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WHAT ARE YOU WORKING ON?

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This is a topic where we simply state what we're currently working on, and it's progress. This includes things you may only have a rough concept for, to games nearing completion. Figured it might be a good way to get the community discussing their ideas with each other, while letting the rest of the community know what we can look forward to.

At the moment, I'm being a bit of a project whore, working on:

Fenrir II: Second Encounter
A grittier, deeper, sequel to my previous game, Fenrir: First Operation. It going to drop the Pokemon graphics, have new, more varied, weapons, new enemies and fantastic boss fights! It'll also be less linear than the first game.

The plot picks up right where the first game left off. You wake up from the wreckage of your escape pod in the middle of the woods. You're back on Earth, but the aliens have already arrived! Recurring characters from the first game include Dr Augen and Fayte.

Current Progress: The basic concepts and story have been decided on. I've started making and editing the necessary sprites, and am currently fiddling around with different engines so I can get the game working exactly as I want it to, before I proceed to make the actual maps.

Four Sided Triangle Revival
As the name implies, it's a revival and reimagining of my old abandoned game, Four Sided Triangle. Featuring some of the maps from the original version with new areas, enemies, skills and items, and a rewritten plot, delivered in a different way, it's looking fantastic!

Current Progress: Changing old areas and adding to them so that they become what I want before I make the rest of the game. Also heavily edited and condensed the dialogue (used to be a good five or ten minutes before you got to play the game).

Under Twin Suns
This game focuses around a war, making you switch between parties on opposing sides of said war. It's aim is to show that, like beauty, evil is in the eye of the beholder. Whilst we believe our opposition is evil and we are righteous, the opposition believes that they are righteous and we are evil.

Current Progress: Outlining plot and characters, in an attempt to make it more than just a concept.

Alright guys, your turn!
Frog has a lot of potential. Just adding the concept of "clearing a level" will add tons of fun. I look forward to it.

Hero's Realm v1.3
I plan on tracking down the EXP bug and fixing it, and cleaning up a few loose ends. Nothing major.

Hellion
Goal is to finish the game for RS!D VII. Problem is, the way the game is designed, it is VERY tedious to add things like monsters and whatnot to the maps. (This is why I love random battles, people - far less grunt work!)

Missiongarde
Aiming to get the framework for the game done by end of April. We have a pretty good class list going. I'm going to start the new project today or tomorrow. The first mission will be a simple "clear the bandits from the tower" quest. I'll let the more creative types take it from there.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
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IGL
The ika game library. I am currently focusing on the window and menu structure. This is part of getting the RPG section of it up and working. Craze is helping me define gameplay requirements and also default database values.
Phantasia 5
Testing phase, I sent it out to the testers and they've found a craptastic load of bugs, great job guys!

Lost Land Ruin1
Finding some other mistakes then I'll be makin' a patch soon enough. (Plus Mack and Gilbert needs at least one more skill each.)

Lost Land Ruin2
The worst job of all... SPRITING!
Craze
why would i heal when i could equip a morningstar
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author=WIP link=topic=3480.msg69673#msg69673 date=1239052953
IGL
The ika game library. I am currently focusing on the window and menu structure. This is part of getting the RPG section of it up and working. Craze is helping me define gameplay requirements and also default database values.

You make it sound so technical.



I started working on Daybringer 100% officially today (it was roughly 50% officially yesterday). It is a mix of Persona, dating sims, EMDE!2 and Demon Tower. It also requires very little mapping which makes me very glad. As for actual progress: the stats are done for all twenty-four characters (including a fireball and a gnarly demonspawn monster, among other... interesting choices), so now it's time to finish up the skills when not working on IGL with WIP.

I find my IGL work amusing since I started working on the available classes on the same day that kentona started Missiongarde. =D

Also, my addiction to Duels (see the topic in Videogames!) is making me want to make a quick five-hour Mage Duel clone. Hell, I made EMDE!2 in a little over four hours; I can totally do this.



