only one overworld road tile right , so i made you guys and gals some more.
How long are you around for now
Well if i die , i die but for now , i will haunt you all with new resources till i chroke.
How long does it take to make your resources
God , this one took 2 hours of work , last one took days , just depends if i like the level of desgin of the art or not.
i do make lot of strange resources titles till i get the right look.
Ideas for new stuff
yeah post them too me , or pm me , i will consider all requests. some i will do straight away as they interest me.
Pictures of the new kids on the desgin block , LOOK mum new paths !
Thanks all for the pms
your friendly artist
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I've written a tutorial that shows you how you can start building an ATB from scratch (with MV as the base)
You can read it here: http://himeworks.com/2016/01/tutorial-designing-a-simple-active-battle-system/
Upon completion of the tutorial, you will be able to make videos like this:
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December 2015: I remembered RMW has blogs!
This is the second of three blogs I plan on writing for the development process of Aubade, I think I'll save characters, all the world lore and stuff for next time so I guess I should just share my thoughts surrounding this project and moving forward. Aubade is the first part of a duology of games I'm planning on making with the follow up being called Serenade, Aubade being the 'morning' part will be a love song to the games that I played as a child; mainly Final Fantasy 9, Golden Sun and Phantasy Star IV, that have influenced how I develop and approach game design with Serenade being the same to games that I played later in life.
To be whipped by the winds of the west
On to development news; it's looking like getting a demo out will take a little bit longer than anticipated which is only due to the fact that I've been working more hours than I thought I would but I'll be able to dedicate a little more time to development after the holiday madness dies down. I've settled on what I want to include in the demo and where I can cut it off without it being to abrupt, which sadly doesn't include my favourite area of the game, and I've made strides on fleshing out the game in areas where it was lacking a little before, mainly battles and how the classes will interact. Speaking of which, one of the bigger changes I've made is switching over to side view with an ATB system pretty much because I think it feels right. I've figured out on how to get VX Ace to use a 16 x 16 iconset so now the icons won't overlap the selectable area and fit in a little better with the line height and spacing.
And spiral through another day
The Child and the Poet - Mapping and Scripting
See the above? Ya that took me from November 14th tie December 15th at 5:45 mountain time to finish. The detail is unprecedented. The events, total 868+ and only ~10% of that is parallel events The other are touch specific.
There are regions to stop the NPC’s from walking all over the place. There are regions for sound, there are regions for specific bosses.
This isn’t something I threw together in 5 minutes. Every tree, rock, fence, building has a reason for being where it is.
Every object has had a “passibility” layer painted don it, every place where you think you cant walk, you probably can get there via some other route, and yes that makes for placing chests and “glowing” events all the better.
You might be thinking - Oh gawd, why?
Because I can - Actually, because there is a story to be told here. See this map is 20 years in the past (in my game), a map that tells a specific story, or set of. Dashing has been disabled for this map.
Thats right, no dashing from one location to the next, I want you to take your time, talk to NPC’s and play out the story as it happens. There is a reason you are brought to this map. And I am going to explain why.
Lets get to it
The story is told in pieces, through various peoples eyes, but mostly through a character known as the poet. The poet is a prophet of sorts, he is a story teller. You get to play him on this map.
There is a group of people known as the Soulless Ones, they are a set of people who have lost there souls due to the fat that they let the heart break of their past over whelm them, they let the pain of their past haunt them, turn them into twisted and bitter, angry and hurt people.
Only “The Children” know who they really are. Only “The Children” can save them, innocent children who have never seen heart break, never seen hurt, never experienced the pain these adults have.
“The Children” and the Soulless Ones play a huge part in this world, specifically on this map. You also have some other stuff happening, The Federation, The Judges and the people of WoodBurn (the map you see) all have their own events playing out around you, some will impact your game play directly and others indirectly.
How ever at the end of the day you are here to save the soulless ones and learn more about “The Old World” and how the past is impacting the present.
Who’s the big bad?
