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Progress Report

The Shooty and the Catfish Progress Report: 03/22/2018

It has been a couple of weeks and I am so sorry for not being in touch!



To be fair, I have kind of been out of commision with an ear infection, but I am back now and boy oh boy do I have things to talk about.



First of all, level design for the entire game (in photoshop) is now completed which means I can finally get to mapping the whole game. My plan is to get the whole game mapped, then I will be putting in the narrative/puzzles and any other interactive elements before finally implementing the combat sequences. Is this a smart way to go about it? Im not sure, but it certainly has streamlined the process.



You can see above the 3 areas/dungeons you will visit in the games second area, Oyster Bay Mines. This zone will have you starting on the edge of a cliff face high above the ocean and slowly making your way through a series of mines towards a molten core. With most of the games first zone taking place in an out door environment it should make for a nice change of pace.

I have actually already remapped the entire tutorial area as well as the nexus and as of today, the first dungeon in engine, so in terms of final mapping I have actually caught right up to where I was at the point I released the demo which feels great. The design should lead to a much lower encounter rate which after watching several people play through the demo is probably not a bad thing. These are all elements I look forward to showing off down the road when the maps are full evented.

In other news, gsd boxer has done a great lets play of the demo. Its the only one I have found so far so if your not interested in checking out the demo you can always just watch this playthrough!



I also found out about a little cameo in resident cutie pie Torch60‘s upcoming game Crescent Eve. <3



And lastly, here is the latest progress graph. Now that this represents the full release instead of the demo I have had to get rid of all the programming, but im hoping by this time next week I can have both Area 1 Zone 2 and Zone 3 on the books. Fingers crossed!



Thats it for this week, thanks for joining me on this lovely journey! I look forward to sharing the games 3rd Area’s level design with you along with my progress next week. Until then, be good to each other!

Progress Report

The Shooty and the Catfish Progress Report: 03/01/2018



Hello everyone! Its been a little over a week since the release of Shooty and the Catfish’s demo, and while I haven’t recieved much in the way of feedback, the little I have gotten has all been incredibly positive, so thank you to everyone has downloaded the demo! If you are new here, its available right here: https://rpgmaker.net/games/10357/



So where do I go from here?

Well, as you can probably tell from the images featured in this post, I have started working on the final level design for the game. At this point I feel like the demo I released really works better a proof of concept, and going forward, while the mechanics will be the same, the level design will work a little differently.

As you can see from these images, each area is broken up into a series of single map screens (which work out to be 10x9 tiles, these images have been increased in size 300% but at actual size 1 pixel = 1 in game tile), these should be familiar to anyone who has played through The Legend Of Zelda: Links Awakening.

This might seem like an odd way of working considering that the demo released had scrolling map design but the modulated level design will hopefully eleviate some of the issues people had.



First of all is the number of enemy encounters will drop significantly. While I am happy with the way combat feels in the demo I do feel like it gets old quick, due to the number of enemy encounters and especially due to your llimited weapon options earlier in the game.

Of course I could just remove a lot of the enemies but than you have an issue of unused boring space. The solution I feel is to contract the maps and put a limit of 2 enemies per map screen.



Another plus side is it will allow me to make each individual map space distinctive easier because I will always know exactly what is on the players screen at all times.

Some of these areas will be quite maze like in terms of design (Newfolk Castle 1-1 and 1-3 for example) and having each map be visually distinctive should help players make a mind map of each of the games zones much easier.

This should also make telegraphing easier as well, for example in Newfolk Castle 1-1 there will be a switch above the castle gates, this will be visible as you stand in front of said gates and hopefully let the player know how to open them without having to verbally say anything.

It also means the player will see the gates open when they activate the switch (a lot of RPG Maker games have doors open off screen and its something I have never been a fan of).



All of these things “should” come together to create a more well paced and speedy experience. Im not interested in telling this games story in 10 hours if I can tell the same story in 3 hours without sacrificing anying other than padding. Time after all is a precious commodity for most people.

The final upside of designing maps in this lego like structure is on the effect on the design process as a whole. I am wanting to have every map in the game mapped out in this manner before I open RPG Maker again to continue work, and at this rate that shouldn’t actually take that long. If I can get each of the games other 4 zones mapped out in a day each the game should keep on track for release next year.

Anyway, I hope you enjoyed this insight into Shooty and the Catfish’s current design process. I dont see many level design posts on here regarding RPG Maker so I hope you found this insightful.

The next 4 posts will all be about the level design in each of the games other 4 areas, none of which featured in the demo, so I hope you will join me for then!

Progress Report

The Shooty and the Catfish Progress Report: 02/23/2018

Sorry to have two of these so close to together BUT I did just release the trailer and I thought it might be a good time to talk about my plans going forward.



Now that both the demo and its trailer are out... 2ell, the first thing I will be doing is taking a short break. I am moving next weekend (only over to the next town as opposed to another country like last time) which will slow things down a bit, but I am looking forward to spending some time out of my computer chair. My back will thank me for it.

Second of all is start the next area and rework the color pallete a little bit. One of the few pieces of critique I have had are from people who found that the visuals bleed together a little too much making it hard to tell whats a door and whats a wall. This is something I hope to emply first in new areas of the game before coming back to rework the areas in the demo once all the needed new assets are done. I am also looking into the possibility of having some enemies on respawn so people can farm for bullets/healing items. Its no a system that I particular want in the game as part of my vision but it should help people stop getting stuck if they get a little trigger happy before reaching a boss. I think I will try to balance it out by having those enemies give paltry amounts of EXP as I hate the idea of grinding for levels.

I am also considering experimenting with single screen maps as opposed to scrolling maps. I think the degree of control over the look of the maps on a screen by screen basis should allow me to make each one distinct and memorable in a way that allows players to build a level layout map in there head. This idea is largely inspired by Links Awakening which does a really good job of making each little quadrant really memorable and it also makes enemy placement that much more important design wise.

Other than that its just some small adjustments to the battle backgrounds and making the rest of the game. I truly hope you will continue your journey with me as I struggle to complete this behemoth of a project.

Progress Report

The Shooty and the Catfish Progress Report: 02/20/2018

Well... it took me almost 5 years but Shooty and the Catfish is finally live with a demo! For those who follow my game development tumblr (which is here for those interested) this will actually be where you hear about its release first, for those who are unfamiliar with the project... well, welcome!

Rather than my usual blog fair I thought I should just talk about the demo itself. After sending Shooty and the Catfish out for testing I found most people were completing the demo in around 30 minutes. The demo essentially covers the games tutorial and the first zone of the first area. It features all original (though some quite derivative) artwork and an original score by my friend Jim Hort who composed music for my animated series Nimbin in the early 2000s. I dont know what else to say really other than that I hope people enjoy it and the less you know going in the better.

What I can say are planned differences between this demo and the final game release.

I plan on reworking the colour pallet a bit to make objects on the map easier to make out. I also plan on reworking a lot of the mapping so its all single screens as opposed to scrolling, this is so I can make more intricate dungeons while making each individual screen memorable to help people create mind maps. Outside of these major changes I don't see a lot of things being different. I am happy with the games mechanics and characters so far and I am looking forward to seeing where I can take them.

Thank you again for taking the time to check out my game and I hope you choose to follow me and the games progress going forward.

- Daniel

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