Draygone
12-23-2008, 12:00 AM
I thought there was, like, a rule or something where inactive game forums get deleted after a certain amount of time. It's been over half a year since the last post in here.
Well, anyway, I suppose I've got stuff to be telling you guys. [game which shall not be mentioned by name] is still being worked on for RPGM1. I haven't made much progress this year due to various reasons, the biggest two being writer's block and a complete lack of interest. The lack of interest, well, this past month, I'm interested again. Very interested.
As for the writer's block, it stemmed from one portion of the main quest feeling out of place to me compared to the rest of the story. But I said "skrew it" and am going with it anyway. The portion of plot was a puzzle piece that fit too good to replace it, even if it does look like it was made for a different puzzle. And maybe people won't find it as out of place as I worry.
So, what sort of progress have I made since my last update? Quite honestly, I'm not sure. I really never did focus as much attention in my game forum here as I did my development studio at the Mag. I guess I can start off with mentioning what I did in this past month alone.
Well, here's a high note. For the first time since, well, ever, the game has finally extended into a second scenario card (for non-RPGM1 users, think "Disk 2" of PS1 RPGs). The downside is I had to end the first scenario card a couple dungeons earlier than I had hoped (I was just a boss battle away from getting through one of them before I ran out of memory). Fortunately, I still managed to end it on a "cliffhanger" note like the aforementioned PS1 RPGs often did. And it means I get to buff up and fix a few things now that I have a bit of extra memory to spare.
I've also been modifying some of the older (and newer) stuff, like I always do, 'cause I can't leave what I already made well enough alone. But hey, makes the game better.
Now, the other stuff, I'm not sure what I've already mentioned and what I haven't, it's been so long since I've had a real update for you guys. So forgive me if I repeat something.
There's items and equipment. Not really my forté, but I've been making an effort to make buying items and equipment a little more interesting. Originally, equipment in SR was restricted to "each character has his/her own equipement type, just buy the newest one when you reach the next town" and "the only equipment is weapons, armor, and maybe accessories". Well, I've since expanded the inventory quite a deal, and now there are different weapon types that can be equipped by multiple characters. And I'm trying to make it so each weapon has its own advantages and disadvantages, and even weak staves can prove worth equipping.
(Examples from early in the game: A staff's concussive force can prove useful against enemies with skins tough against bladed weapons, a sword is easy enough to use that you can strike with it twice, an axe is too heavy to hit more than once but that one hit sure is powerful.)
Needless to say, balancing all this is gonna be "fun". :P
I also felt that the Speed and Evasion stats are too often ignored in many games (and especially in RPGM games). So, using the "accessory" equipment type, the game will now have a set of shields (for evading attacks) and shoes (for greater speed) to wear. (No, I'm not using RPGM1's default shield equipment. Those equip in the weapon slots, and opening both hands for equipment would allow for dual-wielding weapons, which I don't want every character to be able to do.)
Now, this next bit is something that you'll only understand if you've played the demo I released nearly two years ago. Two early dungeons: Benshel Wood and Mt Shela. Benshel Wood was comprised of sample maps to save memory. Mt Shela had sample maps for its interiors and had a completely ugly exterior (here's one section of the mountain: *click* (http://img.photobucket.com/albums/v468/Great_Dragon/MSBefore.png)). I've updated their looks. Benshel Wood now looks different from the other forests in the game, and Mt Shela is no longer an eyesore. Here's a video of each:
Benshel Wood (http://www.youtube.com/watch?v=AVuWZfAbm-U&feature=PlayList&p=2D5E55ADD125CAE3&index=2)
Mt Shela (http://www.youtube.com/watch?v=R7a2s4BLDa0&feature=PlayList&p=2D5E55ADD125CAE3&index=1)
Those who have played the earlier demos will note that the armored man was not part of Mick's flashback earlier. I added him because, realistically, Detective Sarah would not be investigating monster appearances all by her lonesome.
Lessee, what else? A few minor things. Added a dog to the opening. Mostly to help distract the player from noticing when the near-invisible (but not quite enough) SR symbol disappears in the grass. Plus it's a nice touch, seeing a dog seek shelter from the rain under the tree. Also added a few little scenes to the first town, two using ambience in place of music, one is optional. Also added a minor cutscene to the beginning of Green Grove, to help emphisize that there are guards that patrol and escort people through dangerous areas (it was only lightly mentioned in the demo).
And, needless to say, I've added stuff beyond the demo, including two new party members, the introduction of one of the major antagonists, and what is probably my most favorite cutscene I've made on RPGM1 so far. Alternatively, I also added one of my least-favorite RPGM1 cutscenes. That one needs a serious rewrite.