No one, there is no great evil. There is no god trying to destroy the world. There is no Demon trying to suck the world of its magic.
So what do we fight?
Monsters, specifically those with powers like “Negative Slap” or “Toxic Hate”, both of which have a chance to cause a new state called “depression”. It works like sleep, you become so depressed you cannot move, you cannot attack, you can only wallow in your own pain and misery.
Theres also “Victimizing Slander” Where you become a “victim” (think of berserk) you become angry at every one around you, you essentially play the victim, lashing out at every one around you.
There is a character in the game, a character I have chosen not to name as of yet - Maybe it wont get a name. Not a big bad, but not a good guy either. A character who's lost, emotionally, physiologically and mentally. Lost to pain, lost to hate, lost to anger, lost to rage, lost to the shadows of their own mind.
So now we understand some of the story that will take place on this map, lets talk about the map its self. Lets discuss some of the mechanics and the challenges that I had.
Map Time Ladies (and gents)
This map … Was insane. It was ambitious. It was crazy. It was … It is … Never happening again.
I want to thank Lunarea, Celianna and every one on the Rpg Maker Forums, some of your assets I couldn't find names for as they have been pulled from every where. But if you see your stuff in my map, let me know below in the comments and i’ll add it to my credit list.
This map … Drove me insane. This Map killed me, dramatically, emotionally, mentally and psychologically. Not to mention the mechanics of such a map.
If we look at the following image:
Note: Game play may differ from passibility you see above. this is due to me actually testing this and creating this map in stages, I went back a lot of times to fix up a lot of small issues, so something you see here may not reflect actual game play experience.
We can see the passibility has been painted on. Now this might be off from what you see in game or encounter in game but it gives you a 75% understanding of where you can and cannot walk on this map. Anything that sticks out to the sides or above the brown squares are the top layer.
See it again with the top layer turned off
It’s disgusting, I know.
Another thing to note is the water you see on the map is not the same water you will see in the game, in most cases it is in some it's not. The way the river flows is the same but the depths have changed, For example, top left, there is a Skeleton and the log in the water, you might think that log looks off, in game the deeper parts of the water actually extend to this.
Another thing you don't see are building shadows. This is a bit tricky as there are trees by some buildings, items and so on and I have yet to decide if I want to handle that or not (Chances are, nope)
You mentioned 860+ events ….
The mechanics, what a fun topic to discuss.
In game I use regions (thank you Yanfly) to denote where the player can and cannot walk and where the NPC can and cannot walk. So that part is covered. This allows me to have “invisible borders” around the towns and camp sites so NPC’s don’t go wander off.
Rivers were another challenge. At first I created events, one for turning on the music and a switch and another for turning off the music and the accompanying switch.
Well, RPG Maker only lets you have 999 event son a map, this alone ate up 80% of the events. So - I created a script to handle this, its called “Play music on region touch” What this does is exactly what you think it does.
I outlined specific sections around the rivers and lakes where, as you passed specific locations the sound of river would play.
As you got further way the sound would fade out.
Another issue was how do you tell the player what location they are in, like when they enter a town or a set of ruins?
Well, thats where events came in handy. I have events that as you walk over a switch is thrown and a Flare Notification event is played, this will tell you where you are.
So now that I covered those challenges, what about when a player dies on this map? If this map is set 20 years into the past, what if the character telling the story dies on this map?
This is where Game Over Event gets triggered. Essentially you are recovered and placed directly where you died and a common event I have created gets played.
I use the rest of the events for things like NPC’s, weather effects, tinting effects and so on. Theres still a lot of work in game to be done but I have most of the regions built out and the events are in place.
There are tons of hidden items and there is even a few of these guys around:
They mostly contain herbs, herbs give you permanent stat boosts on the person who uses them.
