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Miscellaneous
Valedictory Game Drive Edition
I uploaded a demo of this game for the Valedictory Game Drive event. I was really hoping to get this game done by then, but just didn't commit enough time to it (I found myself busy with work, and also ended up spending 2 weeks of the game drive finishing up Mario vs. the Moon Base instead).
Anywho, the demo is up.
It is about 50% finished. You can play up until the point you cross the mountains and get to Lashburn (so save before you enter the castle).
BONUS
When you start a new game, you can opt to play Generica: TNG using the original 8 classes from Generica. On the character select screen, move your cursor straight up to toggle the class select options (you will 'warp' to the new select page). Move back up to toggle back. However, you cannot mix and match classes from Generica and G:TNG.
BONUS #2
When you start a new game, you can opt to play the original Generica. On the character select screen, move your cursor to the left to toggle between Generica and Generica: TNG. So you can opt to play the full original game with the new classes. The caterpillar script is not yet implemented for the maps in Generica. Also, I did not rebalance the original game (it needs it!).
Coming soon...
-the full game of G:TNG
-some sort of indicator for the game toggle (as described in bonus #2)
-the ability to take your party from Generica directly into G:TNG
Anywho, the demo is up.
It is about 50% finished. You can play up until the point you cross the mountains and get to Lashburn (so save before you enter the castle).
BONUS
When you start a new game, you can opt to play Generica: TNG using the original 8 classes from Generica. On the character select screen, move your cursor straight up to toggle the class select options (you will 'warp' to the new select page). Move back up to toggle back. However, you cannot mix and match classes from Generica and G:TNG.
BONUS #2
When you start a new game, you can opt to play the original Generica. On the character select screen, move your cursor to the left to toggle between Generica and Generica: TNG. So you can opt to play the full original game with the new classes. The caterpillar script is not yet implemented for the maps in Generica. Also, I did not rebalance the original game (it needs it!).
Coming soon...
-the full game of G:TNG
-some sort of indicator for the game toggle (as described in bonus #2)
-the ability to take your party from Generica directly into G:TNG
Miscellaneous
I need to get this game off my plate...
kentona
10 post(s) 
- 10/15/2010 08:38 PM
...and so have committed my time to finishing it.
There was some plot issues that had really tempered my enthusiasm for this game, but I think I battled through that with a little creativity, some apathy and a little bit of hammy NES-era questing. So s'all good.
I am not going to commit to a specific date at this time, but I am gunning for before the end of the year.
Does anyone still care?
There was some plot issues that had really tempered my enthusiasm for this game, but I think I battled through that with a little creativity, some apathy and a little bit of hammy NES-era questing. So s'all good.
I am not going to commit to a specific date at this time, but I am gunning for before the end of the year.
Does anyone still care?
Miscellaneous
Resuming The Next Generation
Now that my Game Gale side project is done, this project will be revived from Hiatus. When did I say I'd finish this by? July 9th? Urk.
Well, this is a small project - only slightly larger than Generica - so I suppose that is doable, but it is not likely to happen by then. How about I shoot for July 21st instead? That seems more likely.
For those of you who have forgotten about Generica: TNG, this game is a direct sequel to Generica set 33 years later. The world is still going to shit and a plan is afoot to revive the Slayer King, but you'll be there to put a stop to it!
So...yeah, consider this blog the kickoff of the final phase of this project.
Well, this is a small project - only slightly larger than Generica - so I suppose that is doable, but it is not likely to happen by then. How about I shoot for July 21st instead? That seems more likely.
For those of you who have forgotten about Generica: TNG, this game is a direct sequel to Generica set 33 years later. The world is still going to shit and a plan is afoot to revive the Slayer King, but you'll be there to put a stop to it!
So...yeah, consider this blog the kickoff of the final phase of this project.
Miscellaneous
My computer crashed!
kentona
11 post(s) 
- 03/09/2010 04:46 PM
My computer crashed and I lost all my projects! It was an epic failure too - I couldn't even manage to get the WinXP Recovery Console to run. The critical iastor.sys file was corrupted (or infected) and apparently that is a really important file the OS uses to communicate with the harddrive...and apparently harddrives are important?
