2022 Goals and Progress Thread

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Kokoro Hane

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My goal for this year was to get "The Cursed Tower" finally completed for an April release. And it looks like that will actually be happening!

I'm literally in the final stages of testing. Mapping, eventing, and voice application is done. I did realize there were a couple of cutscenes I originally left unvoiced that I felt would benefit from being voiced, so I am waiting on just a few extra lines, but aside from that everything is there. Just doing some minor adjustments to stats whilst I wait and maybe sprucing up a few of the maps. Either way, I am happy with how this game has turned out so far! It probably has the most battles I've done for a game, since I mostly do heavily story-driven RPGs, I think I found a nice balance.
 

Nenen

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My 2022 goal:
Finish some videogame project -- perhaps a one-map challange.

March 2022: Hopefully finish these sci-fi tiles I'm working on :kaoangry:
 

Dwesper

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My plan for this year of 2022.

•Make 3 short games.

•Learn programming without plugins.

•Do better stories.

•Implament mini games in the game.

•Do side quests that are interesting.

•Make a character die.
 

FarOutFighter

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So I have been woking on my game, tentatively named Essence, for a while now. I'm trying to win the battle against "scope creep," lol, and it's kinda tough... But thankfully I have remained passionate about the project, more or less.

Most recent progress has been doing a complete redo of the enemy database, and also redoing character classes somewhat. The class stuff is fun, but the enemy redo is not...
 

Dwesper

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That's an (ahem) interesting goal. Any character? A particular character?
Well, I am doing a horror game. So I possibly think of the protagonist and maybe the vilain to get killed of.

To put more context, the game start in a mansion.

The protagonist is a police officer who find himself trapped inside and have to discover the truth.

But there is many bad endings and few good ones.

It will probably take me a while to find a way to finish the game with a cannon ending.

I'm planning to make a sequel too.
 

bgillisp

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@Kes Your game is in the same spot as mine. Its made up to the final dungeon too. Maybe we'll finish at the same time?

Sadly RL has slowed me down heavily too, then I had to rest up to recover. Hopefully something will happen soon though.

Updates, listed by project
Shipwrecked: You can play the game from start to finish, and do the final fight. I have no dialogue written for the final battle, and the ending is not written yet. That is what I am working on next.

Montagor's Legacy:
I'm in tileset FUN. I want to use the FSM tiles for this but there's no sci-fi for it as since it is set after the events of Book of Shadows I need to keep the sci-fi in for consistency. And there's no winter tiles that work well, the FSM blog tiles the autotiles are the wrong size. I don't even know what engine those were for as they are not 16 x 16, 24 x 24, 32 x 32 or 48 x 48 (I tried all of those).

At the moment it looks like I'll need to go back to RTP for that game. At least Starbird has some good matching tiles for that which can help with it.
 

Kes

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It's been a fairly productive time. I have finished mapping the last dungeon, but now realise that the final battle is going to have to be surrounded by a lot of complex choreography for the party. They have to do a lot before and after the final battle.

I've worked out what, imo, is rather a good as well as unusual (those two don't automatically go together) way of getting the Big Bad on and off the stage.

For April I hope to do a fair chunk of the following:
Big Bad's skills
The AI in the troop event so that more things happen
The cutscene I just mentioned.

Maybe, just maybe, I'll also start the wrap-up section. That involves a couple of new maps, some tricky eventing and dialogue. However, before I can complete it I need to do an entire fresh playthrough, not only to check for bugs, polish, typos, balance etc., but also so that I have accurate figures to put in the bit right at the end where I tell the player how well they've done e.g.
You found 21 chests out of 27 (or whatever the accurate figure is).
It's a bit embarrassing if, after release, a player pipes up saying "I got 28 out of 27".
 

BreakerZero

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Progress is probably going to be slow on my project for now seeing that I have a lot of material that needs to be moved over when Unite is released, since it's apparently not going to be possible to do a straight port like I hoped for. I'm also actively considering what my character designs will be like as well with all the changes. In the meantime, I have at least decided on a surprise twist regarding the big bad that I'm not going to mention (but suffice to say that it's not going to be as you thought it was).
 

Dust

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My big goal is to go on a bunch of marketing activities. It's very challenging finding outlets apart from social media, which I find very tricky.

