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    Ryner's Deadline Blog

    With the deadline for the Biography contest approaching, I'd thought it'd be interesting if I created a daily log for my project, Simple Man's Quest for the Playground.

    ( http://www.pavilionboards.com/forum/...8&postcount=36 )

    I'll discuss the work I've done each day (that should give any readers some details on the game and its features), as well as share my thoughts on the project and the creation process as a whole. So let's take this journey together, as I work to beat the May 31 deadline!

    May 10
    Time left: 21 days


    Most of my month so far was spent studying for finals, but with the semester now officially over I have a decent amount of free time to dedicate to the game. As I said before, I'll probably be working right down to the wire but am much closer to finishing this project than I've ever been. I need to be done actual work on the game by the 27th or so, because I want three solid days of testing to find any potential bugs and glitches.

    Speaking of testing, I've been meaning to get a new version of the game to DK for about a month so that he can play test, but for various reasons that keeps becoming an issue. Hopefully I'll be able to shoot him something in a few days though.

    Anyway, to the actual details now. I'm a little frustrated today as I've discovered a quest that I spent a good amount of time working on causes performance issues for the VX. The Pavilion is represented in the game as a typical RPG town, and as the only town in the game it's the main hub for just about everything that happens. So with that being the case there's a decent amount of events running at once when the player is in the town, but until now that hasn't been an issue.

    The quest in... question requires the player to use a special device to find Crunk's clones (get it? The Real Crunk has clones? that's the kind of quality you'll find in Simple Man's etc etc, coming soon!). This needed a fair amount of invisible but constantly running events in the Pavilion that determine where the player is standing in relation to a clone and how the device should beep to convey the distance.

    Apparently this quest causes there to be too many event running at once, and the game suffers some slowdown when the player is in town. This is kind of silly since VX has the graphical requirements of a Texas Instruments calculator, but whatever.

    I'll have to change how the quest works and remove the excess events tomorrow. I was so annoyed that a quest I put a lot of work into (and really liked) screws up the game because of a software issue that I spent tonight working on some smaller things I had on my mind instead.

    For example, I had a bit of an epiphany today that I wished I had when I first started working on the game. Simple Man's Quest doesn't have levels or experience, instead your character's strength is mostly based on equipment. There are six stats that VX uses: HP, MP, Strength, Defense, Spirit, and Agility... but you can only set equipment to affect the later four. I still wanted equipment to improve HP and MP though, so I had to set up an event to run at the start of each battle that checks to see if a character has certain items equipped, and then improve their HP/MP as needed. I use the same system with equipment that grants special abilities. The event is easy to set up, but it's tedious work. I pretty much have to set it to check if each of the five playable characters is wearing any of the HP/MP improving equipment.

    At the same time I've been racking my brain to find a use for agility. At its default, the only purpose agility has in VX is to determine turn order, but I wanted it to play a bigger and more clear role. It finally hit me to kill two birds with one stone. I renamed agility to "Bonus HP" (you can rename stats even though they still play their usual role, I've also changed MP to Rep) and created a new event to increase a character's HP by their Bonus HP at the start of each battle. While I still need to the the tedious work for Rep equipment, this will cut my workload in this area in half and present less room for error.

    So, I spent a good portion of today's work making this change to the necessary equipment as well as removing the old event and the few instances where agility is mentioned from the game.

    I also spent some time today making changes to Fushigi, one of the four playable characters that can join Simple Man. Fushigi summons chibi pets that aid the party in different ways. There's a fighter pet, a healing pet, etc. Today I decided to add a passive ability to each pet that improves the party members. For example the fighter pet increases Max HP, while the healing pet slightly regenerates the party's Rep each turn. This will, I hope, make the choice of which pet to use in battle less black and white than just based on its direct role.

    Meanwhile, I found in my play testing that Fushigi was actually kind of boring in combat. She's meant to be largely dependent on her pets and has few offensive abilities on her own, but this means there's not much variety in what ability Fushigi herself can do each turn. It's been a goal of mine that each playable character stays interesting and unique in battle, so Fushigi needed improvement. Taking a cue from my old Pavilion Adventures stories, I gave her an ability to turn into a chibi demon, which increases her strength and gives her some new attacks at the cost of a steady HP loss. This should make her more interesting in combat but I'll need to test it more to see how it balances with the pet.

    I'll close her, as this entry turned out to be longer than I expected it to be. Hopefully some of you found it interesting and didn't just tl:dr, but I'll try to make sure future installments are more concise.

    Ryner
    Ryner's Games

    Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!

    Monster Must Die - Winner: Halloween Horror Contest - Click Here!

    All you need to play is a computer, no outside program necessary!

