@VideoWizard: So William's not only the reason the area has only weak monsters, but the reason for the whole game? : D I like that.
You already had the time change? D: So it's not at the same time everywhere (I still have until end of the month until the time is wrong again).
Regarding your other post: I actually think progress can't really be measured in time. One can spend 8 hours without getting much done, or do a lot in one hour. Your update sounds like it falls into the latter category.
@Tuxedo Leila: Mapping is like everything creative, I guess. One never stops learning. : )
And thank you. I have fun commenting on everyone's progress and if it's encouraging, all the better. Win-win and all. <3
The traffic system sounds... Complex. And rewarding, getting something like this implemented. Is it a sandbox-y type of game?
One question regarding Variable 1: In which direction go quickly-moving people?
But I know the carried away with little things problem. I actually completely disregarded story and characters at the beginning
(though this made things easier when I had to cut stuff). : D
@slimmmeiske2: Congrats for getting your game topic out there!
I can only imagine how scary it is. All those people, suddenly aware of what you're working on.
You can call it "researching dramaturgic structures" or something like that. It's my excuse for about everything. : D
@ksjp17: Not noobish at all, maybe it's just my brain being stubborn. But it is a bad thing because... This is my "default" style:
(an excerpt of a comic project on hold; chosen because it's in colour). It's a pain for drawing expressions
(it's too easy to have a heartfelt smile look like a monster showing its teeth), and I'm not sure if it doesn't clash too much with the ACE sprites. This is why I was trying to find a more stylized way of drawing faces – but it doesn't really work out when I'm always going back to "realistic" proportions
(don't even know if I'm worrying too much and everything works out in the end xD But well, complaining now gave me the idea to simply try it out, so thanks for listening : D ).
200? You have done twohundred maps? Wait while I have to get my jaw back in place.
Maybe work in passes? It works for drawing, so maybe it applies to mapping, too. Basically only map the layout of a bunch of maps, then go over them for "big picture" details, and have a polishing pass later on. Keeps things fresh enough to not feel discouraged, in my opinion. Plus, I find it speeds up the process considerably.
@imascribble: Yay for this huge list of stuff that got done!
@SquallStorm: It's so easy for the database to get disorganized, isn't it? D:
@hiddenone: I do find a combination of both rather... Well, if there are sparkles, even I, who talks to every window and flower pot in a game otherwise, get lazy and only keep a lookout for sparkles. And then I miss stuff.
And thanks.
(btw, the sketch looks cute <3)
Phase 2 is to add things you forgot in Phase 1? I like that way to categorize. x)
@GrandmaDeb: That's a good point, thanks for bringing it up, but in this case, there are only 12 characters in total (excluding "disposable" NPCs for flavour at the beginning, and including the final boss). I may draw faces for the "disposable" NPCs so it isn't too obvious that they're unimportant, but even then, there are only a few of them. : )
____
Yesterday I had an appointment which took a lot of energy (I'm not used to talking so much anymore), but made me feel better (and I learned something new!).
So only a bit of progress: Haven't realized how much it was until I wrote it down. Morale buff received!
- deciphered my cryptic notes regarding an implementation idea
- had sudden new ideas for tying in exploration with combat mechanics and had to write them down and critically examine them. They actually do fit in. One is simply being "drenched" (think Dragon's Dogma) when crossing water, or being de-frozen by a Heat spell (two elements: Heat and Cold), which interacts a lot with the Heat/Cold spell thingies, the other one is actually suffering lasting effects when HP damage is received (which only happens after MP is reduced to 0, which I use as some kind of resilience/stamina/needATermForIt bar) which can only be healed by returning to the small settlement. I still have to think a bit more about it and prototype it. Don't actually want to add new things while I'm still in the process of cutting other stuff, but if it proves to be well-fitting and fun...
- made a list of possible enemy behaviours and their interaction with the core mechanics
- began thinking about how to utilize the three party members' strengths vs skills and spells being available to all of them, since they're tied to equippable objects. Probably have to have a few spells which are mostly supportive, or have an added effect once requirements are met for less magically-inclined characters (they don't a have cost in points, so this I don't have to think about at least)
- decided to cut a skill I was proud of implementing since it didn't fit anymore (it added a buff which only one party member at the time can have, and thus cancels out the buff on another actor, as well as canceled out any other buff of the same type on the target)