Some contain special items, some don’t. There are also “hidden” items like this:
Yes there is something there, Hint, I am facing it
There are tons of little things every where, specifically in places where you think: “I cannot walk there” Actually you can … Maybe try a different route, I've tried it and I can get there
This map, these events, this must be SUPER DUPER MANUPER GADOOPER ZANOOPER LAGGY BAGGY SAGGY
I have a quad core i7, dual core i7 and a dual core i5 from 2008, one Quad Core is from 2012 and the dual core i7 is from mid 2010 (both macs), the i5 is a windows 10 machine.
All three of my computers can run this map with no lag, no issue. Now I understand that some of you wont have such “fancy” machines, but unfortunately theres nothing I can do about that. The game is targeted for Windows and Mac computers made with at least a dual core i5.
If you start directly on the map you do get the “now loading”, if you transfer in, there is a chance you might get it for a split second. I mean come on it’s placing a png as the background and a png on top.
There will be no other map this big in the game. The only other size map this big or close to it would be a city map and even then it would only be 75 x (maybe) 75
Now that we have that out of the way, lets turn it over to you. Are you excited to explore this map? Find its hidden treasures? Explore the rich story and find out who these characters are?
I know I am …
So whats next?
We’ll I am done mapping for a while, I thought I would flush out the actual story of this map and get events in motion. Theres a lot of work to do yet. I am working on an icon sheet, grabbing monsters and playing around with numbers to make sure things are balanced and fun and not grindy.
As always, I want to hear from you, leave your comments below and start a discussion
So first things first, where am I at since the first blog post.
The story is pretty much as flushed out as I need it to be.
65% of what will be the Demo is already mapped.
The intro and first 20 minutes of the game are mapped and evented.
The main classes and first enemies were balanced and completed, but I’ve gone and done a complete overhaul of the class system so back to square one there.
Running Poses, and a bunch of other cool poses are currently being made by the great Shewolf, along with a bunch of other stuff because she’s just that good!
So maybe I should list some Features, or at least explain the game a bit
You will play as Rime, and be able to choose 1 of the 4 starting classes, as well as a sub class in which you can equip 2 abilities from.
Each class has a unique style that should give a good blend to the combat. Along with other abilities that can be purchased, or gained through other means the player will be looking at 7-8 abilities with the option to change certain ones out if the player chooses to do so.
The player will also be able to change their weapon in combat, and this change will be visible as you can see in the picture below, the players weapon is on the top right hand corner of the combat scene.
When the player changes a weapon in combat they will gain stat bonuses, new abilities, and a passive depending if they have an offensive weapon or defensive weapon equipped.
Since you will only have one member in your party at any time, this will make balancing a lot tougher. For the current build I’m keeping any abilities like stuns and paralyze away from the enemies, until I get a good grasp of what these four classes can handle.
Let’s show of some of these poses!
Side Characters and Villains!
Music, the heart of the game!
Let’s drop some names to tease them a bit!
Main Side Characters
Time Sorceress Gwendolyn
Some more Screenshots
Thanks for reading
Sorry for the delay. The last two weeks weren't really sucessfull in terms of working on my game. So instead of a progress report i want to share something different.
A presentation made by Dan Wells on general plot design or story structure, how he calls it. While this was aimed at authors, writing novells, it can still be helpful for rpg-authors, as the design of a plot is the same, regardless of the medium you are telling the plot in. It is actually a bit ironic, since Dan Wells took his inspiration for this presentation from a guidebook about storytelling in a PnP-RPG.
The whole presentation is around 50 minutes, split into 5 videos. I recommened to watch them all.
Some interesseting key facts i took from this presentation:
- Start at the end. Knowing the goal of your story from the beginning can help you to focus your story, so you don't get sidetracked. And it means you already know when to finish.
- Interweaving subplots. When i was younger i tried writing my own fantasy stories, but never went really far. My main problem then was that i was only using one single main plot, which just wasn't enough to fill a whole book. The example of the first matrix movie Dan Wells gives was a real eye opener for me.