Also I need to prepare a few things for the main trailer launch this friday for Numina, which I haven't gotten around to.

As often with these more marketing related things, they tend to frustrate me a bit Like I'm never really sure why some posts do good and others don't... if I'm actually reaching people, if my material is not good enough, if it's got something to do with the algorithm. Can anyone relate?
 

Kokoro Hane

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Today I just applied the MC's extra batch of lines. I just deployed the beta builds! Gonna send it to my team for them to have fun testing and make sure I don't have any soft locks and that the battles are balanced enough. So happy this is finally gonna be finished!
 

Marquise*

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Badge.png
working on an epic badge and hoping some peace happens before I downsize that ship
$lavaUkraini.png
 

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Nenen

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My 2022 goal:
Finish some videogame project -- perhaps a one-map challange.
April 2022, I've joined the 'DriftWood Gaming' game-jam.
I now have one month to finish a project, (with some nervousness) I'm excited about it, and hope that it improves my confidence (and ability to finish) similarly to how Inktober does for my art.
Already have ideas, which I hope will work out. 1649464339051.png



As often with these more marketing related things, they tend to frustrate me a bit Like I'm never really sure why some posts do good and others don't... if I'm actually reaching people, if my material is not good enough, if it's got something to do with the algorithm. Can anyone relate?
I think we ALL do!
 

DrBuni

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I was finally able to settle on a battle interface I am satisfied with. However, I think it is not the best in terms of "understanding what is going at a first glance". But honestly? That is okay, at least it looks interesting enough, and as far away from generic as possible.

To my surprise I was able, or rather, it was almost necessary to add some monochromatic tones to the battle interface, so the actual actors can pop out more. Because flatness is such an important thing when it comes to the world of the game, I couldn't use light and shadows to draw attention to the right places. So by giving colors only to a few specific things, I think succeeded at that. Maybe.

The reason I am surprised is that originally I wanted the entire game to be monochromatic. Needless to say, that didn't work very well xD In fact, I am so happy I embraced colors. The monochromatic tones supplement the game's themes very well, but the entire game lacking colors just made it feel dead and boring. Well, live and learn (and improve!).

battle.png
 

Kes

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I had a great burst of speed and got to the end, did a playthrough of the entire game and found things went pretty smoothly, mentioned this to Indinera - and now this!
https://www.aldorlea.org/officialsite/phpBB3/viewtopic.php?f=229&t=10150

So, no pressure then. Indinera will now do the final balancing (he's a balancing genius) and bug hunting, but I have little minor things like
Write the entire Strategy Guide with all the annotated maps included
Do a trailer video
Answer queries and questions from Indinera
Reply to people in that topic

And all before the end of April. Somehow I doubt that the trailer will be ready as soon as that.
 

cthulhusquid

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I've decided that I'm going to release an "early look" demo for Battle Castle that'll show off the new direction the game is going in. Now, I don't have a release date yet, but it'll be soon, I promise. I wrote out everything I need to do, and got half of it done last night.
It'll have a lot less content than the current demo that's out right now, but will include totally new maps, a new combat system/new skills, new writing, new windowskin, and a bunch of tweaks.
 

Marquise*

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Got my BDay wishes with my 2 new lettership models to my testers and am learning Aseprite and planning a multi-branch story to have some material for a future RPGM game.

Here's a peek~!

Exibit-8Af.png

The Ukrainian flagship is free for all. ^^
 

Kokoro Hane

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One of my beta testers released the first LP video of the beta build of my game. Haha, it's always nice to see someone's reaction to your game and it's also been helpful in finding problems that I will be fixing for the finalized release. I have already done tiny little tweaks as some of my beta testers have been reporting issues (luckily small, is this the first time I won't have a soft lock somewhere??)
 

Willibab

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My goal for this year was simply to decide on a style, and I might have found it.

Trying to get an old-school feel.

Overworld.PNGhfd.PNG

btl.PNG
ui.PNG

Been mixing some different styles (Alexdraws/Ivan Voirol) so town might not look the same as it does on overworld...But that is kind of old-school way of doing it in itself xD

My goal now is.....Making the game I suppose o_O
 

cthulhusquid

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I'm super close to releasing my "early look" demo for the revamped Battle Castle. All I have left to do is tweak a tiny bit of dialog, and finished updating my forum post, then it'll be out!
 
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