RMMV Shooty and the Catfish (RSW) Episode 1 Available Now

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Its nice to be a hero isn't it? To be someone that people look up to and are inspired by? Does that mean you have to do anything that could be considered necessarily heroic?... Probably not. You could always just travel to Van Diemans Land and kill an ancient god for fame and fortune. I mean if you were the one to finally pull it off people would love you for it... wouldn't they? Or maybe you have traveled to the island for other reasons?

2019 Episode 1 Launch Trailer

2018 Demo Release Trailer

2015 Game Announcement Trailer

EPISODES FEATURE

Gameboy Color inspired aesthetic
Original Pixel Art
Original Music
No Random Battles
Turn-Based Combat Based Around Limited Weapon Ammo
1 Dungeon Each

ABOUT

Shooty and the Catfish started out its life 5 years ago as a pitch for a web series to the Frederator Network. In the years since it has morphed and changed multiple times until I felt things clicked.

Shooty and the Catfish is a turn based RPG taking inspiration from many of my favorite video games, in particular Demon Souls for level design and progression, Resident Evil 4 for combat and Pokemon Gold & Silver and Space Funeral for world and encounter design.

The demo is currently available for download at https://rpgmaker.net/games/10357/
Episode is currently available for download at https://visitorsfromdreams.itch.io/shootycatfish-episode1
 
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Well the demo for Shooty and the Catfish has been released AND as of I now have a brand new trailer to go with it!


But where do I go from here?

Well, the first thing I will be doing is taking a short break. I am moving next weekend (only over to the next town as opposed to another country like last time) which will slow things down a bit, but I am looking forward to spending some time out of my computer chair. My back will thank me for it.

Second of all is start the next area and rework the color pallete a little bit. One of the few pieces of critique I have had are from people who found that the visuals bleed together a little too much making it hard to tell whats a door and whats a wall. This is something I hope to emply first in new areas of the game before coming back to rework the areas in the demo once all the needed new assets are done. I am also looking into the possibility of having some enemies on respawn so people can farm for bullets/healing items. Its no a system that I particular want in the game as part of my vision but it should help people stop getting stuck if they get a little trigger happy before reaching a boss. I think I will try to balance it out by having those enemies give paltry amounts of EXP as I hate the idea of grinding for levels.

I am also considering experimenting with single screen maps as opposed to scrolling maps. I think the degree of control over the look of the maps on a screen by screen basis should allow me to make each one distinct and memorable in a way that allows players to build a level layout map in there head. This idea is largely inspired by Links Awakening which does a really good job of making each little quadrant really memorable and it also makes enemy placement that much more important design wise.

Other than that its just some small adjustments to the battle backgrounds and making the rest of the game. I truly hope you will continue your journey with me as I struggle to complete this behemoth of a project!
 

Gamefall Team

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I love the game boy aesthetic!
Looks a very good project!
Good job :kaopride:
 
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Hello everyone! Its been a little over a week since the release of Shooty and the Catfish’s demo, and while I haven’t recieved much in the way of feedback, the little I have gotten has all been incredibly positive, so thank you to everyone has downloaded the demo! If you are new here, its available right here: https://rpgmaker.net/games/10357/


So where do I go from here?

Well, as you can probably tell from the images featured in this post, I have started working on the final level design for the game. At this point I feel like the demo I released really works better a proof of concept, and going forward, while the mechanics will be the same, the level design will work a little differently.

As you can see from these images, each area is broken up into a series of single map screens (which work out to be 10x9 tiles, these images have been increased in size 300% but at actual size 1 pixel = 1 in game tile), these should be familiar to anyone who has played through The Legend Of Zelda: Links Awakening.

This might seem like an odd way of working considering that the demo released had scrolling map design but the modulated level design will hopefully eleviate some of the issues people had.


First of all is the number of enemy encounters will drop significantly. While I am happy with the way combat feels in the demo I do feel like it gets old quick, due to the number of enemy encounters and especially due to your llimited weapon options earlier in the game.

Of course I could just remove a lot of the enemies but than you have an issue of unused boring space. The solution I feel is to contract the maps and put a limit of 2 enemies per map screen.


Another plus side is it will allow me to make each individual map space distinctive easier because I will always know exactly what is on the players screen at all times.

Some of these areas will be quite maze like in terms of design (Newfolk Castle 1-1 and 1-3 for example) and having each map be visually distinctive should help players make a mind map of each of the games zones much easier.