- When do you need an intro? Some nice remarks here about having a prologue (which could translate into an intro in a RPG)
- It's okay to sound cheesy. I think a lot of people have problems when they are describing their story because it might sound bland or cheesy, but that's because the plot is described on a very low level - and it's okay for this level.
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Recently, I've found myself working on getting decent-looking battle backgrounds. I am drawing from both graphics I have on hand, as well as the default MV graphics. There is, however, a catch - the styles are quite different. The graphics I have are more of a rough painted style, while the default MV graphics are quite detailed.
What is one to do?
Initially, I attempted to make the MV graphics look like the other style - this attempt did not go as I had hoped. Part of this, I realized, is there was more than one style within this artwork. Another roadblock.
Eventually, I tried the same process on both types of graphics, and the results looked pretty close to the same, and should definitely be unique. However, I wasn't sure about their usefulness as a background. With the detail gone, would they still be effective? After a quick test, I would have to say yes.
(Please forgive the spoiler rather than thumbnails - it appears uploading in general at the moment is rather out to lunch.)
I find that I rather like how these turned out - it makes the background exactly that: background. It helps bring focus back to the interface and the enemies; the post important parts of the battle.
This also ends up being a good opportunity to show off some of the early enemies in the game: the Slime, Cave Bat and Old Fungus. I'm actually quite excited at how well they go with their background. I am sure you guessed - their first appearance is in a cave.
I feel like you can likely see them well enough in the screenshots - posting individual images of them might be considered sharing, and I am not allowed to do that with these. I'd also rather not mess around with watermarks.
My only concern so far about the enemies is size - I may yet make them a little larger.
The backgrounds here have been scaled down such that they are not likely to be usable as, once again, I am not allowed to share some of the resources I use. It should at least give an example of the work done. From the unique backgrounds I am using and from the retouched MV backgrounds, I have selected a forest, castle interior and volcano-type to show here.
Okay... so it's not really Day 2 and still just Day 1. However I wanted to separate this post from my list of self imposed rules. Rawr.
Just because an RPG is going to be short, doesn't mean it's entirely devoid of plot. The intro to Lufia had stuff that got straight to the point in a, "these are the heroes who saved the world," kind of thing. Since what first got my attention in MV was the character generator, and protagonists are integral to these kinds of games, I'll begin there. Our party of intrepid adventurers are these individuals:
They were all created using the MV character generator without custom content. It's a fun and flexible tool. Kudos to the people who developed it.
The fellow on the far left will be a Sword Saint. Fast initiative and all the cool sword skills. I'm thinking he's DPS. The lady with the red hat will be a Shrine Maiden. Spellcaster who focuses on light and dark themed spells. Let's break convention and make her the Tank. Both of them hail from the Shadowlands, a grim region where all people have blue hair and red eyes. The blonde will be a Gunslinger. She's native of a mountainous arctic continent in the west, where elves built a technological subterranean empire. Another DPS contributor with some status effecting gadgets. Last but not least, the fellow on the far right will be an Elementalist. He specializes in the classical four (air, earth, fire, water) and a nomadic wander without a village to call home. I'll break more convention and make him the group leader main hero. Yup, an old man who's never touched a sword in his life.
So there you have it: our party members who'll save the world. Next post will be about the monsters they gotta slay to make it happen.
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"Words are pale shadows of forgotten names. As names have power, words have power. Words can light fires in the minds of men. Words can wring tears from the hardest hearts. There are seven words that will make a person love you. There are ten words that will break a strong man's will. But a word is nothing but a painting of a fire. A name is the fire itself.”
Patrick Rothfuss, The Name of the Wind
Finding a fitting name for my game was not easy for the story I wanted to tell. There were many possibilities I considered. I started with "The Inari murder case", pointing at the location where the game should take place and also implying a central part of the story. However, this did not reflect the main topic of the game really well. After that some lame names like "Time Collapse" and "Jumping Fall" came to my mind, which covered the main theme a bit better but were simply not right. After some time it hit me – what I was searching for was "Days Untold". This name can be interpreted in two different ways. First there are the days that are going to come in the future. They are not yet told, since they have not happened yet. And then there are the days of the past, that were already told. But what would happen if someone was going to change them? Alter their stories or tear them from history entirely?
