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Progress Report
WOAH WOAH WOAH STOP THE PRESSES
PentagonBuddy
4 post(s)- 04/03/2013 02:15 AM
Hiatus???
Yes indeed! Anyone with at least one eye can see I haven't been very active, and while usually that means I'm just being quiet, in this case it means I haven't been around for working.
Now, I can stubbornly keep this in the production option and instill the false hope of "maybe there'll be a huge update with a full release and hilarious .gifs and a free puppy!" or I can own up to the fact I just haven't had the schedule to do much. My free time's been going to other obligations the past couple of months.
That being said, it's nothing to worry about.
Yes indeed! Anyone with at least one eye can see I haven't been very active, and while usually that means I'm just being quiet, in this case it means I haven't been around for working.
Now, I can stubbornly keep this in the production option and instill the false hope of "maybe there'll be a huge update with a full release and hilarious .gifs and a free puppy!" or I can own up to the fact I just haven't had the schedule to do much. My free time's been going to other obligations the past couple of months.
That being said, it's nothing to worry about.
Progress Report
Reflections at the end of the apocalyptic year of 2012
PentagonBuddy
6 post(s)- 12/24/2012 05:26 AM
Let's start by hopping on that whole "music for blog posts" bandwagon. Heh heh! That'll show those youngsters how hip and cool I am with the times.
I began the year quite terribly. At the end of December and the beginning of January, I dealt with several computer problems and was cast as the thrilling role of “Sad Sap” in the ongoing soap opera Depressions of Our Lives. It was such demanding performance that not much happened as far as gam mak goes, but I did drop a fairly respectable post to round out the end of the year.
February had a notable milestone: battles that didn’t crash! Skills that could be tested! Things I could mindlessly use in all sorts of conditions to determine whether or not they should exist in this world. I should never be allowed near humans with such an outlook.

– The MC’s poetic talents were revealed.
March marked the beginning of my despotic purging of skills. To this day I find myself peeking around corners, searching for survivors, trying to contain urges to eliminate them all.
I also started becoming self-aware. I don’t dare go back to re-read all my blog posts and see how often I repeat myself.
At the end of March, I entered the Nugget Crash Course contest with Happy and psy_wombats. We made the game Adventure Ace. It was a stressful but fun experience! And a good one to have even if it meant sacrificing DS time. I briefly considered swapping battle views, but against sane judgment have stuck to my side-facing guns.
“DS is a menu-based micromanaging sim with a custom migraine-inducing system.”
– Me in a moment of clarity, March 29 2012.
– Me in a moment of clarity, March 29 2012.
In April I shamed myself and all of my kin by lacking a witty title. Without wit, I am nothing. With wit, I am nothing. Nothing but a miserable little pile of secrets. April’s post admits to several layers of failings, but also some success. Even in April I knew I wouldn’t get very far “with a demo”, as well as an acknowledgement of ball dropping with Adventure Ace, but there’s some success sprinkled in there too! I changed up the stat adjusting, just like I’d wanted to in December. This was thanks to a budding friendship with TDS, with whom I haven’t spoken in months! Hopefully by the time of this posting I’ve fixed this.
April also marks A Long Goodbye. While noteworthy things happened in late April/early May, especially thanks to the aforementioned TDS and his help, I didn’t really talk about them!

– When everyone is hyped, no one will be.
Perhaps a saying I took too close to heart? Who knows. I had a pretty crazy summer! Lots of running around and surprising amounts of responsibility. I learned how to live in my van and cut off toxic relationships and did a whole lot of things that were not working on DS. Sure, I got some minor faffing about done, but nothing to write a blog post about. So I didn’t!
In August I was fairly optimistic about a return to fairly normal conditions, and boy was I wrong!
This almost happened in September – I even briefly talked about it – but nothing much came of it. I became cleaner, more organized, more efficient. While these are great things to be, in this month they helped me organize and clean up existing work, not create more.
And so October and November also became silent months. Although I did work on DS, I realize it’s much of the same. I tested battles. I refined skills. I drew things. How often should I echo this? There are a lot of things I’d like to show as much in-context as I can, as silly as that might seem. And yet, I still feel compelled to post about things out of some fear people might forget I’m around! Quite logical considering I’ve checked out of almost everyone’s lives more or less since April.
So what have I been up to with DS as of late?

Lots of time spent where my screen looks like this. Not nearly as much of a mess as it might look… I’ve condensed a lot of notes into beautiful formats written in a language I understand perfectly.

Other times, it looks like this. All the perfumes of Arabia will not sweeten this endless testing. Is there even a game outside of these screens? Is this all DS is? Sometimes I wonder, until I remember that yes, I did indeed bother to make other things.

There’s some of the visual stuff I’ve done/have been doing/will forever be doing. Words that should surprise no one: this is what slows me down the most! I insist on drawing these things, and yet it takes me so long. Sometimes I wonder if I’m being stubborn about it, but then I just tell myself to draw more and look for more corners to cut.
Despite the tone of this post, I consider myself quite optimistic for the future! As of this writing, life is currently stable and in a nice, predictable schedule. This is conductive to sitting down and working after the holiday bump is out of the way! In January I’ll be returning to the costly tyrannies of higher education, with the addition of more courses than I’m used to, but I’ve built faith in my time-management skills. Hopefully that won’t blow up in my face! Ah… ha… ha…
Who knows, maybe that sound clip at the top is entirely inappropriate.
Is this better? In 2013 will I look back on this post, feeling ashamed of myself and all my kin?
ONLY TIME WILL TELL.
Is this better? In 2013 will I look back on this post, feeling ashamed of myself and all my kin?

ONLY TIME WILL TELL.
Miscellaneous
The Terrible Talk about: DOCUMENTATION
PentagonBuddy
7 post(s)- 09/06/2012 03:15 AM
So I went a long time without looking at the squishy innards of Demon Slayer’s mechanical guts/have been around in general. Coming back has been very surreal! There’s the social aspect of “what even is going on in communities these days? HOW ARE ALL MY NEGLECTED FRIENDS DOING??? I can only imagine how someone gone for years must feel!”, which has been fascinating, but that’s not really the topic of this post.
What? My posts have topics? Not really. Today I was just thinking about documentation while realizing I still haven’t finished all the things I want to do before a proper progress update, so for now I’m just gonna post about the game’s documentation. It’s probably what keeps this project afloat! I’m kind of a scatterbrained person, to put it lightly, so without notes or lists or files to keep me organized I just kind of
I really hope I shouldn’t have to explain why writing things down is important. In fact, I’m going to assume every single being that is looking at these words has heard it before. If you haven’t, well, by the time you read this sentence you WILL have, because I just said writing things down is important. Good? Good!
For starters, I have a folder in Dropbox that looks like this, DEMON SLAYAH. This contains the project files themselves, as well as a (SORELY OUTDATED) database backup and some files I use to keep track of important info, like how to fuse all the skills in the game, or a general list of bugs that occur in battle. (I have a separate one for area-specific bugs and other oddities.)
Most of those files are exactly what they sound like. The Fusion Chart looks like this:
… more or less, and it’s just a way for me to keep track of X + Y = Z. The Fusion List serves the same purpose, however it’s just a text file with all the combos manually written out. These two files might seem redundant, but I find the chart helps me visualize things better while the list is useful to look at when actually fusing skills!
Meanwhile the skill list is… exactly what it sounds like. The main reason I made it was so that I could look at a skill’s effects outside of VX’s database interface, but also so that I could have an easy way of counting the current number of skills. I worry a lot about having too many of the lil’buggers so I keep a tight watch on their population and maintain a constant vigil, determining who gets to live and who gets to die.
These little things help me remember all the stuff I inevitably forget when I don’t open the project for a while! And yet, there’s another folder on my computer, containing, uh…
...That stuff.
It gets even more ridiculous if you open any of the sub-folders.
The moral of the story: It’s good to keep solid documentation about important details you’re likely to forget, such as number crunching or lines of dialogue or segments of rap battles, but AH-HAHAHAHAAHHA ORGANIZATION. OTL
No you should be organized too. Edit: ...Y'know I forgot to mention why I even posted this. OTL I'm always curious about the different ways people document GAME STUFF, so I figured I'd blather about mine! They are methods I wouldn't recommend for most everyone else, but work for me.
What? My posts have topics? Not really. Today I was just thinking about documentation while realizing I still haven’t finished all the things I want to do before a proper progress update, so for now I’m just gonna post about the game’s documentation. It’s probably what keeps this project afloat! I’m kind of a scatterbrained person, to put it lightly, so without notes or lists or files to keep me organized I just kind of