Anywho, the bottom line was I lost all my work on that computer - all my projects, images, photoshop works-in-progress - gone. :( Years of hard digital work were lost in an instant and there was nothing I could do. This sucks.
....but luckily I'm not a total moron and I had them all backed up on a thumbdrive.
...and on my old computer.
...and on a backup CD.
...and on my old work computer (shh!)
...and on SkyDrive.
...and here on RMN (for my finished projects, anyway).
Let this be a lesson to you!
Anywho, the bottom line was I lost all my work on that computer - all my projects, images, photoshop works-in-progress - gone. :( Years of hard digital work were lost in an instant and there was nothing I could do. This sucks.
....but luckily I'm not a total moron and I had them all backed up on a thumbdrive.
...and on my old computer.
...and on a backup CD.
...and on my old work computer (shh!)
...and on SkyDrive.
...and here on RMN (for my finished projects, anyway).
Let this be a lesson to you!
Miscellaneous
Progress (Non)Update
For anyone still following this I figured I'd give a short update.
As I set new deadlines and watch them pass, I figure I should set another! That should work, right? Okay, the new deadline is...letsee...April 9th July 7th. Why not, eh?
As for the project itself - I am making monsters and events for the first few areas (two villages, three dungeons) and am planning the next plot point. I'll actually get to use the tree chipset in game! I can't wait. Also, I implemented the caterpillar system to the existing maps and have created a template with the caterpillar events that I copy for any new maps. I doubt that I will retrofit the original Generica with a caterpillar system, but you never know.
Towns
Humboldt -- FINISHED
Kerrobert -- FINISHED
Spiritwood -- PLANNING
Lashburn
Watrous
Arcola
Dungeons
Ancient Temple -- FINISHED
Gaia's Grotto -- FINISHED
Mt. Peek -- FINISHED
Wilderun Forest -- PLANNING
Pool of Radiance
Lashburn Ruins
Pyramid
Yggdrasil
EDIT:
Changed the date! And I haven't made any progress. D:
As I set new deadlines and watch them pass, I figure I should set another! That should work, right? Okay, the new deadline is...letsee...
As for the project itself - I am making monsters and events for the first few areas (two villages, three dungeons) and am planning the next plot point. I'll actually get to use the tree chipset in game! I can't wait. Also, I implemented the caterpillar system to the existing maps and have created a template with the caterpillar events that I copy for any new maps. I doubt that I will retrofit the original Generica with a caterpillar system, but you never know.
Towns
Humboldt -- FINISHED
Kerrobert -- FINISHED
Spiritwood -- PLANNING
Lashburn
Watrous
Arcola
Dungeons
Ancient Temple -- FINISHED
Gaia's Grotto -- FINISHED
Mt. Peek -- FINISHED
Wilderun Forest -- PLANNING
Pool of Radiance
Lashburn Ruins
Pyramid
Yggdrasil
EDIT:
Changed the date! And I haven't made any progress. D:
Miscellaneous
Timelines and Caterpillars
Agenda Item #1: Timeline
I am not making much progress on this. Reasons:
a) I can't seem to find any blocks of free time.
b) I foolishly started yet another community project.
c) My motivation is waning.
The current project specs call for 6 towns and 8 dungeons. I've currently mapped 2 towns and 2.5 dungeons. Those locations will also need to be evented with NPCs and plot-specific events, and for the dungeons, monsters and monster groups need to be made. Plus, there's all the testing. I'm only about 20% done this project. Urgh.
Current Target Date: Mid-March
Agenda Item #2: Caterpillar System
Should I or shouldn't I?
It is tempting to add this little piece of nostalgia to the game, and thanks to Calunio's little tutorial, I finally attempted to make a caterpillar system. It works...sorta. Some artifacts from the simplicity of the system come up, like the followers moving onto impassible tiles at times, and blocking your progress if you go down a narrow path and try to turn around. Plus I'd have to retrofit all of the existing maps with the events.
