2023 Goals and Progress Thread

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I've got three main RPG maker related goals this year:

First is to work with the rest of my team to finish Inn Need Build B! We're doing pretty well with this one collectively, and it's really fun to watch my to do list get smaller and smaller.

Second is to "make major progress" with my current main/personal project, away in the woods, but I haven't previously decided what that should look like. A part of me wants to aim to finish the alpha build, but I do have other hobbies (and a job) lol. Let's say getting 2/3 of the way there, that seems reasonable (and my game is divided into 1/3 chunks, so easy to track, too).

Third is to finish playing three RPG Maker games I've never played before!
 

Ryisunique

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*Arrives late with reheated coffee and homemade pizza.*

Goals for 2023...

Well, after being completely sidetracked in my life, I finally got the game engines back on my computer. (Lenovo wiped it when fixing my fan. And 'fixing' my battery which now doesn't work at all.) I now have my projects back on my computer. Step one, complete.

I pulled up my No Travel Game Jam entry that never got completed and plan on working on that. It's small, and if I complete that and figure out the issues, I'll have something to show off.

I found the Touch the Stars one that got half done. I might do something with that. That's the third goal. Well see how life treats me.
 

ZombieKidzRule

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I keep getting distracted by shiny things, but I am still making progress on my most general goal of learn as much as I can.

I completed a mini matching game proof of concept and another proof of concept that allows the player to place a large dwelling anywhere On the map where it will fit and there aren’t any obstacles.

I think that counts as progress.
 

BreakerZero

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Been largely dormant as I have recently begun a writing gig on what's happening with video games in general, plus the fact that I also have a few specific matters involving projects that I can't talk about yet. However, I did manage to figure out a solution for DLC on my personal project awhile back and am in the process of rerecording footage of some of my scenes to do an updated trailer. That being said, with the time that I have devoted to developing my game I have finalized the number of maps that I plan to use for the main story, menu functions etc. and am very close to connecting everything to the presumed final battle where I throw a sudden twist into the mix regarding the unnamed threat in my game.

I do have to rewrite the sacred armaments to account for the change to a DLC package in certain segments of course, but that should be fairly easy (and in fact I have already decided on one of the keepers thereof).

UPDATE 18 March 2023: Created the trailer for my personal project. Have a look here:
 
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cthulhusquid

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It's been awhile since I posted in this topic, so let's see what I got done:

The Wastes:
  • Started making the weapons again from scratch. I changed the hit formula as well as things like weapon durability, so I might as well reorganize the database too.
  • Made weapon icons.
  • Updated all the armor values to match the new damage numbers, as well as organized the database.
  • Made character biographies.
  • Made wearable mutant skins ala S.T.A.L.K.E.R, as well more mutant loot variety.
  • Started modifying the mutant entries to use new stats and loot.
  • Made a lot of mutant bestiary entries.
  • Getting close to finishing all the NPC dialogue on the third hotel floor in the starting town.
  • Made Big Business Inc.'s starting quests.
  • Other minor miscellaneous things.

The Cube Trail:
  • Finally finished all the dialogue in the Old Cove, as well as some minor things like enemies and loot.
  • Finishing up some quest dialog leading towards the last area in the upcoming demo.
 

ZombieKidzRule

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More progress on learning!

I posted a couple tutorials on all the experiments I have done so far on turn-based movement of pictures and Events.

I started experimenting with a turn order display.

I started Eventing a system for dealing with trapped and locked chests to coincide with my randomly determined chests.

And I started Eventing a Sudoku & Sudoku-Like mini game.

Feels like progress. Smells like progress. Tastes like progress. So…
 

Finnuval

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More progress on learning!

I posted a couple tutorials on all the experiments I have done so far on turn-based movement of pictures and Events.

I started experimenting with a turn order display.

I started Eventing a system for dealing with trapped and locked chests to coincide with my randomly determined chests.

And I started Eventing a Sudoku & Sudoku-Like mini game.

Feels like progress. Smells like progress. Tastes like progress. So…
Must be teen spirit! XD
 

BreakerZero

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Finished implementing the DLC detection design for my Xbox build this morning, think it came out real nice. It did require a few special conditions to be added to the core scripts to differentiate between database files and map definitions along with a data copy to the console's temporary data cache from both the DLC package and the core game due to access limitations within the packaging design used by the Xbox platform, but otherwise it's not all that different from what MV offers by default.

I do still have to cross check the game save mechanism on the Xbox build for some unforeseen reason, but other than that it's all ready to go on that end. Hopefully now that I've finished that I can get to work on finishing the game itself minus the parts that I split off for the DLC plan.

Also next on the list are spatial audio cues that I'm thinking of putting through an official evaluation against one of the major design standards (with a heavy preference for THX due to the audio drivers that I'll be testing this with). Between that and finishing out the main story things are beginning to reach the end phases of my development process.
 

slimmmeiske2

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So I finished my entry for the Harold jam. The game is inspired by Cluedo and Mastermind.
I wanted to actually post here and update my progress from time to time, but I ended up mostly working on it the final week, so it's a bit rushed.

Anyway, back to the goals for April:
- Finish those resources I started on in December
- Daily dosage of game dev
- Write a post mortem for Detective Who? (Harold jam entry)
 

SquiSunTomo

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Major goal for the entire year is to get one-third of my game's content done. More would be great, but I'm aiming for what's digestible for a solo job.

As for what's already done, a lot of the story is already written, and one of two world maps is fully laid out. Slow but steady progress.
 

Willibab

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Figure out what story I'm going to tell.
 

nbgamemaker

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my goal is to get my game finished and put up on itch.io by the end of the year, and i'm almost done all that's needed is the rest of the final dungeon, some romance/friendship events, some boss attacks and a few extra areas.
 