This should also make telegraphing easier as well, for example in Newfolk Castle 1-1 there will be a switch above the castle gates, this will be visible as you stand in front of said gates and hopefully let the player know how to open them without having to verbally say anything.

It also means the player will see the gates open when they activate the switch (a lot of RPG Maker games have doors open off screen and its something I have never been a fan of).


All of these things “should” come together to create a more well paced and speedy experience. Im not interested in telling this games story in 10 hours if I can tell the same story in 3 hours without sacrificing anying other than padding. Time after all is a precious commodity for most people.

The final upside of designing maps in this lego like structure is on the effect on the design process as a whole. I am wanting to have every map in the game mapped out in this manner before I open RPG Maker again to continue work, and at this rate that shouldn’t actually take that long. If I can get each of the games other 4 zones mapped out in a day each the game should keep on track for release next year.

Anyway, I hope you enjoyed this insight into Shooty and the Catfish’s current design process. I dont see many level design posts on here regarding RPG Maker so I hope you found this insightful.

The next 4 posts will all be about the level design in each of the games other 4 areas, none of which featured in the demo, so I hope you will join me for then!
 
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It has been a couple of weeks and I am so sorry for not being in touch!


To be fair, I have kind of been out of commision with an ear infection, but I am back now and boy oh boy do I have things to talk about.


First of all, level design for the entire game (in photoshop) is now completed which means I can finally get to mapping the whole game. My plan is to get the whole game mapped, then I will be putting in the narrative/puzzles and any other interactive elements before finally implementing the combat sequences. Is this a smart way to go about it? Im not sure, but it certainly has streamlined the process.


You can see above the 3 areas/dungeons you will visit in the games second area, Oyster Bay Mines. This zone will have you starting on the edge of a cliff face high above the ocean and slowly making your way through a series of mines towards a molten core. With most of the games first zone taking place in an out door environment it should make for a nice change of pace.

I have actually already remapped the entire tutorial area as well as the nexus and as of today, the first dungeon in engine, so in terms of final mapping I have actually caught right up to where I was at the point I released the demo which feels great. The design should lead to a much lower encounter rate which after watching several people play through the demo is probably not a bad thing. These are all elements I look forward to showing off down the road when the maps are full evented.

In other news, gsd boxer has done a great lets play of the demo. Its the only one I have found so far so if your not interested in checking out the demo you can always just watch this playthrough!


I also found out about a little cameo in Torch60‘s upcoming game Crescent Eve. What a cutie.


And lastly, here is the latest progress graph. Now that this represents the full release instead of the demo I have had to get rid of all the programming, but im hoping by this time next week I can have both Area 1 Zone 2 and Zone 3 on the books. Fingers crossed!


Thats it for this week, thanks for joining me on this lovely journey! I look forward to sharing the games 3rd Area’s level design with you along with my progress next week. Until then, be good to each other!​
 
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I should get in on this #screenshotsaturday business. Heres the first screen from the full game build of Shooty and the Catfish. This house belongs to one of the games five optional bosses. Anyone recognize it?​
 
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It has been a huge week and I have been nowhere near as productive as I would like. It feels awful…

Most of my free time this week was actually spent watching a miniseries from 1980 with my family about Australian crime hero Ned Kelly called “The Last Outlaw”. Well worth checking out if you are into period dramas (and the work of George Miller since he directed 2 episodes). Why am I talking about it? Well partly as an excuse but also because Shooty and the Catfish wouldn’t be a real game set in Australia if I didn’t have a reference to him somewhere, and by golly there will be.

That doesn’t mean nothing was acheived, I did manage to get the games second dungeon mapped out which means I am now past where I was in the demo in terms of mapped areas which is super exciting! The second dungeon is actually only half the size of the games first dungeon. To some people that might seem odd, but I like the way Shadow of the Colossus keeps you on your toes about the size of its Colossus and its something I like the idea of replicating here with my dungeon designs.

I am also thinking about making the game more linear than I was first planning, but thats a topic for another blog me thinks.



Now I can talk about this weeks set of level designs, its for an area called Cambelltown Towers, or Area 3. This particular are is a little more varied than the previous 2. The first zone in the area takes place in a series of office cubicles in a long defunct office building. As you can see in the level design layouts its a very modular zone with a lot of individual rooms to explore. Some will of course house treasure, others battles. Being a modular area in terms of design I thought it would be a good zone to experiment with a good old fashioned key hunt in mind. Thats not a mechanic I am overly fond of generally speaking, but I think having one zone in the game based around the idea should be okay as long as I dont overdo it.