Bide the Days Untold for these may be the last that get carved into history.
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For quite a long time, I’ve felt much like an outsider in this gaming world. My not-so-secret is that I’m not a gamer. I’m a person who likes game and always has, but I missed the mark on being a real gamer. Growing up, we just didn’t have money for a lot games and game systems. I remember the Christmas my sister and I got an Original Nintendo system, you would have thought it was the pot of gold at the end of the rainbow the way we reacted. And that was the only system we ever got. To my parents, it was enough and we never asked for more, as even new game cartridges were a luxury that was reserved for special occasions.
So during the late ‘80’s and early ‘90’s when many were getting hooked on the Final Fantasy series, we were plugging along with Mario and Luigi, Tetris and Duck Hunt and the odd random games we rented from the video store (yep, that was a thing) or borrowed from a friend (I loved visiting my friend who had the Duck Tales game). My only taste of RPGs came in the form of borrowing the Legend of Zelda from a friend for a period of time. Even though I never got to finish playing the story, there was something even then that I liked about exploring the world, defeating the enemies, the maps, and most of all, the story.
I didn’t touch an RPG again until much later in life, when my first daughter was born. She was not a good sleeper as an infant and often would only sleep while being held. So while she fed and slept, I would sit in the comfy armchair at our computer and play games. At the time, I had a membership to Big Fish Games, when I came across a game called Aveyond. It seemed interesting, so I got it. And played it. And played and played.
I’ve always been an avid reader, the one who would stay up reading “one more chapter” until suddenly, it was 4 am and the end of the book. The stories of these RPGs hooked me and I avidly sought them out. I did not realize it at the time, but any time an RM made game came up on Big Fish, I would get it. Some were better than others obviously, but I played as many as I could, the whole time thinking, I could make stories like this.
One day, at the end of one of the Aveyond games, I actually watched the credits (gasp) and noticed a small statement “made with RPG Maker” or something to that effect. And well, things have not been the same since. I found the software and began exploring the community. And while I feel I’ve found my place here and I’ve made many great friends, there’s always been those moments where I’ve definitely felt on the outside – when discussing many mainstream games.
I’ve contemplated playing some of them. Some of them, I simply have no time for, such as MMOs. As a mom, it’s not something I can dedicate the time to being online for so long. So I finally decided to bite the bullet and after much conferring with those more knowledgeable, I purchased my first Final Fantasy game – VII. And thus, my journey into (and possible addiction to) a classic franchise has begun.
I decided to start this blog with my thoughts on it, as so many have expressed interest in knowing what my thoughts are. I suppose it’s partly to see if it really does live up to the hype or if nostalgia has them seeing it through rose colored glasses. Or maybe they just want to relive their enjoyment of such a great game. Whatever it is, I will try to share here as much as I can. And I might possibly stream a bit, if I can figure out how to make that work.
"Failed to load data" - "unexpected file format" - a few of you have already got those messages when trying to open their project, and repairing that project then often results in partial data loss.
The only way to prevent this is to use backups. You might read my starting point tutorial for this as I've linked automatic backup scripts there.
But why does this happen? Especially why does it happen to RM more often than to other programs you own, and still is a Windows problem that no one can solve?
To understand that, you first have to know how windows and your harddrive work.
Saving (and reading) data from the magnetic disc inside your harddrive takes time - it is one of the slowest tasks that a computer performs, and that usually slows down a lot of other processes.
Because of this all harddrives use a special cache to speed up the acces - that is RAM memory where changed data is temporarily stored for quick windows access while the slow harddisc falls behind.
One of the reasons for the shutdown sequence of windows is to give the HDD controller time to save that cache onto the magnetic harddisc before it is lost by power off.
