:THE GAME MAKING DRIVE/BLOG TOPIC
Posts
author=kentona link=topic=2027.msg40686#msg40686 date=1225293134author=Feldschlacht IV link=topic=2027.msg40533#msg40533 date=1225220316How'd that go for ya? ;)
I'm going to have a big ass update by the end of the day.
I second this!
I implemented some of the lite maps that my partner did for my halloween project, and I progressed the gameplay of that project like 1%, then I went back to fucking Fallout 3 eating my entire life!
I've completed the second mission of 1873. Now to work on the rest off January.
Oh emm eff gee. In the halloween project, I just stayed up till 6:18 AM finishing the following:
Created one half of an incredibly complex scenario wherein you are fleeing from a pursuer who catches you, giving you the option of:
1. Running for it.
2. Trying to hide. (Which is its own hiding mini-game.)
3. Opening fire on the pursuer. (Which is its own shooting mini-game.)
4. Cautiously waiting and seeing what the pursuer will do, i.e. talking to the pursuer, which ultimately forces you to choose between options 1, 2 and 3, after a short cutscene.
I say this is only the first HALF of the scenario because I need to create a branch that modifies what happens if you do something in the previous room to hamper the intruder's progress which completely changes the way that this scenario plays out.
I really hope that everyone who plays the game will try several different options to see what happens, but then again I've sort of stacked the deck in my favor in that regard since most of the options in any given scenario lead to (a very gruesome, shocking/horrifying, and incredibly well-rendered) death. Don't worry, you can save anywhere.
Anyway, this is a classic example of what's frustrating about game making. I just put in six hours of work today on a branching-options scenario that will probably represent less than six minutes of gameplay for the average player. Damn, I wish I wasn't so obsessed with non-linearity and multi-pathing!
On the plus side, I feel like I have now created a kind of gameplay that no other game (no RPG, no survival horror, no adventure game) in the universe has, since it goes far beyond choose your own adventure since almost every choice has its own unique minigame/consequences. In short, this is what this game has in lieu of traditional battles or puzzles.
Created one half of an incredibly complex scenario wherein you are fleeing from a pursuer who catches you, giving you the option of:
1. Running for it.
2. Trying to hide. (Which is its own hiding mini-game.)
3. Opening fire on the pursuer. (Which is its own shooting mini-game.)
4. Cautiously waiting and seeing what the pursuer will do, i.e. talking to the pursuer, which ultimately forces you to choose between options 1, 2 and 3, after a short cutscene.
I say this is only the first HALF of the scenario because I need to create a branch that modifies what happens if you do something in the previous room to hamper the intruder's progress which completely changes the way that this scenario plays out.
I really hope that everyone who plays the game will try several different options to see what happens, but then again I've sort of stacked the deck in my favor in that regard since most of the options in any given scenario lead to (a very gruesome, shocking/horrifying, and incredibly well-rendered) death. Don't worry, you can save anywhere.
Anyway, this is a classic example of what's frustrating about game making. I just put in six hours of work today on a branching-options scenario that will probably represent less than six minutes of gameplay for the average player. Damn, I wish I wasn't so obsessed with non-linearity and multi-pathing!
On the plus side, I feel like I have now created a kind of gameplay that no other game (no RPG, no survival horror, no adventure game) in the universe has, since it goes far beyond choose your own adventure since almost every choice has its own unique minigame/consequences. In short, this is what this game has in lieu of traditional battles or puzzles.
*peeks back in*
Hi, folks.
10/31-
Coded the experience and level up system. Seems to work after brief testing, but I have yet to do stat increases (because I have no idea yet how I'm going to do the curves). I'm noticing a lot of bugs though, ones that just happen randomly, so I can't reproduce them, and that is very very annoying. They shall soon be vaporized....
Hi, folks.
10/31-
Coded the experience and level up system. Seems to work after brief testing, but I have yet to do stat increases (because I have no idea yet how I'm going to do the curves). I'm noticing a lot of bugs though, ones that just happen randomly, so I can't reproduce them, and that is very very annoying. They shall soon be vaporized....
Today's Progress
Demon's Gate
More bug fixes. Like skills targetting the wrong people (or not doing any damage) and the post-battle method didn't check if one character had the free-MP recovery skill so he wasn't getting refilled MP after a battle.
Went through the horros that is Charas to find a new battle background for the third area
Started redoing a map, but I am a slow mapper
Some Script
Sorted out battle background script so it isn't injected anymore. There's a bug when its passed a sprite since VX doesn't like dup'ing huge bitmaps so I'll just blt it later.
Demon's Gate
More bug fixes. Like skills targetting the wrong people (or not doing any damage) and the post-battle method didn't check if one character had the free-MP recovery skill so he wasn't getting refilled MP after a battle.
Went through the horros that is Charas to find a new battle background for the third area
Started redoing a map, but I am a slow mapper
Some Script
Sorted out battle background script so it isn't injected anymore. There's a bug when its passed a sprite since VX doesn't like dup'ing huge bitmaps so I'll just blt it later.
Scrapped Catastrophe because it sucked. Well, not sucked, it was just... unoriginal. It was a sort of basic dungeon-boss-town-dungeon-boss-town formula with a class system I hadn't even finished. Maybe somewhere down the road, I'll start over with more original and fun gameplay. That won't be for a while, though.
Honestly, I didn't expect Catastrophe to go anywhere. It was my first project in RPG Maker, so I was making it while learning about the ins and outs of the program. As such, it was pretty nooby, and I'd like to make a good first impression.
Back to the drawing board, then. I've already got some ideas.