Yes/No/Maybe?
I am not making much progress on this. Reasons:
a) I can't seem to find any blocks of free time.
b) I foolishly started yet another community project.
c) My motivation is waning.
The current project specs call for 6 towns and 8 dungeons. I've currently mapped 2 towns and 2.5 dungeons. Those locations will also need to be evented with NPCs and plot-specific events, and for the dungeons, monsters and monster groups need to be made. Plus, there's all the testing. I'm only about 20% done this project. Urgh.
Current Target Date: Mid-March
Agenda Item #2: Caterpillar System

Should I or shouldn't I?
It is tempting to add this little piece of nostalgia to the game, and thanks to Calunio's little tutorial, I finally attempted to make a caterpillar system. It works...sorta. Some artifacts from the simplicity of the system come up, like the followers moving onto impassible tiles at times, and blocking your progress if you go down a narrow path and try to turn around. Plus I'd have to retrofit all of the existing maps with the events.
Yes/No/Maybe?
Miscellaneous
"Interesting Locales" or "Why DW Chipsets Rock So Hard"
I'm having more fun making cool looking locations in Generica: TNG than making any progress on the game itself. But I love the look of them. Of course, this view is in the eye of the beholder. These retro (read: ugly) graphics are certainly an acquired taste, and my love with them most certainly stems from hours upon hours playing Dragon Warriors on my NES.
Amazingly, because of the simplistic style of these graphics, I have fit all of it into one chapset (RMVX-like!):
The red-water isn't working quite right yet, but I have no need for it in G:TNG so I haven't bothered to fix it. It'd be pretty simple to do.
So if any of you are interested in this style of game, feel free to grab my compilation! And by "any of you" I mean "Ephiam". ;)










Amazingly, because of the simplistic style of these graphics, I have fit all of it into one chapset (RMVX-like!):

The red-water isn't working quite right yet, but I have no need for it in G:TNG so I haven't bothered to fix it. It'd be pretty simple to do.
So if any of you are interested in this style of game, feel free to grab my compilation! And by "any of you" I mean "Ephiam". ;)
Miscellaneous
Timeline and milestones
kentona
11 post(s) 
- 01/14/2010 05:39 PM
Pronounced "Mill-ee-stone-ehs".
Today: Finish off the battle event framework.
January 15th: Apply new framework to existing original Generica battles
January 18th: Finish playthough of original Generica using new classes (yes that's possible!)
January 22nd: Finish creating the game (rough draft)! (hey, it's a small game AND I did the original Generica in 10 days start to finish, so this goal isn't as outlandish as it seems)
January 29th: Finish playthrough and refinement of rough draft.
February 1st: Release Generica: The Next Generation to public
BIG REVEAL:
I hinted at it in the timeline, but I'll re-iterate it here: you'll be able to play the original Generica game using the new classes from Generica: TNG. Also, I will make it possible to choose from the original Generica classes and use them play through Generica: TNG.
I haven't decided yet if I will make it possible to import your existing savefile from Generica and play throughGenerica: TNG, but it'd be possible to do.
What do you guys think of all that?
For fun here is a new screen:

Today: Finish off the battle event framework.
January 15th: Apply new framework to existing original Generica battles
January 18th: Finish playthough of original Generica using new classes (yes that's possible!)
January 22nd: Finish creating the game (rough draft)! (hey, it's a small game AND I did the original Generica in 10 days start to finish, so this goal isn't as outlandish as it seems)
January 29th: Finish playthrough and refinement of rough draft.
February 1st: Release Generica: The Next Generation to public
BIG REVEAL:
I hinted at it in the timeline, but I'll re-iterate it here: you'll be able to play the original Generica game using the new classes from Generica: TNG. Also, I will make it possible to choose from the original Generica classes and use them play through Generica: TNG.
I haven't decided yet if I will make it possible to import your existing savefile from Generica and play throughGenerica: TNG, but it'd be possible to do.
What do you guys think of all that?