I really hope I shouldn’t have to explain why writing things down is important. In fact, I’m going to assume every single being that is looking at these words has heard it before. If you haven’t, well, by the time you read this sentence you WILL have, because I just said writing things down is important. Good? Good!

For starters, I have a folder in Dropbox that looks like this, DEMON SLAYAH. This contains the project files themselves, as well as a (SORELY OUTDATED) database backup and some files I use to keep track of important info, like how to fuse all the skills in the game, or a general list of bugs that occur in battle. (I have a separate one for area-specific bugs and other oddities.)
Most of those files are exactly what they sound like. The Fusion Chart looks like this:

… more or less, and it’s just a way for me to keep track of X + Y = Z. The Fusion List serves the same purpose, however it’s just a text file with all the combos manually written out. These two files might seem redundant, but I find the chart helps me visualize things better while the list is useful to look at when actually fusing skills!

Meanwhile the skill list is… exactly what it sounds like. The main reason I made it was so that I could look at a skill’s effects outside of VX’s database interface, but also so that I could have an easy way of counting the current number of skills. I worry a lot about having too many of the lil’buggers so I keep a tight watch on their population and maintain a constant vigil, determining who gets to live and who gets to die.
These little things help me remember all the stuff I inevitably forget when I don’t open the project for a while! And yet, there’s another folder on my computer, containing, uh…

...That stuff.

It gets even more ridiculous if you open any of the sub-folders.
The moral of the story: It’s good to keep solid documentation about important details you’re likely to forget, such as number crunching or lines of dialogue or segments of rap battles, but AH-HAHAHAHAAHHA ORGANIZATION. OTL
No you should be organized too. Edit: ...Y'know I forgot to mention why I even posted this. OTL I'm always curious about the different ways people document GAME STUFF, so I figured I'd blather about mine! They are methods I wouldn't recommend for most everyone else, but work for me.
Announcement
Stasis Update
PentagonBuddy
2 post(s)- 08/15/2012 05:08 AM
To the untrained eye, this page might look frozen in time as updates become scarce and spaced apart, like a cruel relay race with longer and longer points between each baton pass. I am withholding manna from heaven, duping you all into waiting for a barren game-tree that can never bear fruit.
The untrained eye is more or less correct, at least about that first part! Some of you might have noticed that I fell into a deep, dark, internet-less pit that I still haven't managed to climb out of. I am stubbornly refusing to put Demon Slayer on hiatus because it is not, gosh-darned-tootin'. However I haven't sat down at a computer long enough to accomplish much in months, and there is only so much not-on-computer development one can do.
I can make no promises on when I will come out of my cryostasis, but I expect it to be fairly soon otherwise I would not be posting this blog! Perhaps the sheer act of posting this blog will force time to bend around my schedule, allowing me nothing but idyllic days of frantic pixels and furious code and fatiguing database entry.
Let's find out!
The untrained eye is more or less correct, at least about that first part! Some of you might have noticed that I fell into a deep, dark, internet-less pit that I still haven't managed to climb out of. I am stubbornly refusing to put Demon Slayer on hiatus because it is not, gosh-darned-tootin'. However I haven't sat down at a computer long enough to accomplish much in months, and there is only so much not-on-computer development one can do.
I can make no promises on when I will come out of my cryostasis, but I expect it to be fairly soon otherwise I would not be posting this blog! Perhaps the sheer act of posting this blog will force time to bend around my schedule, allowing me nothing but idyllic days of frantic pixels and furious code and fatiguing database entry.
Let's find out!
Progress Report
April Showers bring A DECIDED LACK OF "WITTY" TITLES
PentagonBuddy
17 post(s) 
- 04/23/2012 03:38 AM
I will obtain temporary freedom from the tyranny of higher education this Monday. How exciting! I have been coding. Recently I started talking to TDS, who really nudged me to take a more confident crack at Ruby stuff. And I want to be more useful for Adventure Ace stuff because so far I have managed to contribute nothing but a small handful of more refined art. I PROMISE I’LL DO BETTER GUYS oh wait wrong game page for that. OTL This blog talks about things I have done over the general course of the month as recently I’ve been surprisingly busy with said higher education.
The most notable thing I’ve done for DS so far, aside from cleaning up some interface organization, is redoing the way stats are distributed. If you don’t know what I’m talking about, it’s this:
Originally I’d evented it with Modern Algebra’s ATS, but it was clunky to use, and the code itself was a tedious mess.
Compare the end result of coding it in with Ruby, which has the added bonuses of 1)being much simpler, and 2) being accessible directly from the menu, rather than through an item. The point of bringing this up being Ruby knowledge is a useful thing! And a skill like any other! If you work at it and practice, you'll learn and do cool things like a cool person!
On an unrelated note, extra thanks to everyone who let me suckle on their tender opinions. I sincerely hope they aren’t sore after all that suckling. I still don’t know how, exactly, I plan on handling the visual display for battles, but I have a lot more food for thought!
Recently I’ve done what I refer to as “project spring cleaning”. I took the time to update all my documentation: excising all the deleted skills from the database and making sure they can’t be fused or otherwise accessed, updating the excel spreadsheet that acts as an organized list of skills, making a new fusion chart so I know which skills mix together, looking at my notes for each level and re-writing a few things, cleaning up some old writing/art… Just a lot of STUFF. Skills are very, very important to have streamlined and polished up because without a finished database I don’t have a clear idea of what each fight consists of, and I don’t recommend trying to make enemy AI when you don’t know what they’re capable of and it is just a good idea to have them all shiny and squeaky clean.
I hope it doesn’t sound like a whole lot of FAFFING ABOUT. Who knows, maybe it is? I’ve been approaching development from a viewpoint of “working on the game” rather than “working on the demo”, if that makes sense. It’s a subtle change in wording, but an important one. In the interest of full disclosure, I’m not much closer to a demo than I was in November, when I was so adamant about getting something out during fall. I still haven’t animated a lot of things that need animation, and the first level needs to be tied together, plus I need to finish the general…MAKERING of the actual fights. (Not as daunting as it sounds, that last part – I already have a system to base AI shenanigans on, and have documented the specifics of each battle quite well, so I know what needs to happen.)
That being said, I’m leaps and bounds closer to a functional game. You can sit down and play stuff and I’ve worked out the known bugs in the custom game system. I’ve considered releasing some kind of tech demo but so far have decided against it since I feel like I, personally, would get more use out of asking for some beta testers.
I’m also continuing my general pattern of just… not updating very often. I worry that it might look like the project is stagnating, but I ask people to have some faith when I say “YO I’M WORKING ON IT”. This is asking a lot! Do YOU see any completed games here? I just see one team effort and my eternal state of being captured in .gif form. I am extremely flattered that as of this posting 79 people thought this was worth clicking that little orange “subscribe!” asterisk, when there is no download, the images consist of outdated screens and a fistful of art, and I vomit up .gifs and tomfoolery in the blog posts. People think there’s potential in this! That’s really just a super flattering thought and I’m grateful for the support. I mean, I haven’t even posted a 201029283 page excerpt of the compelling novel adaptation that explores the MC’s extensive backstory as a goat herder on the rocky slopes of Death Mountain. How do y’all know this will be good??? But the more I go on and on about things without something playable to show, the more time people have to form expectations I know I won’t live up to.
So I think I’d much prefer to work quietly and update whenever I have something significant to post about. Of course sometimes I consider vibrating arms to be significant.
I need to just make a page and name it ‘shenanigans’ for this kind of stuff.
The most notable thing I’ve done for DS so far, aside from cleaning up some interface organization, is redoing the way stats are distributed. If you don’t know what I’m talking about, it’s this:

