0 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Progress Report

Small Update

COMPLETE
- New samurai armor (o-yoroi) graphics replacing all Rag Tag Armor graphics.
- Updated resistance stats and attire comparison chart for o-yoroi.
- Alternative skin for o-yoroi.
- Alternative skin skeleton implemented with functionality for o-yoroi if unlocked.
^ this removes a couple to-do's off my list, and completes the full-size player profile costumes. (alt skins would be DLC in distant future)

- New static title screen. Saved layers for potential future animated version.
- Updated title screen image and other images in this project. Removed outdated images.
- Updated project name to Deathbed (from Deadbeat).
^ Better aligned with the updated vision of the game. Project housekeeping.

IN PROGRESS
- 16% (37/225) through making player dialog face pictures.
^ Will focus on completing these next.

NEXT
1. Following the player dialog face pictures, I'll build a simple NPC dialog face template where I can quickly switch out eyebrows, eye color, hair style, hair color, nose, and mouth. Talking NPC's will only have one expression and this template will be used to make the NPC's faces as needed as dialog is programmed in.

2. Position player and NPC face positions for dialog.

3. Build dialog frame/face auto-fill call event.

4. Implement all 304 possible player dialog faces into the call event. The player face will display based on which attire they are wearing. Use a picture layer which will work well with the battle screen as well as dialog.

5. Copy the above event to be used for the battle system. Align battle screen to not have to change the picture placements for the 304 images.

Progress Report

Holy Redesign Batman!

I decided I didn't like my dialog boxes and well... one thing lead to another.



New Dialog Boxes
Are completely overhauled. The NPC name/position and tiny-face are removed entirely. The text box has been re-positioned and a slight face graphic has been added in it's place. This means the NPC's T-section of their face is visible in a horizontal window, but not their forehead or mouth. This limited scope will make designing NPC faces a breeze. This will require a self-built face maker at a later stage, but not there yet.

Likewise, the same effect has been applied to the player box with reposition. The player choices have been dropped from up to 8 options down to 5 options. Instead of using numbers to select an option, the selection highlight process players of RPG's are familiar with has been returned (though fully custom) so that custom game controls will be more intuitive in dialog scenes.

With this redesign, I created a different border. One I liked so much I made 5 similar version in various colors. All of this brightens up the game, which is aligned with the more cartoon-type graphics I've already applied to character sprites and some of the mapping.

Battle System
Heck, while I'm at it, why not replace the neat, but now unfitting, battle window design? After all, I had only made a rough draft to begin with and it certainly doesn't fit well with the new art design. Since I'm not at battle implementation yet, I did only a basic layout for now - which looks hella sharper. This, like the other frame redesigns, is housed in a single gimp file over multiple layers for future edits.

But Wait, There's More!
If I have 5 colors of window frames which are applied to the battle screen and the dialog windows that means... yup, redesign of the menu frames. This seemed like a no-brainer because I already had 3 versions of menu frame which could be changed from the options menu. Why not unify the frames across the game and make it customizable to have 5 different frames now? Seems easy enough. Right?

Well I did this. It looks good. Just one issue - the color scheme didn't quite align with the internal menu images. Aaaand, just fixing menu background images wasn't sufficient to fix this. In fact, I'm still in the process of updating HUNDREDS of menu images to the more high-contrast theme.

This change is absolutely worth the time sink as the menu text has been criticized as being too close in color to the background, making it difficult to read. Well, not any more. At least, not nearly as bad as before. And while I've been making these subtle improvements I've also fixed some graphic design laziness from the past, improved health and energy bar readings, improved header colors (like items), and taken the time to improve some bigger things by making them smaller.



Bigger Things Smaller
The original menu bestiary had 8 different pages for the different enemy types. Each page had a single column for enemy names, and a HUGE box to put enemy graphics. They each also had large description boxes. The idea of filling all these custom images in was... daunting. Well, not so much now.

The bestiary is now 2 pages: Enemies, Abominations. You guessed it, abominations are bosses or special creatures. Each page has been expanded to 4 columns to fit 100% of enemies on 1 page and bosses/uniques on another. Much less jumping around for enemy information. Each page will be alphabetical for discovery and instead of a giant enemy picture window, a much smaller one has been added where the battle sprite image will fit nicely - negating any need to create two types of images for each enemy.