For fun here is a new screen:

Miscellaneous
Cartomancery and classes
kentona
10 post(s) 
- 01/06/2010 10:35 PM
So I am ready to start implementing the specific skills and whatnot for the classes. Now, the philosophy from the Generica School of Design is keep it simple shithead! so I am concerned about the level of custom eventing the Cartomancer class will require.
Now, it's nothing too over the top (or even that difficult), but I wonder still if it is worth it?
1. Tell me, if you were going to make a party of 4 from these classes, who would you choose?
Raider
A fast dual-wielding fighter who can raid enemies for loot and rush for double agility.
Cartomancer
A blowzy harlequin gifted in channeling the strange powers of Tarot cards. By drawing offensively or defensively, the Cartomancer can channel random aggressive or defensive effects in battle.
Mageslayer
A dangerous assassin specializing in the neutralization of sorcery. Special skills enable the Mageslayer to stop, drain and reflect magic.
Cleric
A holy healer and stalwart defender. His healing abilities are unparalleled and his divine nature can lay waste to the undead. Heavy armors allow him to take punishment.
Darkling
A dark mage whose black magic nukes all who stand in his way and whose scythe cleaves any left standing in two.
Wizard
A versatile spellcaster who is a scholar of both healing and dark magic. His Chainmagic ability will allow him to cast twice per round.
Swordmage
A special warrior that can summon ethereal and elemental weapons to wield in battle.
Brute
A powerful fighter who can dish out a lot of damage. His Impact ability will allow him to attack multiple times per round.
Death Knight
A dark warrior who has a small selection of dark magic. He also resists dark magic but weak is versus light.
I'm pretty happy with the other 8 classes so unless someone brings up some issues I won't go into detail with them. The Cartomancer I would like some opinions on.
The Cartomancer will have a deck of tarot cards to draw from for random effects based on the card he draws. They cost no MP but some effects are better than others (and rarer) while some can be detrimental in some way.
Some questions come to mind:
1. How does he learn new cards?
2. How should he be able to use his skills?
3. What are the skills going to be?
A1: I am currently envisioning a system where the Cartomancer learns a new card every 2 levels in a random order. There are currently 10 cards planned in my game (hey, it's a short game!). Other things I'm considering are finding/buying the cards from a vendor, or learning them in a set order.
A2: The current design is for two battle commands: CombatDraw and DefendDraw. Say the Cartomancer has the Justice card in his deck and chooses to do a CombatDraw. The system would then randomly choose 1 of 3 effects of an aggressive nature to apply in battle: Blind, Safe, Judgement - it would blind the enemies (good!), cast Safe on the enemies == x2 DEF (bad!) or inflict moderate damage on the enemies (good!). Similarly, if he chose to DefendDraw, he'd get 1 of 2 effects of a defensive nature: Safe or Blind - either x2 DEF for the party of blinding the Cartomancer.
I'm open to other ideas. Remember this is RM2k3 and I am Keeping It Simple Shithead!
A3: This is lengthy:
Chance is kind of special. Chancy, even.
You can see the work I'd have to do to implement this, and how unbalanced it could be if I don't do it right. Hence my hesitancy.
Thoughts?
Now, it's nothing too over the top (or even that difficult), but I wonder still if it is worth it?
1. Tell me, if you were going to make a party of 4 from these classes, who would you choose?
..:: CLASSES ::..
Raider
A fast dual-wielding fighter who can raid enemies for loot and rush for double agility.
Cartomancer
A blowzy harlequin gifted in channeling the strange powers of Tarot cards. By drawing offensively or defensively, the Cartomancer can channel random aggressive or defensive effects in battle.
Mageslayer
A dangerous assassin specializing in the neutralization of sorcery. Special skills enable the Mageslayer to stop, drain and reflect magic.
Cleric
A holy healer and stalwart defender. His healing abilities are unparalleled and his divine nature can lay waste to the undead. Heavy armors allow him to take punishment.
Darkling
A dark mage whose black magic nukes all who stand in his way and whose scythe cleaves any left standing in two.