The areas second zone has you travelling outside of the building and venturing from the top of one sky scraped to the next while having to traverse a swamp of the decomposed bodies of all the business people who commited suicide during a great calamity (probably related to the stock market) in the middle. So many jumped the bodies formed what is practically a lake. It probably smells really good down there I imagine.


What awaits at the end of the third and shortest zone? I don’t actually know yet aside from a boss fight. Probably something business related.


Thats it for this week, I will have a new screenshot to share tomorrow for Screenshot Saturday. My work schedule has also changed going from 3 days a week to 4 days a week which has also had an impact on how much I can work on the game as well as when I can blog about it, but rest assured, I will soldier on!

Until next week! ~ <3​
 
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Whelp, I accidently let a few weeks slide on by without an update, shame on me!

But fear not lovely people, for I come bearing good news!

Yes indeed I have been super active and as you can see below, have fully mapped 2 new zones since the last update. All in all this means the mapping for the games first area is now finally fully completed! (Aside from some assets like statues that will be designed later to fit in with each areas boss). As such as I thought it appropriate to share the final mapping (externally anyway, theres plenty hidden inside the buildings) for the games tutorial area which has been shrunk significantly since the demo, as well as the first 4 zones/dungeons.



Having been working on these castle areas for around a year now I can not put into words how excited I am to finally move onto some truly new environments, with Area 2 being a mix of an out door mining area, the inner cave system of the mine and finally an ancient underground temple. Bricks and forests are fun, but they can get old after a while.

The next couple of months updates will more than likely be a bit spotty. Im working a lot of extra hours at the moment and during May I will be almost completely absent from the project as I will be on holiday.

In the mean time I hope you keep following me and await whatever is coming in my next update. Thank you all for your incredible support of this project!





 
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Oh my god I actually did it!

Apologies for this blog being so quiet for so long. I was away for several weeks (got engaged during that time, very exciting!) and then was hit with a surprise move which has left me with very limited interenet access for the time being.

Now, as for news. Well, as you can see from the image below (and the ones of dungeon exteriors further below, I will keep the dungeon insides under wraps, give people something to explore ha ha) I have finished mapping all of the games environments, in full color not less. This is a huge achievement and has taken longer than I ever expected. Some areas have been dropped (they will be used in another project) so that I can get this game released this year, but overall I am incredibly happy with how things have come together.

Some of you may be asking why the move to color, but in the end it mainly came down to reability. A lot of the games environments ended up looking very similar, I also had people not recognizing doors in play testing. Due to this the decision to make the game full color (or Gameboy Color HA HA HA…) was made. If there is a demand for it I might look into selling a monochrome version of the title at a lower cost when it launches, giving people the option between the authentic gameboy experience and the DX experience.

I also have decided that the game will NOT be encrypted, anybody who wants to tear the game apart and make there own adventures is more than welcome. Fan games are a big part of what makes the RPG Maker scene unique to me and its something I want to encourage with my projects whole heartedly.


So where too from here?

Well, next up as you can see in the above image is Dungeon Design, which in the case of this particular game means adding in locked doors and keys as well as any other puzzles. I dont image this will take longer than a couple of weeks depending on how work goes BUT now that I am back I will keep you all up to date and informed.

As of next week I will also start posting “Screenshot Saturday” images while trying to keep my main updates for the mid week.

Once again, from the bottom of my heart, thank you to all of those who have followed this project, it really means the world to me. If anyone has any asks please feel free to send them through!

Until next time, peace out everybody! <3





 

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I almost passed this project because of the name :guffaw: But it looks brilliant! I will keep an eye on this now, keep up the great work :)
 
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I almost passed this project because of the name :guffaw: But it looks brilliant! I will keep an eye on this now, keep up the great work :)
Ha ha. Well thanks for checking it out. Cant judge a book by its cover. (Though honestly I never look at anything that has a name like Journey To or Legend Of etc... a little hypocritical of me ha ha). I hope you check out the full game when it releases. :)
 
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Its that time again folks! Lets dig into this weeks progress.