Work in progress, obviously.

Below the enemy image is a short list of useful information about the enemy, such as strength and weaknesses. However, the facts are slowly uncovered through battles to uncover more knowledge about them. In battle the player can also use turns to SCAN - gaining more knowledge about an enemy sooner, to fill out the bestiary faster. However, a single battle or a couple scans will not reveal everything about an enemy. Revealing will happen based on a progress bar which will unveil information at different percentages. Fighting a battle provides a small percentage gain, while scanning is a larger gain, but each will have a randomized gain within a set limit - this will be the case for all enemies.

Abominations will show information based on discovered lore instead of scanning, since they will be one-off battles (unless you lose.)

So, To Summarize?

- Simplified bestiary and future workload. Rebuilt this menu from scratch.
- Unified dialog, battle and menu frames.
- New frame graphics with 5 options to choose from that can be changed any time.
- Menu system recolor to improve ease of reading, contrast, and graphic appeal.
- Improving menu item headers. Work in progress.
- Merit Matrix color enhancement for improved visual appeal.
- Recent tutorial menu images with varying colors for word highlights standardized.
- HUNDREDS of images recolored, improved, reformatted, and reuploaded for cohesion.
- LOVE my newly implemented music & system. Fixed a bug preventing the track from automatically going to the next song when the song finishes.

Progress Report

Big Progress, Much Good

Music

This one has been a pain for me. My original vision for the game was to have different audio experiences. Specifically, ambient would be sounds to match the environment. Such as wind and blowing sand in the desert, perhaps with the odd eagle caw and whatnot. Atmospheric was going to be music which seemed to fit the area, and Controlled was going to allow the player to change music as they like regardless of the area.

I ran into one major problem: the damn size of each area. Ambient would be downright repetitious in a map you might spend 15 or 20 straight minutes in. The same problem arose for atmospheric - how many songs would each area need to not be repetitious?

As well, finding sufficient, matching music and ambience for each map was proving not only super time consuming, but painful and unsatisfactory. There was also the challenge of adding all this in to the game in a meaningful way to players.

Finally I settled on a more simple approach. Here's what I did:

- 5 playlists available from the start of the game
- 3 of the playlists, despite different tastes of music, have somewhat similar sounds, making the game feel more cohesive.
- 2 of the playlists are a bit more out there. One being a bit more sporadic for the ADHD players out there, and another being a homage to 8-bit music.
- 17 songs per playlist
- songs are generally arranged to build up energy, then calm down a bit in rotation so the player experiences a range of emotions.

At any point, other than during battles, the player can press a key to go to the next song in the playlist (the list will loop if they do it on the last song.) They can also press a different button to go to the next playlist. If nothing is done by the player, the current playlist will just loop over and over.

For battles, I'll have a total of 5 battle songs, and the option to turn off battle music. If it's off, the playlists will continue playing through a battle. If battle music is on, it will always play the selected battle song. This allows players to choose if they want their music interrupted for an exciting battle scene, or if they want to maintain the musical immersion.

I also added the option to change music volume: OFF, 20%, 50% 80%, 100%.

With the full implementation of playlists and volume control, the options menu screen is now 100% complete. Nothing will need to be added for the battle music (it's already menu'd in, just gotta build it into battles.)

THIS IS MAJOR PROGRESS BECAUSE ALL THE MUSIC IN THE GAME IS NOW IN! As well, adding additional songs or playlists in the future would be a snap. As well, for those who want a thinner download file in the final versions, a slim version could easily be done where 1 or more playlists are removed, or the lists are shortened.


Character Graphics
Menu armor was supposed to be fully implemented BUUUUT I really hated the Makeshift Armor, or whatever the hell I called it. Seemed way too forced and my pixel art skills weren't done any justice by that one. I decided to replace it with an armor I unintentionally overlooked initially which I much wanted to have - a Samurai option! I've got the upper body and helmet done on this one so far and just need to make the lower body portion. This one will also be easier to make a walking sprite for than the other armor, which I hadn't done yet anyway.

This does create a lot of work because these graphics take a while, but additionally I'll need to edit the armors stats and associated graphics, because those were already implemented for the other armor and it really doesn't make sense that Samurai armor would do something like protect against radiation. At least not the version I've made.