ZombieKidzRule

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So, I allowed myself to go so far off the planned path that I am going to amend my goals. I have been preoccupied with recreating little games & mini games just to see if I can and to learn from the experience.

So I have decided to take the common advice of making a smaller game that you can actually finish.

New primary goal: Complete and release a proof of concept game that is just a bunch of games that I have made with events and most likely only a few default plugins that come with MZ.

The goal of the game will be to just highlight some of the different things you can do with MZ that are different from your typical RPG/JRPG. Without a bunch of plugins.

I think I have even thought up a few original games to try. But I could be wrong. After all, I never bothered to look to see if there were computer/mobile Sudoku games until after I started making my own So I am probably just woefully out of touch.
 

Alright

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Get a demo out.
Get some crowdfunding going.
 

cthulhusquid

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More stuff for the Wastes!
  • Implemented a weather system with 3 weathers so far. Sunny, dusty, and radiation storm. The storm has a screen effect, and gives you radiation. Afterwards, it rains, as well as changes the safe paths through Anomalous Zones (you can go into to these to get Artifacts, powerful items which have been altered by radiation exposure). If you go into the wrong spots you take a lot of damage. You also can't tell what spots are safe unless you have an artifact that shows which ones are safe.
  • Made even more weapons, and repriced all the existing ones.
  • Enemies can now take cover, use healing items, and their weapons have a chance to jam.
  • Added a script to make enemy troop variety easier to implement
  • Finished non-quest related NPCs on the third floor of the Waste-Town Hotel.
  • Modified some armor icons.
  • Changed medication names to realistic and pseudo-realistic versions.
  • Made the NBC suit reduce radiation taken in irradiated areas.
  • Modified radiation removal item prices and removal amount.
  • Increased doctor prices for radiation removal by a lot to match convenience.
  • Changed currency bags to give a truly random amount from a range of 1 to 200.
  • Changed bleeding icons. Bleeding is now darker red, and Severe Bleeding is bright red.
  • Lots of brainstorming with an AI helper.
  • Finished a quest that was a real pain in the rear to make.
 

SLEEPERER

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GOAL:
Get Demo finished.
After having a demo, get a crowdfunding from kickstarter.
Get more than 1K subscribers on Youtube.

PROGRESS:
- Finished the main idea of the story.
- Learned basic engine, some basic plugins, cutscene, box and key puzzles, lamp light system.
- Made a custom sprite for main character.
- Climb animation on player.
- Learned parallax mapping and did it for one of mansion's rooms and MC's bedroom.
- Logged some of those as devlog on Youtube.

HOMEWORK:
- There is a glitch (1 frame) when activating the climb animation (animation from db) and also glitch when using movement route animation method. If use plugin, the pose/motion plugin is not working as expected on my tall sprite. Has to ask this on plugin support thread. From those 3 methods, I still have not the answer on making a seamless animation/pose/motion of the character.

NEXT TASK:
- Parallax mapping on all parts of the MC's house.
- Make detail story inside the house for prologue.
- Learn some plugins related to autosave, simple menu, title screen, splash screen.
- Get RPG Maker MV on sale.
 
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Ms Littlefish

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Goal

Remake “Tip-Toes Through the Fog”


I think this was the first resource I ever released. It’s through the Community DLC from about 2014 so the links and access for the resource are pretty remote.

I didn’t have any instruments other than those that came with Finale 2014 and I did no real mixing with it. I pretty much exported it directly to Audacity and did a tiny bit of EQ.

Progress

I have notated about 16 bars this morning. Not much changed with the arrangement so far, nor do I think it will, which is why I think this song overall is a great candidate to work on editing with the materials I’ve been studying.
 

BubblegumPatty

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Current goals for this year: (in order of current importance)
  1. Properly Outline the full story,
    1. after which I can start refining and writing the actual script.
  2. Implement events/code to check and maintain a certain number of skills for actors.
  3. Draft and create more enemies. At least up to first boss
  4. Maybe build hybrid/in between classes to cover oversight so the player can still learn certain skills while affiliated with a faction. D'OH.
  5. Prepare and implement (first draft of) the custom UI.
  6. Start drafting sprites, spritesheets, and battle backgrounds
  7. implement the tentative skills, items, and equipment for balancing and testing.
  8. drafting more map layouts
  9. Start Build maps, with or without the sprite sheets.
  10. Finalize Character designs/give them nice and Final (for now) art
  11. Find Nice font for Logo and/or in game

Accomplished/Progress:
  • tested and finalized color/elemental affinities.
  • Test room built!
  • Tenative Skills, items, and equipment planned. Likely to change but it's a start. \o/
  • some Mobs have been planned/plotted out.
  • story layout planned
  • overworld/world map planned
  • tenative characters and stat distributions.
  • Tentative Concept art for all relevant characters, locations, and some enemies.
 

Milkdud

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Wow, it's been 2 years since I've last visited this place. I've gotten the itch to be creative after all this time to try and be productive, and dammit, I'm gonna try! I've gotten started on a project that I've started on and off the past few years and I feel like I've gotten past the self doubt finally and just build what I think will work. I'm hoping I'll have a 15-30 minute prototype to play in the coming months (hopefully sooner).
 

Ms Littlefish

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PROGRESS

I only notated 4 more bars of the Tip Toes remake but I think overall I still made some progress. I started selecting instruments in Reaper so I could make sure the atmosphere was maintained. I also was able to correct some mild chord clashes that were apparent in the original version. Overall very subtle but needed corrections to the foundation of the song.

I have yet to add any velocity or CC data to the Reaper project and probably won’t until the Finale notation is done, but who knows, maybe I’ll have enough for an “alpha” preview today…actually once my internet is back up. …I’m posting this from a McDonald’s.
 

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