Originally I’d evented it with Modern Algebra’s ATS, but it was clunky to use, and the code itself was a tedious mess.

Compare the end result of coding it in with Ruby, which has the added bonuses of 1)being much simpler, and 2) being accessible directly from the menu, rather than through an item. The point of bringing this up being Ruby knowledge is a useful thing! And a skill like any other! If you work at it and practice, you'll learn and do cool things like a cool person!
On an unrelated note, extra thanks to everyone who let me suckle on their tender opinions. I sincerely hope they aren’t sore after all that suckling. I still don’t know how, exactly, I plan on handling the visual display for battles, but I have a lot more food for thought!
Recently I’ve done what I refer to as “project spring cleaning”. I took the time to update all my documentation: excising all the deleted skills from the database and making sure they can’t be fused or otherwise accessed, updating the excel spreadsheet that acts as an organized list of skills, making a new fusion chart so I know which skills mix together, looking at my notes for each level and re-writing a few things, cleaning up some old writing/art… Just a lot of STUFF. Skills are very, very important to have streamlined and polished up because without a finished database I don’t have a clear idea of what each fight consists of, and I don’t recommend trying to make enemy AI when you don’t know what they’re capable of and it is just a good idea to have them all shiny and squeaky clean.
I hope it doesn’t sound like a whole lot of FAFFING ABOUT. Who knows, maybe it is? I’ve been approaching development from a viewpoint of “working on the game” rather than “working on the demo”, if that makes sense. It’s a subtle change in wording, but an important one. In the interest of full disclosure, I’m not much closer to a demo than I was in November, when I was so adamant about getting something out during fall. I still haven’t animated a lot of things that need animation, and the first level needs to be tied together, plus I need to finish the general…MAKERING of the actual fights. (Not as daunting as it sounds, that last part – I already have a system to base AI shenanigans on, and have documented the specifics of each battle quite well, so I know what needs to happen.)
That being said, I’m leaps and bounds closer to a functional game. You can sit down and play stuff and I’ve worked out the known bugs in the custom game system. I’ve considered releasing some kind of tech demo but so far have decided against it since I feel like I, personally, would get more use out of asking for some beta testers.
I’m also continuing my general pattern of just… not updating very often. I worry that it might look like the project is stagnating, but I ask people to have some faith when I say “YO I’M WORKING ON IT”. This is asking a lot! Do YOU see any completed games here? I just see one team effort and my eternal state of being captured in .gif form. I am extremely flattered that as of this posting 79 people thought this was worth clicking that little orange “subscribe!” asterisk, when there is no download, the images consist of outdated screens and a fistful of art, and I vomit up .gifs and tomfoolery in the blog posts. People think there’s potential in this! That’s really just a super flattering thought and I’m grateful for the support. I mean, I haven’t even posted a 201029283 page excerpt of the compelling novel adaptation that explores the MC’s extensive backstory as a goat herder on the rocky slopes of Death Mountain. How do y’all know this will be good??? But the more I go on and on about things without something playable to show, the more time people have to form expectations I know I won’t live up to.

So I think I’d much prefer to work quietly and update whenever I have something significant to post about. Of course sometimes I consider vibrating arms to be significant.