Honestly, I didn't expect Catastrophe to go anywhere. It was my first project in RPG Maker, so I was making it while learning about the ins and outs of the program. As such, it was pretty nooby, and I'd like to make a good first impression.
Back to the drawing board, then. I've already got some ideas.
Good luck with your next project, TooManyToasters. Make something awesome!
Today was pretty good, I suppose. I cleaned up a lot of messy data in area 2 of PH2. Now the events are simpler, take up less space, and work more efficiently. I also fixed some dialogue stuff and inconsistent coloring. I'm hoping to get more done this week, but it doesn't look too good. Somewhere between school, work, and jury duty, my time might not be so plentiful. :(
Today was pretty good, I suppose. I cleaned up a lot of messy data in area 2 of PH2. Now the events are simpler, take up less space, and work more efficiently. I also fixed some dialogue stuff and inconsistent coloring. I'm hoping to get more done this week, but it doesn't look too good. Somewhere between school, work, and jury duty, my time might not be so plentiful. :(
Holy shit this weekend was productive.
-Finished planning the calendar.
-Finished CMS.
-Drew sprites for Lera and Samson. I particularly like how Lera's animations came out.
-Began Mission Select menu, used to accept various bounties. It also shows the date of various mandatory missions (i.e. Main Boss Fights once a month.)
-Finished coding equipment. Also, Mardsen's max ammo changes with his weapon.
Now to cut/paste/mod for everyone else. :-\
-Coding time of day sequence. Days are now split into Early Morning, Morning, Noontime, Afternoon, Evening, and Late Night. Some things, like weapons shopping or card games, eat a segment of a day, while going to a saloon or an odd job (minigame!) can move you straight to Evening.
Days will also pass by this system. And lastly, when a day comes up with a mission you accpeted, you stay home that day automatically (i.e. the mission eats that day.
*phew*. Almost done coding systems altogether. Just a little more.
Also, suggestions of scenarios by PM welcome! I have to make 80 missions, and while i can to most of them myself, I figure it'd be cool to have some suggested ones as well!
-Finished planning the calendar.
-Finished CMS.
-Drew sprites for Lera and Samson. I particularly like how Lera's animations came out.
-Began Mission Select menu, used to accept various bounties. It also shows the date of various mandatory missions (i.e. Main Boss Fights once a month.)
-Finished coding equipment. Also, Mardsen's max ammo changes with his weapon.
Now to cut/paste/mod for everyone else. :-\
-Coding time of day sequence. Days are now split into Early Morning, Morning, Noontime, Afternoon, Evening, and Late Night. Some things, like weapons shopping or card games, eat a segment of a day, while going to a saloon or an odd job (minigame!) can move you straight to Evening.
Days will also pass by this system. And lastly, when a day comes up with a mission you accpeted, you stay home that day automatically (i.e. the mission eats that day.
*phew*. Almost done coding systems altogether. Just a little more.
Also, suggestions of scenarios by PM welcome! I have to make 80 missions, and while i can to most of them myself, I figure it'd be cool to have some suggested ones as well!
Sadly, sluggishly "finished" the demo I'm doing for the (belated) Halloween Project. Had to really force myself. Have I finally run out of steam for game making? :'(
Gave up on making the deadline for the halloween project :'(
Continuing on with this Halloween game nonetheless and going to work at my own pace ... (Little bit of this, Little bit of that, Gears of War, School ...)
Dammit! It might take the rest of this month to finish the game ... sigh ...
Continuing on with this Halloween game nonetheless and going to work at my own pace ... (Little bit of this, Little bit of that, Gears of War, School ...)
Dammit! It might take the rest of this month to finish the game ... sigh ...
I just found out Sacred Moon has 31 playable characters, 38 plot characters and excluding enemies that has minor effect in the game. Ah well...


-Working on January Missions, various shops and other distractions across Tombstone - especially Blackjack.
@Ness - Your sig is perfectly timed with Rasta's avatar. No kidding.
@Ness - Your sig is perfectly timed with Rasta's avatar. No kidding.
author=Max McGee link=topic=2027.msg41554#msg41554 date=1225691125
Sadly, sluggishly "finished" the demo I'm doing for the (belated) Halloween Project. Had to really force myself. Have I finally run out of steam for game making? :'(
Didn't you stay up 'till 4 in the morning once working on some recent project? You can't expect yourself to work like that constantly and not get burnt out for a while. Take a break and come back to your projects with a fresh mind
author=ChaosProductions link=topic=2027.msg41578#msg41578 date=1225718126
-Working on January Missions, various shops and other distractions across Tombstone - especially Blackjack.
@Ness - Your sig is perfectly timed with Rasta's avatar. No kidding.
Impossible! His / Her sig moves a teeny bit faster than mines
Didn't you stay up 'till 4 in the morning once working on some recent project? You can't expect yourself to work like that constantly and not get burnt out for a while. Take a break and come back to your projects with a fresh mind
More like 6:18 in the morning and yes, I know, I'm bad at pacing myself!
Over the weekend...
Unfortunately, not much action to speak of in the RPG Maker front. See why in the World Series topic.
I did spend Saturday morning looking through some scripts to possibly add, so at least something is going to be done.
Sunday just seemed to run away.
Hopefully, this week will be better.
Unfortunately, not much action to speak of in the RPG Maker front. See why in the World Series topic.
I did spend Saturday morning looking through some scripts to possibly add, so at least something is going to be done.
Sunday just seemed to run away.
Hopefully, this week will be better.





