Well, anyway, I suppose I've got stuff to be telling you guys. [game which shall not be mentioned by name] is still being worked on for RPGM1. I haven't made much progress this year due to various reasons, the biggest two being writer's block and a complete lack of interest. The lack of interest, well, this past month, I'm interested again. Very interested.
As for the writer's block, it stemmed from one portion of the main quest feeling out of place to me compared to the rest of the story. But I said "skrew it" and am going with it anyway. The portion of plot was a puzzle piece that fit too good to replace it, even if it does look like it was made for a different puzzle. And maybe people won't find it as out of place as I worry.
So, what sort of progress have I made since my last update? Quite honestly, I'm not sure. I really never did focus as much attention in my game forum here as I did my development studio at the Mag. I guess I can start off with mentioning what I did in this past month alone.
Well, here's a high note. For the first time since, well, ever, the game has finally extended into a second scenario card (for non-RPGM1 users, think "Disk 2" of PS1 RPGs). The downside is I had to end the first scenario card a couple dungeons earlier than I had hoped (I was just a boss battle away from getting through one of them before I ran out of memory). Fortunately, I still managed to end it on a "cliffhanger" note like the aforementioned PS1 RPGs often did. And it means I get to buff up and fix a few things now that I have a bit of extra memory to spare.
I've also been modifying some of the older (and newer) stuff, like I always do, 'cause I can't leave what I already made well enough alone. But hey, makes the game better.
Now, the other stuff, I'm not sure what I've already mentioned and what I haven't, it's been so long since I've had a real update for you guys. So forgive me if I repeat something.
There's items and equipment. Not really my forté, but I've been making an effort to make buying items and equipment a little more interesting. Originally, equipment in SR was restricted to "each character has his/her own equipement type, just buy the newest one when you reach the next town" and "the only equipment is weapons, armor, and maybe accessories". Well, I've since expanded the inventory quite a deal, and now there are different weapon types that can be equipped by multiple characters. And I'm trying to make it so each weapon has its own advantages and disadvantages, and even weak staves can prove worth equipping.
(Examples from early in the game: A staff's concussive force can prove useful against enemies with skins tough against bladed weapons, a sword is easy enough to use that you can strike with it twice, an axe is too heavy to hit more than once but that one hit sure is powerful.)
Needless to say, balancing all this is gonna be "fun". :P
I also felt that the Speed and Evasion stats are too often ignored in many games (and especially in RPGM games). So, using the "accessory" equipment type, the game will now have a set of shields (for evading attacks) and shoes (for greater speed) to wear. (No, I'm not using RPGM1's default shield equipment. Those equip in the weapon slots, and opening both hands for equipment would allow for dual-wielding weapons, which I don't want every character to be able to do.)
Now, this next bit is something that you'll only understand if you've played the demo I released nearly two years ago. Two early dungeons: Benshel Wood and Mt Shela. Benshel Wood was comprised of sample maps to save memory. Mt Shela had sample maps for its interiors and had a completely ugly exterior (here's one section of the mountain: *click* (http://img.photobucket.com/albums/v468/Great_Dragon/MSBefore.png)). I've updated their looks. Benshel Wood now looks different from the other forests in the game, and Mt Shela is no longer an eyesore. Here's a video of each:
Benshel Wood (http://www.youtube.com/watch?v=AVuWZfAbm-U&feature=PlayList&p=2D5E55ADD125CAE3&index=2)
Mt Shela (http://www.youtube.com/watch?v=R7a2s4BLDa0&feature=PlayList&p=2D5E55ADD125CAE3&index=1)
Those who have played the earlier demos will note that the armored man was not part of Mick's flashback earlier. I added him because, realistically, Detective Sarah would not be investigating monster appearances all by her lonesome.
Lessee, what else? A few minor things. Added a dog to the opening. Mostly to help distract the player from noticing when the near-invisible (but not quite enough) SR symbol disappears in the grass. Plus it's a nice touch, seeing a dog seek shelter from the rain under the tree. Also added a few little scenes to the first town, two using ambience in place of music, one is optional. Also added a minor cutscene to the beginning of Green Grove, to help emphisize that there are guards that patrol and escort people through dangerous areas (it was only lightly mentioned in the demo).
And, needless to say, I've added stuff beyond the demo, including two new party members, the introduction of one of the major antagonists, and what is probably my most favorite cutscene I've made on RPGM1 so far. Alternatively, I also added one of my least-favorite RPGM1 cutscenes. That one needs a serious rewrite.