I need to just make a page and name it ‘shenanigans’ for this kind of stuff.
Game Design
I will suckle on your opinions like they are the teat of inspiration
PentagonBuddy
15 post(s) 
- 03/30/2012 02:31 AM
I’m entering this. DRAWING CRUNCH TIME GOGOGO LESS THAN TEN DAYS LEFT GOOGOOGOOGOO.
However before I got caught up in that, I was on a journey to cull DS’ skill list. Doing so has been quite fascinating! I’ve been spending time (probably too much, to be honest) thinking about the purpose of each skill and the underlying logic behind what they do. Which led to a very big pile of text about how I’ve been designing the skills for DS. Feel free to read it if you want to probe my innermost regions a bit, but that’s not why I am typing this up blog at all! I’m sticking it in a hide tag at the bottom because I actually have a LEGIT QUESTION I would indeed LOVE TO HEAR YOUR THOUGHTS about. But there are no pictures in this blog post so try not to let all the words rot your brain before you can think of an answer.
At the moment DS uses Melody’s sideview setting. By now I’ve mentioned that when I first started DS I wanted to learn as much as I could while making it. One of the things I want to get better at is pixel art, so I decided to go with sideview and a small amount of animated battlers. I even cut out certain poses so I’d have less to animate, since I knew that despite having a small amount of battlers it would still be a lot of work.
IT IS IN FACT A LOT OF WORK. A METRIC ASSTON.
A lot of this is because of my own inexperience – it isn’t hard for me to make a static sprite, (I am still super slow! This is also because of inexperience.) but animation is something I’m very new at. It takes me a long time to finish anything and I fumble and struggle and am generally a noob about it. This is okay! It comes with learning.
The problem here is that it’s something that gets in the way of making progress on the overall project. While my recent focus has been on scripting and un-breaking my own game/generally working on gameplay, I’ve still been chipping away at the graphical mountain. And animation just sucks up so much time that I could be focusing onto other areas. It wouldn’t be an issue if all I had to do was make sprites –I have to attend to everything else that goes into making a game, too. Surely I do not have to explain how daunting this thought is in a gam-making community.
The obvious solution is to get help from someone else. After all, even though I’m doing a lot of things on my own, DS is nowhere near 100% Penta! I use plenty of tiles and scripts and icons made by other people. I’ve considered doing this several times, but I can count the people I’d be comfortable asking on the stump of a severed hand. Even though I know at least one or two I could bug, they lead very busy lives and have their own things to work on! And to top it all off, I don’t think of myself as easy to work with. Getting someone else to do my animation work for me defeats the purpose of getting hands-on experience, too.
IN CASE YOU HADN’T GUESSED, this means I’m considering a switch to something frontview-based. I am nothing if not competent in drawing, and frontview battlers are something I just have more experience with. It’d be faster to get done and I could fuss about static images, then move on to something else. I’m confident I could even draw pictures that are prettier than my sprites, but my biggest concern about this is a loss of uh… communicating character nuances. There are a lot of silly things I can do with animations (the first boss, for example, attacks by flinging his drink at Ms.Slayer) that would be harder to communicate with static pictures. I really value the novelty of little things like a drink toss or a dancing idle animation, so it’s a tough choice for me to make!
Emmych has suggested something Phantasy-star like, which is an interesting thought and kinda-sorta doable. (Well the entire thing is doable, but could easily end up being just as much work as animated sideview.) I’m really unsure what’ll end up working best, so this is why I am typing up a lot of words asking for other people’s opinions.
OTL I WOULD APPRECIATE THE HELP IN SORTING OUT MY THOUGHTS.
Oh and if you want here is all the stuff about skill design.
Elements and an overly complicated elemental system are part of the vertebrae in the spinal column that makes up the backbone of Demon Slayer. (I guess you could say muscles and tacky references are the spinal cord.) “Combat is built around Melody’s PTB system, and focuses on mastering an elemental system to make the most of your turns” – I mean that blurb from the main page spells it out. This along with a mantra of “you will never be perfect” has shaped a large amount of design decisions.
To illustrate this, consider the rule of “A boss will use their own element, and have access to skills that contain complementing elements”. There are a few extra details to this rule but not ones I expect players to care about.
But if you do:
The elemental rabbit hole is a deep one indeed. However that’s a rule about skill usage, not design, but this kind of stuff is part what I think about when making a skill for DS. I have to specify DS because I can’t imagine wanting to do something this ridiculous again.
On the “you will never be perfect” side of tenants that shape skill design, the rule about which elements a boss can/can’t use means you will probably never be 100% safe from damage. (This is possible with the PTB system, because attacking someone with a weak element will nullify any damage and in DS it is possible to resist multiple elements.) I invite people to prove me wrong on this when they get the chance!
In most fights, there are at least 4 elements a boss can bust out. I will continue to use the first boss as an example because that is a known boss! Dark is weak to Light and Metal, so you’ll want to equip Light and Metal skills, of course. Equipping skills shifts around your elemental resistances, so a heavy Metal/Light MC would be incredibly weak to at least Fire and Earth, but completely null any Dark damage and resist Ice. And when I say incredibly weak, in the build where I tested this fire weakness was at 260%, so over twice the amount of normal damage would be taken from fire-based attacks and the enemy would gain an extra turn. 100% is “normal” damage range, for reference. Obviously you can take measures to protect against fire and earth damage, and this is another part of choosing which skills to bring to a fight.
The above paragraph is what I mean when I say “you will never be perfect” – the goal isn’t to completely negate all threats in a battle, and you don’t have to in order to win. The “you will never be perfect” also seeps into how basic stats work. Each stat is paired with another, and when you modify one the other is affected.
ATK <> SPI
DEF <> RES
AGI <> DEX
The pairs are set up like that! Being the best in one area means lacking in another, but each boss has a different fighting style which would favor different stats, and players can experiment with stat/skill combos that cater to different playstyles. Like playing the MC as a face-punching machine or a magic-based nuker or an evasion tank or whatever. Experiment!
To tie this back to skill design, each stat is also associated with an element. Which looks like this:
Fire - SPI
Ice - DEF
Water - DEX
Wind - AGI
Earth - RES
Light - ATK
Dark - SPI
Metal - DEF
The thing about stats being paired with each other is still relevant though. Which results in this:
Boost Lower
SPI---Fire---ATK
DEF ---Ice---RES
DEX---Water---AGI
AGI---Wind---DEX
RES---Earth---DEF
ATK---Light---SPI
SPI---Dark---ATK
DEF---Metal---RES
Fire skills can either boost SPI or lower ATK, Water skills can boost DEX and lower AGI and so on. This provides another clue about upcoming boss fights – if you know their element, you can predict what stats they can mess with and how they can mess with them. AGAIN with the first boss, GAWD, but in that fight he can boost SPI(dark/fire), DEF(ice), and RES(earth); he can also lower ATK, RES, and DEF. Your DEX and AGI would be quite safe, and I’ll let another tidbit slip – the first boss is incredibly near-sighted, so this could be used to Ms.Slayer’s advantage.
One last note: it might sound INCREDIBLY ASS-BACKWARDS, but I’ve been designing skills from the perspective of boss usage more than player usage because <reasons>. This might actually be as ass-backwards as it sounds. We’ll find out!
I guess you could say all this nonsense is a very long way to say that there are methods to my madness. I could go on for even longer about this stuff, but the fact it gets so inter-connected and related makes it hard to talk about with other people. OTL Thankfully I am as skilled in skill crafting as I am in bed – delicate in my touch and focused on building up to an exciting and satisfying experience.
Ah-hahahahaha just kidding I’m a virgin I ain’t ever released nothing before.
Secretly DS is a menu-based micromanaging sim with a custom migraine-inducing system.
However before I got caught up in that, I was on a journey to cull DS’ skill list. Doing so has been quite fascinating! I’ve been spending time (probably too much, to be honest) thinking about the purpose of each skill and the underlying logic behind what they do. Which led to a very big pile of text about how I’ve been designing the skills for DS. Feel free to read it if you want to probe my innermost regions a bit, but that’s not why I am typing this up blog at all! I’m sticking it in a hide tag at the bottom because I actually have a LEGIT QUESTION I would indeed LOVE TO HEAR YOUR THOUGHTS about. But there are no pictures in this blog post so try not to let all the words rot your brain before you can think of an answer.
At the moment DS uses Melody’s sideview setting. By now I’ve mentioned that when I first started DS I wanted to learn as much as I could while making it. One of the things I want to get better at is pixel art, so I decided to go with sideview and a small amount of animated battlers. I even cut out certain poses so I’d have less to animate, since I knew that despite having a small amount of battlers it would still be a lot of work.
IT IS IN FACT A LOT OF WORK. A METRIC ASSTON.
A lot of this is because of my own inexperience – it isn’t hard for me to make a static sprite, (I am still super slow! This is also because of inexperience.) but animation is something I’m very new at. It takes me a long time to finish anything and I fumble and struggle and am generally a noob about it. This is okay! It comes with learning.