    #2
    Re: Ryner's Deadline Blog

    I found it interesting and read the entire thing.

    Comment


      #3
      Re: Ryner's Deadline Blog

      May 12

      Time left: 19 days


      I think finding the right difficulty is a crucial element of game design. Find ways to make it challenging but accessible without frustrating your player. I'll say this: I think game overs are a thing of the past. They're almost pointless anymore since most games let you either a) save at will, or b) save via save point just before the encounter you're likely to die at. Either one means making your player reload just to end up at the same spot they were 60 seconds ago is a waste of time.

      I tried to set Simple Man's etc up to be tough but passable. I wouldn't be surprised if some battles took a couple playthroughs to figure out a proper strategy, but that's only if you want the challenge. There's no game overs, and after losing a battle you have an option to try again instantly, or try again in easy mode, which drastically cuts the difficulty of the boss. It's hard enough getting people to play your game, I don't want the potential enjoyment someone gets from it to be ruined because he's stuck at one boss he can't figure out.

      I bring this all up since I've been re-balancing most of the encounters I've already added to the game. As I mentioned earlier, character strength in the game is based on equipment, and since the game also has a randomized loot feature, it can be a little hard to find the sweet spot of balance when it comes to battles. It's a process that I'll probably be working on until the game is finished, but since there's only about 1 boss battle per quest, and no random encounters, I don't think it'll be too hard.

      I also fixed the problem I discussed yesterday with the slowdown. Deleted all the events associated with the beeping, and just had a single symbol appear above the head of the clones to help the player find them. It's a little less interesting than using a sonar-style thing, but it was a necessary change.

      The next few days should be spent completing work on a couple of quests and (finally) starting work on the endgame dungeon.
      Ryner's Games

      Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!

      Monster Must Die - Winner: Halloween Horror Contest - Click Here!

      All you need to play is a computer, no outside program necessary!

      Comment


        #4
        Re: Ryner's Deadline Blog

        Keep up the good work, Ryner.

        Comment


          #5
          Re: Ryner's Deadline Blog

          May 20

          Days left: 11


          Boy, am I frustrated right now. I've come across a major problem with the game, and the worst part is it's not my fault at all, but an issue with VX.

          I'll try to explain. Many of the abilities in the game have events that run with them. For example, there are cooldown abilities that can only be used every, say, four turns. How this works is that after the ability goes off, it runs an event that deletes the ability from the character and starts a timer to keep track of the number of turns.

          There are a lot of events that run over the course of a battle. Abilities are learned and forgotten, stats are increased and decreased, etc. At the end of a battle, there is another event that runs to reset everything to square one. All the changes that happened during the battle are reset to prevent any long term effects.

          The problem I've discovered, and I have no idea why it took me so long to see this, is that VX has some kind of strange priority in how it orders events when a battle ends. This is how is should go:

          1. Ability is used, it defeats the enemy
          2. The event for the ability resolves.
          3. The battle ends, return to map screen, the end-battle event goes off and resets everything.

          But here's how is works on VX:

          1. Ability is used, it defeats the enemy
          2. The end of battle takes priority, return to map screen, the end-battle event goes off and resets everything.
          3. The event for the ability resolves.

          This means that the event for the ability doesn't get reset. An ability that is forgotten when used wont be relearned when the battle ends, which is what is supposed to happen.

          I've been testing my game a lot, looking for all sorts of possible problems that could come up. But I think I totally missed this issue because it makes absolutely no sense at all for it to happen, and it's a potential game breaker.

          I'm obviously going to have find a way around this because it has to change. But it's so frustrating to find a problem with your game that isn't your fault at all.

          I have gotten a good amount of work done, though I'm still not sure if I can finish in time for the deadline. However, I have a contest contingency plan set up if that is the case.
          Ryner's Games

          Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!

          Monster Must Die - Winner: Halloween Horror Contest - Click Here!

          All you need to play is a computer, no outside program necessary!

          Comment


            #6
            Re: Ryner's Deadline Blog

            I know I should be working on my own contest game instead of browsing the pavilion, but reading this has actually helped me stay focused on working on my own game, as strange as that may sound.

            I wish I knew, well, anything about VX so I could try and help you out.

            Good luck, though.

            Comment


              #7
              Re: Ryner's Deadline Blog

              June 28

              Days left: 2


              The issue I mentioned last entry with the skill events was actually fixed quite easily. I created a switch that turns on at the start of a battle, and turns off as soon as the battle ends. I then added a conditional branch to the abilities to make their events only go off if the battle switch is on. The worst part was going to each ability event (there's a lot of them) and adding the conditional branch, but at least the problem is solved.