If that time is not there (for example due to a windows crash or because you cut the power instead of waiting for shutdown), then the data from the cache is not saved to the file, and the file can't be opened again later. You can only replace it with a backup file.
But because it's Windows and the HDD Controller that handle the cache and the data saving from cache to magnetic disc, nothing inside the RM editor can influence this or prevent the data damage.
But I can almost hear your questions "why does this only happens with RM and not with my other programs?" or "why does this happen to RM so much more often than with other programs I work longer with?".
No, RM is not unique in this - but it belongs to a special group of programs that need a permanent file access. Most database programs (for example Filemaker as another program with the same effect) require this because they need to handle data in a different way.
Your other programs? They can load the entirety of their data into your RAM and then close the file while working with the data. Some programs use temporary files to handle this while closing the original file.
But with most database programs that is not possible, they need the database files permanently open to access all data. And as long as the file is open for access, the HDD controller can not write the cache parts to the magnetic disc and close the file.
That is what increases the risc of a damaged file whenever windows crashes while the editor is open, or even if it crashes a short while after the editor is closed.
But we cannot change that - the disadvantages of regular file access in case of programs that handle a lot of data would cause more problems and riscs.
So I suggest you learn to keep backups of your game projects.
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I thought it might be of interest to some people to talk a bit about the impact of different scripts on the process of game development. I'm not sure how many I'll do, but there's an obvious candidate to begin with.
My latest game A Timely Intervention has just come out (as if you couldn't guess the name with that pic up top!). At the very heart of it is the mechanic of 2 separate parties, each with their own objectives, neither really aware of the existence of the other, until their objectives collide.
The story is told through switching back and forth between the parties, each time bringing the particular party nearer to its goals. In terms of game play, the actions, stats, experience, equipment etc. etc. of one party must not in any way impinge on the other, until the moment of collision, some 15 hours or so into the game. At that point there must be a seamless merging of the two parties into one, together with their full inventories and gold, stats and everything else about them. For the rest of the game there is only one party.
Planning this out was initially a nightmare - working out how to have completely separate inventories when switching from one party to the other and then back again, repeatedly, was already threatening to put me into an early grave. The number of variable switches that would end up being in use was beginning to spiral out of all sensible proportions. Mine was a complex story, and the game has all you'd expect in terms of diversity of enemies, gear, side quests, secret rooms to find, optional dungeons, and so on. If it had been simply branching story lines, then it would have been comparatively straightforward to do. However, these are two stories, about 2 groups of people, being told simultaneously and then merged. To be honest, I was beginning to think that maybe I would have to drop the idea and therefore the whole story, as I could not see a sensible way of handling all the data that would be required.
Then - a bit like the cliched cavalry coming in over the ridge of the hills - salvation appeared in the form of a post here on the forum which casually mentioned a Party Manager script by Tsukihime. I looked into it and saw that it did everything I wanted, in a simple, uncomplicated way - well, simple and uncomplicated from the user's point of view, not the scripter's.
I found that I could keep everything totally separate by basically doing nothing. All I had to do was to set up the parties, do the appropriate script call each time it came to a party switch and the script took care of everything else. From a developer's point of view, that comes fairly close to bliss, as far as I'm concerned. It left me free to concentrate on all the other aspects, knowing that my core mechanic was being taken care of without any effort on my part. Yet it is key to the whole development of the game. Without it, this particular game would probably not exist, as I think that the margin for error with all the variables and other work arounds would have been too great to confidently release it, particularly as a commercial game. As I happen to think that it is a great story and game (but remember, I am biased about that!) I'm glad that, all thanks to one script, I didn't have to drop it.
If you'd like to have a look at it, with some nice screen shots, the thread is here but I thought I'd put a couple of screen shots here which I didn't have room for on the thread.
And if anyone is interested in looking at the script I've been talking about, it's here.
Here's a different arrangement of some of the character art
The guy speaking here had to be the least likely person ever to succeed at being a monk. By the time we meet him he's been thrown out of his monastery.
Some places can only be described as weird.