The problem here is that it’s something that gets in the way of making progress on the overall project. While my recent focus has been on scripting and un-breaking my own game/generally working on gameplay, I’ve still been chipping away at the graphical mountain. And animation just sucks up so much time that I could be focusing onto other areas. It wouldn’t be an issue if all I had to do was make sprites –I have to attend to everything else that goes into making a game, too. Surely I do not have to explain how daunting this thought is in a gam-making community.
The obvious solution is to get help from someone else. After all, even though I’m doing a lot of things on my own, DS is nowhere near 100% Penta! I use plenty of tiles and scripts and icons made by other people. I’ve considered doing this several times, but I can count the people I’d be comfortable asking on the stump of a severed hand. Even though I know at least one or two I could bug, they lead very busy lives and have their own things to work on! And to top it all off, I don’t think of myself as easy to work with. Getting someone else to do my animation work for me defeats the purpose of getting hands-on experience, too.
IN CASE YOU HADN’T GUESSED, this means I’m considering a switch to something frontview-based. I am nothing if not competent in drawing, and frontview battlers are something I just have more experience with. It’d be faster to get done and I could fuss about static images, then move on to something else. I’m confident I could even draw pictures that are prettier than my sprites, but my biggest concern about this is a loss of uh… communicating character nuances. There are a lot of silly things I can do with animations (the first boss, for example, attacks by flinging his drink at Ms.Slayer) that would be harder to communicate with static pictures. I really value the novelty of little things like a drink toss or a dancing idle animation, so it’s a tough choice for me to make!
Emmych has suggested something Phantasy-star like, which is an interesting thought and kinda-sorta doable. (Well the entire thing is doable, but could easily end up being just as much work as animated sideview.) I’m really unsure what’ll end up working best, so this is why I am typing up a lot of words asking for other people’s opinions.
OTL I WOULD APPRECIATE THE HELP IN SORTING OUT MY THOUGHTS.
Oh and if you want here is all the stuff about skill design.
Elements and an overly complicated elemental system are part of the vertebrae in the spinal column that makes up the backbone of Demon Slayer. (I guess you could say muscles and tacky references are the spinal cord.) “Combat is built around Melody’s PTB system, and focuses on mastering an elemental system to make the most of your turns” – I mean that blurb from the main page spells it out. This along with a mantra of “you will never be perfect” has shaped a large amount of design decisions.
To illustrate this, consider the rule of “A boss will use their own element, and have access to skills that contain complementing elements”. There are a few extra details to this rule but not ones I expect players to care about.
But if you do:
Bosses use their own element, and have access to skills that contain complementing elements. HOWEVER, they will only use ones where their own element is the primary element, or skills that are made up of two complementing elements. For example, the first boss’ element is Dark. Dark is complemented by fire, ice, and earth. Thus, a dark-element boss could use Dark, Dark/Water, Dark/Wind, or any combination of fire, ice, and earth. There exist skills like Plague Punch, which is Light/Dark, but the first boss can’t use it because the skill’s primary element is Light, and Dark is weak against Light.
The elemental rabbit hole is a deep one indeed. However that’s a rule about skill usage, not design, but this kind of stuff is part what I think about when making a skill for DS. I have to specify DS because I can’t imagine wanting to do something this ridiculous again.
On the “you will never be perfect” side of tenants that shape skill design, the rule about which elements a boss can/can’t use means you will probably never be 100% safe from damage. (This is possible with the PTB system, because attacking someone with a weak element will nullify any damage and in DS it is possible to resist multiple elements.) I invite people to prove me wrong on this when they get the chance!
In most fights, there are at least 4 elements a boss can bust out. I will continue to use the first boss as an example because that is a known boss! Dark is weak to Light and Metal, so you’ll want to equip Light and Metal skills, of course. Equipping skills shifts around your elemental resistances, so a heavy Metal/Light MC would be incredibly weak to at least Fire and Earth, but completely null any Dark damage and resist Ice. And when I say incredibly weak, in the build where I tested this fire weakness was at 260%, so over twice the amount of normal damage would be taken from fire-based attacks and the enemy would gain an extra turn. 100% is “normal” damage range, for reference. Obviously you can take measures to protect against fire and earth damage, and this is another part of choosing which skills to bring to a fight.
The above paragraph is what I mean when I say “you will never be perfect” – the goal isn’t to completely negate all threats in a battle, and you don’t have to in order to win. The “you will never be perfect” also seeps into how basic stats work. Each stat is paired with another, and when you modify one the other is affected.
ATK <> SPI
DEF <> RES
AGI <> DEX
The pairs are set up like that! Being the best in one area means lacking in another, but each boss has a different fighting style which would favor different stats, and players can experiment with stat/skill combos that cater to different playstyles. Like playing the MC as a face-punching machine or a magic-based nuker or an evasion tank or whatever. Experiment!
To tie this back to skill design, each stat is also associated with an element. Which looks like this:
Fire - SPI
Ice - DEF
Water - DEX
Wind - AGI
Earth - RES
Light - ATK
Dark - SPI
Metal - DEF
The thing about stats being paired with each other is still relevant though. Which results in this:
Boost Lower
SPI---Fire---ATK
DEF ---Ice---RES
DEX---Water---AGI
AGI---Wind---DEX
RES---Earth---DEF
ATK---Light---SPI
SPI---Dark---ATK
DEF---Metal---RES
Fire skills can either boost SPI or lower ATK, Water skills can boost DEX and lower AGI and so on. This provides another clue about upcoming boss fights – if you know their element, you can predict what stats they can mess with and how they can mess with them. AGAIN with the first boss, GAWD, but in that fight he can boost SPI(dark/fire), DEF(ice), and RES(earth); he can also lower ATK, RES, and DEF. Your DEX and AGI would be quite safe, and I’ll let another tidbit slip – the first boss is incredibly near-sighted, so this could be used to Ms.Slayer’s advantage.
One last note: it might sound INCREDIBLY ASS-BACKWARDS, but I’ve been designing skills from the perspective of boss usage more than player usage because <reasons>. This might actually be as ass-backwards as it sounds. We’ll find out!
I guess you could say all this nonsense is a very long way to say that there are methods to my madness. I could go on for even longer about this stuff, but the fact it gets so inter-connected and related makes it hard to talk about with other people. OTL Thankfully I am as skilled in skill crafting as I am in bed – delicate in my touch and focused on building up to an exciting and satisfying experience.
Ah-hahahahaha just kidding I’m a virgin I ain’t ever released nothing before.
Secretly DS is a menu-based micromanaging sim with a custom migraine-inducing system.
Progress Report
FULL STEAM AHEAD (choo-coo)
PentagonBuddy
28 post(s) 
- 03/18/2012 05:23 AM
Chuggachuggachuggachuggachugga-March 15th! You know what that means – VX Ace released in English! Now I’ll begin the long, arduous process of converting DS into Ace format, something that will surely delay things for at least a good six months.
Ha ha. Just kidding.
Though I’ll admit, I briefly considered it! Ace turned such a seductive gaze onto me that my heart started bulging from my chest, turning each throb into orgasmic agony, and I had to steel myself with iron will that might possibly match the MC’s. (Probably not.)
At any rate, I’m turning all my GAME MAKING ATTENTION to DS now. I was busy earlier, now I am less busy. I’ve been more than a little sick and probably still am, but I’m still going to attempt to work hard! Interestingly enough, the longer-than-expected break did a lot of great things for me. I just feel so excited every time I open VX. And then I just kinda do this when I look at the piles of half-finished stuff I left off with.
I must break off into a tangent about what a terrible scripter/programmer/coder/HARD-BOILED TECHNICAL PERSON I am.
I boot things up and the equip scene is throwing errors in window_base, I never finished enemy AI for the battles I’d started it, certain skills are mysteriously not working, the little CUSTOM METRICS SYSTEM I’d made isn’t reading through skill notes properly, the message windows still do WEIRD THINGS I want them to not do… Geeze! However I’ve broken it down into a very clear path of things to tackle. I’m just…not a very good coder, but I really want to get better. Hopefully I can learn by cleaning up after myself. OTL I might break down and ask for help, since you know what I want to do more than becoming better with Ruby? Actually having a game people can play.
Technical issues aside, my biggest concern right now is skills. I HAVE WAY TOO MANY. Not counting some organizational dividers in the database, I’d peg them as being around 120? TOO MANY, THAT’S HOW MANY I HAVE. A lot of this is just based on the fact there’s 8 elements, so for every skill like “Fire shield – protects against fire for 1 round”, there’s 7 other variants to account for the elements. There’ll be a lot of skills no matter what, I think. And there’s only so much I can combine and squish into one skill; some of them are getting ridiculous. “Md. Water/Fire dmg, -RES/AGI, 75% chance of Burn. +Water affinity” – it’s gibberish, I tell ya!
I’ve already cut them down once, and the previous criterion was “can I justify using this in at least half of the battles?”, but… Surely there are things I can do to streamline them further. I’ve been mulling over what those things are. Perhaps I will find answers!
Actually, when I was going through skill tests and stuff, I was finding answers! The most obvious thing is noticing that a buuuunch of skills are just elemental variations of “Do X degree of Y damage and inflict Z set of debuffs”, I could do with less of those.
Okay and I think I'm done rambling. In yet a different area of stuff I’ve been doing GRAPHICS STUFF, nothing major. Mostly a lot of the portrait stuff I’ve done is soon to be one year old! A WHOLE YEAR.