Sam: I loved the first FST demo. I hope your revival works out. =D
Class-based dungeon crawlers are all the rage these days! Not that I'm complaining!
The Realms Shattered
I'm fixing a few of the things I missed in the RS!D release. Having trouble fixing a certain game crashing bug, but I'm sure I'll find an answer to it, one way or another. Then I'll work more on the story and hopefully have a longer demo to put out 9at least twice as long). So yay to that.

Dungeon Crawl
I restarted working on DC. Let's just say I'm hoping to get a few more floors done before it sees another release. Basically just mapping/puzzle-making at the moment. There's something to be said about making a game that doesn't rely too much on story.
The only thing RPG-Maker related I've touched in the last month was Demon's Gate, a dungeon crawler with classes before they became popular (and at my rate of progress won't be released until after everybody hates them). Currently testing the tier four enemies which is a pain because I've done this about fifty times already (well, counting all the previous runthroughs testing the previous tiers as well) and my eyeballs are rolling into the back of my head at this point. If I'm hapy with this test then I'm not touching anything related to those areas again or else I'll never get anywhere ("hey there's too many Air weapons so I'll change a weapon here to another element maybe shift some resistances and alter a skill so now its playtest time again!
) Oh, and some scripts that I dabble with once in a while too.

Things that I haven't touched for ages are Leaves of the Shadow Tree (JRPG stuff), The Amazing Incredible Tale Of... (messing around game for when Ultima meets SaGa), Ships IN SPACE (top down free-roam shooter with configurable ships), and Blockhead (side scrolling physics puzzle style game)
I'm redoing FM...but before that, I may actually release the expanded demo that people never got a chance to see...

Umm...I really don't remember which version people played...
LouisCyphre
can't make a bad game if you don't finish any games
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I intend to focus on getting missions 6-20 finished by RSD VII, at least. That means three more months of NPCs and events... ugh.

Speak No Evil
The world is over. Fix it.

I also have a concept for a TCG pounding itself into my brain, but...
Emerald Seed
After getting the core of the battle system scripted and functional in VX, I'm now at a point where I'm losing focus, unfortunately. I'm torn between writing music (which hasn't worked out so well as of yet) and starting on the mapping and spriting, which also has me at a stalemate. I'm having trouble staying motivated at this point, which is a shame because I'd really like to get my game out there.

I've put work on the game on a short hiatus, as I've decided to have a little fun and enter a story into Blizzard's short story contest they're having. The deadline is this weekend, so I'll probably get back to working on my game next week.
Max McGee
with sorrow down past the fence
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Wherein Max McGee attempts to list his nightmarishly bloated and constantly-in-flux suite of "non-canceled" projects, in a vague and ever-changing quasi-order of importance and immediacy. In other words, more like what is Max NOT working on...

Everything Turns Gray
A very grim and relatively realistic post-apocalyptic survival sandbox RPG. Main difference from Fallout series is that Fallout is satire/black humor, EtG emphatically isn't. I ran out of my first wind on this project, I have yet to pick up my second wind. In spite of that I have been trying to get a ROCKINGLY AWESOME official first demo tested, polished, and released for literally the entire year of 2009 so far. It's getting close, I promise.

Starseed: Blood Machine
This is a Crazegame in the one specific sense that it is an exuberant, spontaneous project characterized by a sudden burst of unexpected inspiration and effort, and also in the sense that it is very likely to be abandoned early on. It is a science-fiction mecha fighting game; comparisons to Front Mission are inevitable, but world building is far different. Also the fact it has a sub-title DOES mean something, see below.

Mage Duel
This project is on classic "hiatus", which is to say, "Dead In The Water". However it is probably the only project I've ever out-and-out PROMISED to release, and I broke that promise. Also, sometimes I have ideas that would work best in a traditional medieval fantasy setting...sadly these ideas usually don't mesh very well with Mage Duel, in particular. It was left-off almost exactly on the 50% complete mark.

Starseed
I am keeping my cards close to the vest on this project. Suffice to say it is story-driven, episodic, and science fiction.