              Speaking of my last entry, I was actually shocked when I looked at this topic and saw it was more than a month ago. Where in the world does the time go? I meant this blog to be a bigger project, meant more for myself than for any potential readers (discussing my work tends to motivate me to continue with it, or maybe I'm just saying that to excuse myself from a lack of readers? I don't know), but I suppose whenever I considered writing another entry I decided it would be more beneficial to just work on the game. I just haven't had a lot of time.

              That's what really bugs me, there have been so many extensions for this contest and I haven't been able to capitalize due to outside stuff. Since my last entry on May 20, I've been out of town more than I've been home, and I admit that during the times I was home with free time, RPG Maker wasn't always my first choice for an activity.

              Working on a game is a long grind, and losing motivation can be easy because it's not always fun. I have spent a lot, a lot, a lot of time on this game. Burnout happens. When faced with the decision of working or playing, say, Mass Effect 2, Mass Effect 2 won out a lot. That's to my detriment of course, and I'll regret it once the contest is over I'm sure.

              Now then, what better motivator is there than an imminent deadline? If you've ever gone to college you should be good at working right up to a deadline, and I happen to think I'm better than good. I'm so close to finishing that I can taste it, and being at this point in the game-creation process, a place I've never been before despite all the projects I've started, is exhilarating.

              I've only got a few mandatory things I need to do: a couple pieces of the end game, and fixing a broken event that I've been putting off for awhile. I could probably finish tonight if I wanted to rush it and just do those things, but there's a decent amount of extras I still want to add (some challenge bosses, Vonwert's crafting service, a few smaller quests). And there's still the balancing process, and testing... I'm going to have to play it a lot to look for problems. Why did I have to put so much in this game that it's a playtesting nightmare?
              Ryner's Games

              Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!

              Monster Must Die - Winner: Halloween Horror Contest - Click Here!

              All you need to play is a computer, no outside program necessary!

              Comment


                #8
                Re: Ryner's Deadline Blog

                Originally posted by Ryner
                Working on a game is a long grind, and losing motivation can be easy because it's not always fun. I have spent a lot, a lot, a lot of time on this game. Burnout happens. When faced with the decision of working or playing, say, Mass Effect 2, Mass Effect 2 won out a lot. That's to my detriment of course, and I'll regret it once the contest is over I'm sure.
                Alas, I feel your pain.

                I've had this problem so often with my own project, Josh's Adventure. I get so burnt out on the game that I skip working on it for weeks sometimes, and simply coming up with new inventive ideas is such a huge burden. I'd like to say that I don't have a deadline to work with, but I'm pushing myself to make them just so I can stay focused on the game.

                So yes, I feel your pain as well. If nothing else, know you've got people reading (me, at least) these updates and I'm rooting you on.

                Comment


                  #9
                  Re: Ryner's Deadline Blog

                  Oh god...don't say it's like college. I waited until the night before for EVERYTHING. I've had to make myself not be like that for this.

                  But I know what you mean about the grind. After working on a game for 6 hours straight, suddenly the cobwebs on the ceiling are supremely interesting. I use checklists to help keep me motivated and focused, but sometimes even that isn't enough.

                  Good luck though...don't give up.

                  Comment


                    #10
                    Re: Ryner's Deadline Blog

                    Glad to see an update here Ryner!! You can do it!
                    " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                    Comment


                      #11
                      Re: Ryner's Deadline Blog

                      If I can figure out how to get the downloaded VX package to play, I'll definitely be playing this one. It sounds really fun! Best of luck down the home stretch, Ryner.


                      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                      "I live and love in God's peculiar light." - Michelangelo

                      Comment


                        #12
                        Re: Ryner's Deadline Blog

                        Originally posted by Wavelength View Post
                        If I can figure out how to get the downloaded VX package to play, I'll definitely be playing this one.
                        VX games are stand alone .exes and don't require RPG Maker VX to play.
                        Ryner's Games

                        Simple Man's Quest for the Playground* - Winner: Pavilionite Biography Contest - Click Here!

                        Monster Must Die - Winner: Halloween Horror Contest - Click Here!

                        All you need to play is a computer, no outside program necessary!

                        Comment


                          #13
                          Re: Ryner's Deadline Blog

                          Originally posted by Ryner View Post
                          VX games are stand alone .exes and don't require RPG Maker VX to play.
                          I knew it produced a stand-alone game, but not that it came with a plug-and-play .exe (which makes things a lot easier). So, I'll definitely be playing Simple Man's quest, then.


                          How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                          "I live and love in God's peculiar light." - Michelangelo

                          Comment


                            #14
                            Re: Ryner's Deadline Blog

                            This is cool, and I liked reading it.

                            Comment

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