Just…look. The one on the right is slightly better and it didn’t take me that long to do.
Also I have this irrational fear that I’m beginning to repeat myself. I hope no one reads all the blog posts. And there will probably be another one very soon, I'm contemplating STUFF I would love to have outside input on.
Bonus unrelated thought:
She sure is a woman of many faces.

Ha ha. Just kidding.
Though I’ll admit, I briefly considered it! Ace turned such a seductive gaze onto me that my heart started bulging from my chest, turning each throb into orgasmic agony, and I had to steel myself with iron will that might possibly match the MC’s. (Probably not.)
At any rate, I’m turning all my GAME MAKING ATTENTION to DS now. I was busy earlier, now I am less busy. I’ve been more than a little sick and probably still am, but I’m still going to attempt to work hard! Interestingly enough, the longer-than-expected break did a lot of great things for me. I just feel so excited every time I open VX. And then I just kinda do this when I look at the piles of half-finished stuff I left off with.
I must break off into a tangent about what a terrible scripter/programmer/coder/HARD-BOILED TECHNICAL PERSON I am.
- Don’t leave unfinished code lying around for such a long time that you forget its exact function.
- If you do, comment the everloving shit out of it. Comment your code properly anyways. I found a surprising amount of comments that were just “PENTA FUCK” or “PENTA AUGH GOD” or “PENTA NEW” – you see, the PENTA is just in case I forget who is responsible for this mess.
- Just… just be organized. OTL
I boot things up and the equip scene is throwing errors in window_base, I never finished enemy AI for the battles I’d started it, certain skills are mysteriously not working, the little CUSTOM METRICS SYSTEM I’d made isn’t reading through skill notes properly, the message windows still do WEIRD THINGS I want them to not do… Geeze! However I’ve broken it down into a very clear path of things to tackle. I’m just…not a very good coder, but I really want to get better. Hopefully I can learn by cleaning up after myself. OTL I might break down and ask for help, since you know what I want to do more than becoming better with Ruby? Actually having a game people can play.
Technical issues aside, my biggest concern right now is skills. I HAVE WAY TOO MANY. Not counting some organizational dividers in the database, I’d peg them as being around 120? TOO MANY, THAT’S HOW MANY I HAVE. A lot of this is just based on the fact there’s 8 elements, so for every skill like “Fire shield – protects against fire for 1 round”, there’s 7 other variants to account for the elements. There’ll be a lot of skills no matter what, I think. And there’s only so much I can combine and squish into one skill; some of them are getting ridiculous. “Md. Water/Fire dmg, -RES/AGI, 75% chance of Burn. +Water affinity” – it’s gibberish, I tell ya!
I’ve already cut them down once, and the previous criterion was “can I justify using this in at least half of the battles?”, but… Surely there are things I can do to streamline them further. I’ve been mulling over what those things are. Perhaps I will find answers!
Actually, when I was going through skill tests and stuff, I was finding answers! The most obvious thing is noticing that a buuuunch of skills are just elemental variations of “Do X degree of Y damage and inflict Z set of debuffs”, I could do with less of those.
Okay and I think I'm done rambling. In yet a different area of stuff I’ve been doing GRAPHICS STUFF, nothing major. Mostly a lot of the portrait stuff I’ve done is soon to be one year old! A WHOLE YEAR.


Just…look. The one on the right is slightly better and it didn’t take me that long to do.
Also I have this irrational fear that I’m beginning to repeat myself. I hope no one reads all the blog posts. And there will probably be another one very soon, I'm contemplating STUFF I would love to have outside input on.
Bonus unrelated thought:

She sure is a woman of many faces.
Announcement
SIGNAL BOOSTERS ENGAGE
PentagonBuddy
6 post(s)- 02/13/2012 04:53 AM
I'm doing fine! DS is quite fine. I hope no one mistakes the silence for a project circling the drain. But I've been helping a friend meet a deadline, so that has been where all my gam mak time goes. Not changing status to hiatus or anything since said deadline is in February.
If you want you can pretend the MC is using this time to refine her poetry-writing skills.

If you want you can pretend the MC is using this time to refine her poetry-writing skills.