Wizard
A versatile spellcaster who is a scholar of both healing and dark magic. His Chainmagic ability will allow him to cast twice per round.
Swordmage
A special warrior that can summon ethereal and elemental weapons to wield in battle.
Brute
A powerful fighter who can dish out a lot of damage. His Impact ability will allow him to attack multiple times per round.
Death Knight
A dark warrior who has a small selection of dark magic. He also resists dark magic but weak is versus light.
..:: CARTOMANCER ::..
I'm pretty happy with the other 8 classes so unless someone brings up some issues I won't go into detail with them. The Cartomancer I would like some opinions on.
The Cartomancer will have a deck of tarot cards to draw from for random effects based on the card he draws. They cost no MP but some effects are better than others (and rarer) while some can be detrimental in some way.
Some questions come to mind:
1. How does he learn new cards?
2. How should he be able to use his skills?
3. What are the skills going to be?
A1: I am currently envisioning a system where the Cartomancer learns a new card every 2 levels in a random order. There are currently 10 cards planned in my game (hey, it's a short game!). Other things I'm considering are finding/buying the cards from a vendor, or learning them in a set order.
A2: The current design is for two battle commands: CombatDraw and DefendDraw. Say the Cartomancer has the Justice card in his deck and chooses to do a CombatDraw. The system would then randomly choose 1 of 3 effects of an aggressive nature to apply in battle: Blind, Safe, Judgement - it would blind the enemies (good!), cast Safe on the enemies == x2 DEF (bad!) or inflict moderate damage on the enemies (good!). Similarly, if he chose to DefendDraw, he'd get 1 of 2 effects of a defensive nature: Safe or Blind - either x2 DEF for the party of blinding the Cartomancer.
I'm open to other ideas. Remember this is RM2k3 and I am Keeping It Simple Shithead!
A3: This is lengthy:
OFFENSIVE DEFENSIVE
Justice Blind, Safe, Judgement Judgement
Blind Blind
Safe Safe
Psyche Chaos, Sleep, Discord, Focus Chaos Chaos all but self
Sleep
Discord Focus
Spacetime Haste, Slow, Stop Haste Haste
Slow Slow
Stop Stop all but self
Fortune Gold, Items, Goldrain Find Item Find Item
Find Gold Find Gold
Goldrain Goldrain (damage, but get gold!)
Mana Restore MP, MP to 0, Reflect Restore MP Restore MP
Mute Reflect
0 MP 0 MP
Constitution Heal, HP to 1, Feeble Heal HP to 1 Healall
Feeble Healself
Damageall Remedy
Void Invisible, Demi, Dispel Demi All chance Invisible
Dispel Dispel
Demi Demi
Strength Bikill, Berserk, Multiattack Berserk Berserk party
Bikill Bikill
Heavy Damage Combo x2 ATK for rest of battle
Fate Death, Revive, Reset Deathall
Reset Reset
Death 100% Reviveall
Chance ??? Escape
BeDragon
Change battle background (nothing)
Dead or Alive?
Naked!
Riches (chests)
Chance is kind of special. Chancy, even.
You can see the work I'd have to do to implement this, and how unbalanced it could be if I don't do it right. Hence my hesitancy.
Thoughts?
Miscellaneous
Time to start this thing
Now that all my other projects of 2009 are finished, time to wrap up the final game on my plate and then retire from RM forever.
This will be a short game like the first Generica, so expect a short development time/effort. I don't have 10 days to pour into this like the first one though so don't come back to me whining on January 10th. Hopefully by February it'll be done.
As a bonus, here is a work-in-progress DQ4 chipset edit with the World Tree (or whatever it's called now in the DS version):
Stay tuned, neo-retro RPG lovers!
This will be a short game like the first Generica, so expect a short development time/effort. I don't have 10 days to pour into this like the first one though so don't come back to me whining on January 10th. Hopefully by February it'll be done.
As a bonus, here is a work-in-progress DQ4 chipset edit with the World Tree (or whatever it's called now in the DS version):

Stay tuned, neo-retro RPG lovers!
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