The games first dungeon is complete (aside from lore text atleast). I am pretty happy with how it has come out. All of the content from the demo has now been carried over and refined into the main game (the level layouts and some of the enemies are also completely different to what was found in the demo). This means going forward everything I touch going into the game will be brand new content which is super exciting.



From this point on in the game really opens up allowing you to travel to either Area 2, 3, 4, 5 OR Area 1 Zone 2. Its up to you really. I imagine most players will either push on into Area 2 or Area 1 Zone 2 and thats how I plan on balancing the game. That said if you didn’t use much ammo in the game theres nothing to stop you from going to the later zones and picking up a far more powerful weapon and completely breaking the games balancing if you know what your doing, at least thats the idea. If you try to do it with just your melee weapon though your going to have a bad time…



I think this next week I will focus on Area 1 Zone 2 as it is quite small compared to Area 1 Zone 1, it is however rather dense despite its small size so maybe it will end up being more work than I expected. I guess time will tell…

Until that time, thanks for following the project!

Peace out and have a good one ~ <3


 

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Looking good as always man! :)
 
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Hello everyone and sorry for the long break between posts, unfortunately that might be a little more common for the next couple of months as I have quite a lot of freelance going on at the moment.



That doesnt mean I haven’t been busy, infact outside of the narrative (a new notch on the progress image down below) the third dungeon (Tall Tall Tower) is now complete which is pretty exciting. Its one of the larger dungeons in the game, though not overly complex, especially compared to the second dungeon in the game. Its full of sad ghosts… sad business ghosts…



Next up is Sausage Shrine, the shortest and most direct of the games areas. Just because its short doesnt mean I wont be trying to cram as much content as possible into it however.



I also recieved the last of the tracks from my composer this morning which was awesome. I do have 5 other tracks in the game (for 5 optional bosses) which are being composed by someone else and will tie more into the games Gameboy visuals, but I will talk more about that once I have more details and everything is official with the artist.



Going forward I will be sharing less screens so as to avoid giving less away, but I will try to be more selective about what I end up sharing, keep things interesting.



Until next time when I get to post about sausages and other cured meats, be good to each other and have a good one!

- Daniel​
 
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I cant believe it has been a month since my last update. I have been getting a lot of followers over the last 4 weeks and I just want everyone to know that everything is still going well! I have just been very busy with freelance work.

Most of my work over the last 4 weeks has been back end, tweaking a couple of mechanics (namely the way ammo distribution works) and as you can see above, creating alternate costumes for Shooty.

These costumes (and more to come) can be found as tokens in the environment which can then be taken to Gerkinman in the Nexus bathrooms in exchange for the costumes. They have no impact on gameplay (and wont change Shootys character portrait) but will offer players a degree of customisation to their experience. I hope this is an element people enjoy and that will encourage players to explore, you never know what you will find! I am hoping to add more so if your working on a big RPGM project or have recently finished one and dont mind the idea of your character being featured shoot me a DM!

Another big change is that one of the zones from Area 1 has now been dropped. With playtesting the area really felt like padding as it didnt add much outside of length to the game, so I have put it aside to use in another project down the road. This does have some rather huge implications however as it means that the game is now over half way through development!



And thats it for this update, thank you for your patience. I am about half way through my current freelance gig (with the possibility of getting funding for a short film at the end of the month as well which would once again eat into development time should my film be selected), so hopefully I will be able to start tackling this game head on again in a months time.

Thank you again!

- Daniel​
 
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Episode 1 is finally completed and available for download!
https://visitorsfromdreams.itch.io/shootycatfish-episode1

Welcome to the world of Nimbin, a world full of strange characters and even stranger characters. Shooty and Zaat are a team dedicated to solving mysterious monster mysteries, for a price of course, as much as they love what they do they cant do it just for the love ya know. In todays episode a call comes in from a mushroom mining town called Grit where strange things are definitely afoot!

Shooty and the Catfish is an episodic series with 5 episodes in total planned, each of these episodes building on the mechanics and story as they go. With a Game Boy Color inspired aesthetic and an original EDM soundtrack by Jim Hort and a unique resource management based combat system, I hope you enjoy this first entry into this strange new series.

A Game by Visitors From Dreams
Music by Jim Hort
Additional Music by Agent Ape: https://agentape.bandcamp.com/
Promo Art by Nathan Malone: https://www.artstation.com/zekeyspaceylizard
 

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Awesome! Now THIS is how you use RPG Maker!

I'm gonna try to find time to play episode 1!
 

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