Progress Report
Someday I will part my lips from Atlus' nethers.
PentagonBuddy
17 post(s) 
- 02/25/2012 12:04 AM
I have been up to testing things! Battle-related, however, since looking at Photoshop makes me want to evacuate the contents of my stomachs in violent bursts. That and thinking about all the things to draw…Ah-haha, at any rate, it’s been good motivation for number crunching!
I’ve progressed from half of my lovingly crafted skills being UTTERLY BROKEN (Unfortunately not in the UBER STRONG sense OTL I mean in the “crash entire game” or “fail to work at all” sense) to only a handful, which is great! I’ve thought about recruiting other people to help test skills, but… I don’t know, it’s so tedious! I’ll definitely be getting outside help when it comes to testing battles, specifically, so I suppose look out for that in the near future! I’ve also started school again so “near future” might turn into “a few weeks from now” OTL I SURE HOPE NOT
I can already tell there is going to be a lot of fine tuning and fiddling with specific numbers and how certain states stack. The above is the CURRENT RECORD for highest amount of damage in one attack, but it’s already been nerfed somewhat! Mind you in the most bland of conditions, (balanced 50s for stats on everyone, not factoring elemental shenanigans) a neutral element/physical attack does about 100 damage. I think the highest I’ve gotten magical damage is around 1.5k. In general I’ve found out a lot of cool things about the NUMBERS, but it sounds like some kind of vaguely coherent language when I get going about it.
For instance, I got the 3.5k by maxing out base ATK (99) and DEX (also 99! Done to ensure higher crits), using the skill Siphon 3 times (Drains around 30 to ATK, had I combo’d it with Parasitic Urge, which drains defensive stats I might have gotten more dramatic results), boosting ATK (+150%), being ENRAGED (Doubled ATK though not anymore.), lowering the poor test Liderc’s DEF, and getting a crit. I also might change the STAT+/STAT- states to raise/lower stats by set values, rather than using percents. THERE ARE A LOT OF THINGS TO THINK ABOUT
nope those state icons in the HUD ain't one bit of finalized
Also trying to figure out how to exclude certain states from the in-battle state display window. I have a pretty good idea of how to do it, I’m just fumbling the code. Originally I’d just taken out the entire window, but I’m realizing that states can stack up pretty fast, and I can’t make the HUD much bigger to accommodate them. I also have EVEN LESS desire to fiddle with that again, it was such a pain in the ass ASbhjshkshfkjdshfjkdskf
Incidentally, equipping every single skill in the game all at once (definitely not going to be possible) produces LAG CITY. Don’t let that 59 FPS in the corner fool you. I can’t say I’m surprised though!
All the blathering about technical stuff aside, I did put in something fun and pretty silly.
NO FREEBIES yet
PASSWORDS. You can put them in upon starting a new game and they… change stuff! What a surprise. There are the obvious ones that mess with the MC’s starting HP/SP, but a lot of them are dedicated towards granting equipment early. Since you find two accessories per level, the ones that appear in later levels are available to use for…one, maybe two fights. Thus with passwords you can get them early and see if they change the earlier fights!
There’s also an alternate set of equipment of silly stuff. And a couple passwords that just completely ruin the game.
Once I’ve sorted out skill woes and fixed the bugs I catch, the next order of business is doing something about the sloppy boss AI. OTL I only have the first two fights put in, but I haven’t gone through and tested them to see how well they even work! After that I suppose I have nothing to do but suck it up and artartartartartartart, after I artartartartartartart for more important things.
Edit: Photoshop still makes me vomit but
Just gonna thank Liderc for being such a trooper. Poor guy puts up with the Wrath of the Djinn on a regular basis and gets no respect.
I’ve progressed from half of my lovingly crafted skills being UTTERLY BROKEN (Unfortunately not in the UBER STRONG sense OTL I mean in the “crash entire game” or “fail to work at all” sense) to only a handful, which is great! I’ve thought about recruiting other people to help test skills, but… I don’t know, it’s so tedious! I’ll definitely be getting outside help when it comes to testing battles, specifically, so I suppose look out for that in the near future! I’ve also started school again so “near future” might turn into “a few weeks from now” OTL I SURE HOPE NOT

I can already tell there is going to be a lot of fine tuning and fiddling with specific numbers and how certain states stack. The above is the CURRENT RECORD for highest amount of damage in one attack, but it’s already been nerfed somewhat! Mind you in the most bland of conditions, (balanced 50s for stats on everyone, not factoring elemental shenanigans) a neutral element/physical attack does about 100 damage. I think the highest I’ve gotten magical damage is around 1.5k. In general I’ve found out a lot of cool things about the NUMBERS, but it sounds like some kind of vaguely coherent language when I get going about it.
For instance, I got the 3.5k by maxing out base ATK (99) and DEX (also 99! Done to ensure higher crits), using the skill Siphon 3 times (Drains around 30 to ATK, had I combo’d it with Parasitic Urge, which drains defensive stats I might have gotten more dramatic results), boosting ATK (+150%), being ENRAGED (Doubled ATK though not anymore.), lowering the poor test Liderc’s DEF, and getting a crit. I also might change the STAT+/STAT- states to raise/lower stats by set values, rather than using percents. THERE ARE A LOT OF THINGS TO THINK ABOUT

nope those state icons in the HUD ain't one bit of finalized
Also trying to figure out how to exclude certain states from the in-battle state display window. I have a pretty good idea of how to do it, I’m just fumbling the code. Originally I’d just taken out the entire window, but I’m realizing that states can stack up pretty fast, and I can’t make the HUD much bigger to accommodate them. I also have EVEN LESS desire to fiddle with that again, it was such a pain in the ass ASbhjshkshfkjdshfjkdskf
Incidentally, equipping every single skill in the game all at once (definitely not going to be possible) produces LAG CITY. Don’t let that 59 FPS in the corner fool you. I can’t say I’m surprised though!
All the blathering about technical stuff aside, I did put in something fun and pretty silly.

NO FREEBIES yet
PASSWORDS. You can put them in upon starting a new game and they… change stuff! What a surprise. There are the obvious ones that mess with the MC’s starting HP/SP, but a lot of them are dedicated towards granting equipment early. Since you find two accessories per level, the ones that appear in later levels are available to use for…one, maybe two fights. Thus with passwords you can get them early and see if they change the earlier fights!

There’s also an alternate set of equipment of silly stuff. And a couple passwords that just completely ruin the game.
Once I’ve sorted out skill woes and fixed the bugs I catch, the next order of business is doing something about the sloppy boss AI. OTL I only have the first two fights put in, but I haven’t gone through and tested them to see how well they even work! After that I suppose I have nothing to do but suck it up and artartartartartartart, after I artartartartartartart for more important things.
Edit: Photoshop still makes me vomit but

Just gonna thank Liderc for being such a trooper. Poor guy puts up with the Wrath of the Djinn on a regular basis and gets no respect.
Miscellaneous
Reflections before entering the apocalyptic year of 2012
PentagonBuddy
14 post(s) 
- 12/30/2011 11:02 AM
Not posted on the 31st since I will probably be busy! But I wanted to write something/give a tentative I AM DOING QUITE FINE NOW! Aside from IRL stuff, a lot of my attention has been going towards serious perspective/art study since if I’m going to be drawing for a visual novel … it would help.
Thankfully Demon Slayer won’t hit the one year mark for quite a few months! I’ll be embarrassed if I haven’t gotten past at least the first two levels after a whole year of development.
I’m most proud about having pretty much all the dicking with scripts and huge chunks of the database done. I haven’t put in all the AI patterns or battle events yet, but aside from animations/sound effects for skills, everything else in there is DONE.
I’m lacking in a lot of graphics, which I can’t say I’m happy about, but all I can really do is chip away! I’m a slow spriter and still very new to animation so each time it feels like a HUGE DEAL. OTL It gets exhausting, but I keep telling myself I’ll get faster with practice.