Backstage II
It is important to me that I release this RM2k3 psychological horror adventure game some time. It is very close to being done. But working on it still seems like a chore.

Ruptured Souls
This project was a lark; it probably will not be continued, although sometimes I daydream about it. It could also be characterized as "an exuberant, spontaneous project characterized by a sudden burst of unexpected inspiration and effort, ... very likely to be abandoned early on".


Aside form my comics, just one project.

Money and Power
An RPG centerred around a character-driven storyline riddled with delicious plot twists. It's been a side project, and an excercise in storytelling, to work on when I'm not comicing. Trying to come up with unique bosses and dungeon puzzles for it, as well. Currently, I'm working on a big turning point in the story, which is kind of tricky... There's alot of conversations and story moments, here, so I'm trying to work in as much actual gameplay as possible, rather than sticking players in an oversized cutscene.

Any more info can be found here.
Well, I like to multitask, so I've got 3 projects under wraps at the moment:

Legionwood

Yes, my long running VX RPG is still being worked on. I am almost ready to release the next two chapters, which should add around 80 new maps and another 3 hours or so of gameplay. Of course, the story will be elaborated on a bit more. Other changes include some minor skill redos and some graphical changes.

One Night Isolation

My psychological VX horror game was sufficiently popular on several forums (sadly not RMN...) to warrant me making a sequel. The sequel introduces Resident Evil style gun based combat, more action, and more active puzzle solving rather than the passive, thought puzzles of the previous game. The atmosphere is changed too, now rather than presenting the player with the bizarre mystery of an unknown horror, now I have added more foes, and a more powerful recurring enemy, and am trying to have emphasis on a paranoid, being hunted down type fear.


Taltarus The Legacy

My first ever game, Tales Of Worlds for RM2k3 did relatvely well on several forums, even though it wasn't any good, to warrant a few people requesting I go back and remake it using my greatly enhanced RM skill. So, that's what I'm doing.
This is a VX RPG using the RM2k3 RTP to remain faithful to the original, but with new custom features, completely redone maps, entirely rewritten and redefined dialogue and plot, and balanced out battles, characters and skills.
Despite this being only a side project, I think it shall be at least on par with legionwood.
B.L.O.B.
I'm doing a little bit of level design while waiting for sprites to be completed. I also need to get around to designing the sound effects for the new enemies.

Laybrinth of Metal
Working on adding some form of bump mapping to the engine.

UNNAMEDCONCEPT
After playing My Brute, I've gotten the brilliant idea of making a simple game like this, only instead of random stuff being given after every level the players will be able to choose stats to raise, skills, and equipment. Basically trying to decide whether to create the main part of it in Java or in Flash. I'll probably end up going with Java if the idea ever takes off, because I have absolutely no experience with Flash. I'm not going to start working on any sort of a prototype until B.L.O.B. is finished though.
A lot of work to do, so little time...

Gio Adventures: Eternity War
I need to finish the story for chapter 2 before I'll release the demo.

Gio Adventures: Wishing Sword
Besides thinking of a less corny title, I need to finish the rest of the demo. I also need more side quests to make my game even longer.

Gio Adventures: Second Era
Need to do everything, from story to mapping and beyond. Probably won't get seriously started until the summer.

Gio Adventures: Legends
I have to finish the sidequest for the best armor and play through the game to make sure there are no problems.

Gio Adventures 2
Everything, basically. I'll make progress after school's over.
I've always wondered why you have like a DOZEN Gio Adventures going on at once...
Lost Legacy
Just finished Patch #6b, collecting data and fixing any bugs. Seriously considering my options with this game now.

Other Stuff
Pondering other game projects now, not sure what idea I want to go with. Getting inspired too much to do everything.

Just another day...
Vanity

About to start a new dungeon, but first I'm fixing up gameplay errors to make it similar to MMZ. As in, I'm placing the colored arrows in front of places you can enter, and I'm doing the whole "Attack or Block" thing every time an enemy approaches you.
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