Speaking of sprites -- when I started working in April, I had a lot of help from Archeia! I was first learning how to sprite and not really sure where I was going with the project, since in the beginning it was mostly just a reason for sprite practice.
Over last spring break I ended up with almost everyone in some kind of basic battle pose, but the style and pretty much all the colors were Archeia’s! I’m glad she asked me change them, since the practice sprites look so terrible when compared to the ones I’m doing now. (AND ARCHEIA DOES HER STYLE WAY BETTER THAN ANYONE ELSE) Not that there’s much to compare with for now, at least until I get my act together and make more battle sprites, ah-hahaha! Even now, I still have her to thank for a lot of my own improvement. She’s always been super inspiring and helpful!
But it’s a shame this hyperactive twitching will never show up. … Unless I remake it.
There used to be a VX RTP styled chibi; it has since been lost to time!
The graphical style has shifted a lot with overworld sprites, too. Working from my own base doesn’t let me cut corners and franken anything. OTL At least until I have a big enough sprite pool. I’m still glad I did it, since it’s been easier for me to work with and pose.
And faces! The very first two were drawn by Jalen, (yup she most definitely helps with the project…even quieter than me) but she has a job and school and a LIFE, so I ended up taking care of portraits.
The basic gameplay is more or less the same. At its heart, DS has always revolved around punching demons in the face. Several of the finer details have changed due to my scripting (in)abilities. In fact, the entire flow of combat used to be different! I’d wanted battles to revolve around using certain skill combinations to perform other skills, (Pretty much exactly like this, actually!) but I only got it to work halfway so I ended up scrapping the idea and reusing all the fusion combos for learning new skills out of battle, instead of skills to be used in battle.
The first charts for fusion looked like this!
I also had a bunch of puzzle tomfoolery worked out for each dungeon, but I’ve tucked away most of those ideas for future projects. Although the game isn’t just walking your fist from point A to point B, I’m sticking to my mantra of “The stuff outside of battle should provide context/help for the upcoming fight, or relate to the overall plot”, and a lot of my ideas failed to do that, so! SNIP SNAP.
There are still a few things about gameplay I’d like to refine, if I get the time. Currently when you distribute stats it’s all evented and looks like this:
Rather ugly, I have to admit! Ideally I’d like to become fluent enough in Ruby to write my own scene and integrate it into the menu, but anything you guys play will probably have the awkward evented version for now. It gets the job done and has yet to explode everywhere on me/testers.
As for writing, I’ll let you in on a little secret… Pretty much all of the characters and setting were pre-existing ones Jalen and I decided to use for the project. The only things that have changed about them have been fleshing out details! Same for the overall plot. Even if the game itself is less than a year old, most of the writing-related shenanigans have been around since 2009. Much older in the case of specific characters! Once DS is an actual thing that can be downloaded and played by other people and not just piles of ware that emanates vapors, I’d love to talk more about it. I mean right now if I mentioned the main character’s HISTORY~, like two people have reasons to care.
I’m just gonna use this time to drop some thanks to emmych, too. She’s a fantastic source of inspiration and good at keeping me motivated!
Also the first source of FANART~, though wow I forgot to mention it. OTL It's all the way from September!
While I’m not satisfied with the amount of progress I’ve made, I’m excited about where I’m going and my resolve to get things finished. Ah-hahaha it’s exhausting to think about all the things I have to do/keep track of, but working on any project gets like that. KEEP CALM AND MAK GAM ON and whatnot.
And how...HOW DID I FORGET? Adding in an extra thanks to everyone who keeps up to date with my nonsense. I guess I'll draw some naughty pics for the subscribers they like that sort of thing right??? Okay I'mmostly kidding but you know, still tossing out a thanks!
Thankfully Demon Slayer won’t hit the one year mark for quite a few months! I’ll be embarrassed if I haven’t gotten past at least the first two levels after a whole year of development.
I’m most proud about having pretty much all the dicking with scripts and huge chunks of the database done. I haven’t put in all the AI patterns or battle events yet, but aside from animations/sound effects for skills, everything else in there is DONE.
I’m lacking in a lot of graphics, which I can’t say I’m happy about, but all I can really do is chip away! I’m a slow spriter and still very new to animation so each time it feels like a HUGE DEAL. OTL It gets exhausting, but I keep telling myself I’ll get faster with practice.






Speaking of sprites -- when I started working in April, I had a lot of help from Archeia! I was first learning how to sprite and not really sure where I was going with the project, since in the beginning it was mostly just a reason for sprite practice.

Over last spring break I ended up with almost everyone in some kind of basic battle pose, but the style and pretty much all the colors were Archeia’s! I’m glad she asked me change them, since the practice sprites look so terrible when compared to the ones I’m doing now. (AND ARCHEIA DOES HER STYLE WAY BETTER THAN ANYONE ELSE) Not that there’s much to compare with for now, at least until I get my act together and make more battle sprites, ah-hahaha! Even now, I still have her to thank for a lot of my own improvement. She’s always been super inspiring and helpful!

But it’s a shame this hyperactive twitching will never show up. … Unless I remake it.

There used to be a VX RTP styled chibi; it has since been lost to time!
The graphical style has shifted a lot with overworld sprites, too. Working from my own base doesn’t let me cut corners and franken anything. OTL At least until I have a big enough sprite pool. I’m still glad I did it, since it’s been easier for me to work with and pose.

And faces! The very first two were drawn by Jalen, (yup she most definitely helps with the project…even quieter than me) but she has a job and school and a LIFE, so I ended up taking care of portraits.
The basic gameplay is more or less the same. At its heart, DS has always revolved around punching demons in the face. Several of the finer details have changed due to my scripting (in)abilities. In fact, the entire flow of combat used to be different! I’d wanted battles to revolve around using certain skill combinations to perform other skills, (Pretty much exactly like this, actually!) but I only got it to work halfway so I ended up scrapping the idea and reusing all the fusion combos for learning new skills out of battle, instead of skills to be used in battle.

The first charts for fusion looked like this!
I also had a bunch of puzzle tomfoolery worked out for each dungeon, but I’ve tucked away most of those ideas for future projects. Although the game isn’t just walking your fist from point A to point B, I’m sticking to my mantra of “The stuff outside of battle should provide context/help for the upcoming fight, or relate to the overall plot”, and a lot of my ideas failed to do that, so! SNIP SNAP.
There are still a few things about gameplay I’d like to refine, if I get the time. Currently when you distribute stats it’s all evented and looks like this:

Rather ugly, I have to admit! Ideally I’d like to become fluent enough in Ruby to write my own scene and integrate it into the menu, but anything you guys play will probably have the awkward evented version for now. It gets the job done and has yet to explode everywhere on me/testers.
As for writing, I’ll let you in on a little secret… Pretty much all of the characters and setting were pre-existing ones Jalen and I decided to use for the project. The only things that have changed about them have been fleshing out details! Same for the overall plot. Even if the game itself is less than a year old, most of the writing-related shenanigans have been around since 2009. Much older in the case of specific characters! Once DS is an actual thing that can be downloaded and played by other people and not just piles of ware that emanates vapors, I’d love to talk more about it. I mean right now if I mentioned the main character’s HISTORY~, like two people have reasons to care.
I’m just gonna use this time to drop some thanks to emmych, too. She’s a fantastic source of inspiration and good at keeping me motivated!

Also the first source of FANART~, though wow I forgot to mention it. OTL It's all the way from September!
While I’m not satisfied with the amount of progress I’ve made, I’m excited about where I’m going and my resolve to get things finished. Ah-hahaha it’s exhausting to think about all the things I have to do/keep track of, but working on any project gets like that. KEEP CALM AND MAK GAM ON and whatnot.
And how...HOW DID I FORGET? Adding in an extra thanks to everyone who keeps up to date with my nonsense. I guess I'll draw some naughty pics for the subscribers they like that sort of thing right??? Okay I'm