I'm refraining from adding a whole other concept in that I would LOVE to have. That being different skins of the same armor - so like the Samurai could have a different mask, helm, or color scheme. Programming wise this is easy to implement, and they would make great additional finds from raids, but this would be graphics heavy and is definitely not a priority given how much more there is to do for the base of the game. So, this one is going in my back pocket for DISTANT future expansion plans... like... after raids are implemented.

Environment Graphics
Using the improved pixel artistry of my Wastescape (swamp) designs, I've redone some of my Wonderland (snow) map environment graphics and find they look way better. I then did this with the barely edged-out Godforsaken region and love the results. This style is going to be incorporated throughout the game. Another graphical setback, however it will get the game to a state where it's all custom graphics instead of a mix of mine and others, and different styles of my own that don't jive.

Overall it's a bit more cartoon. Initially the game was supposed to be quite dark but over time I've come to transition it to more hopeful and less depression-inducing graphics. Though the theme will remain dark, it will contrast against a somewhat lighter environment. This alone will be a bit unsettling - like Fallout, I suppose. Anyway, in addition to some revamps I also got further in the Godforsaken overall mapping, including concluding a portal design that was leaving me a bit confuzzled as to how to accomplish it, but for which I was determined to include in the game. I consider this another big win as it draws the overall vision a littler closer to life.


Also Done
- Dictionary of terms expanded (planning excel only)
- Item descriptions written for weapons & attire (planning excel only)
- Tutorials added to Options page (huge, time consuming, finished)
- Bugs worked out of music and options menu

There was more from the last time I got active on the game, but all of this is from this last 1-2 weeks progress.

Progress Report

Another Hiatus Overcome

Priorities really shifted in 2023 with some substantial renovating of my home. New kitchen in place, I find myself able to get back to my heart project.

Image Updates

- FINALLY created the last attire menu image, the Dune Ward. Inspired by Dune, obviously. I do need to add thr mask variations but this is maybe 20 minutes of work.
- Police Uniform walking gfx updated.
- *Chicken Suit walking gfx updated.
- *Exoskeleton walking gfx updated.
- Combat Armor walking gfx created.
- Riot Gear walking gfx created.
- Bloodsoak walking grx created.
- EOD Suit walking gfx updated.

*indicates 11 walking gfx as masks visible.

My focus is to complete the rest of the walking graphics, starting with more difficult ones as have been recently targeted. Likewise, the Dune Ward menu masked gfx.

Then
I'll bechecking back on my previous blogs to see where my priorities were and what I may have partly finished.


Map Graphics
Given the sizes of my landscapes, I'm going to look into creating huge map overlay pictures which would allow me to add more visual variety to maps. The target would be non-accessible areas, such as deep water, building walls, tree tops, etc. It would also allow for large landmarks, such as a crashed ship seen from atop a cliff, or unique building damage, and complex foliage.

The potential issues:
- program limitstions
- lag
- unintentional image-player overlap
- picture # priority placement, since menu and battle system are picture based.

Mouse-Control
Going to look into the Maniac Patch which claims to be able to add mouse support for RM2K3. The complex systems forced me to build a controls system around a numerical pad. This becomes intuitive quickly, but would be unplayable without the the full pad on a laptop. Mouse support could offer some solutions, but might come with its own complete image rebuild requirements, which would not be worthwhile. To be determined.

Progress Report

Mar 26, 2023

Had a bit of hiatus due to starting a relationship, and spent some time on some of my secondary game projects.

Got back into this main project again yesterday and cleared out some long-time coming graphics.

GRAPHICS
- Completed all alcohol menu graphics.
- Completed all containers menu graphics.
- Created 11 new walking graphics for Original Gangster outfit.
- Created 11 new walking graphics for Ensemble outfit.
- Created updated version of Hazmat Suit.
- Created updated version of Ninja Garb.
- Created updated version of Shining Armor.



PROGRAMMING
- Updated original code of 1 Ensemble outfit to accommodate each mask worn.

Outfits had to be done from scratch to match the new sprite direction. This one is a time consuming effort but much worth the patience. Why 11 walking sprites? Well the base sprite plus the graphics to show the 10 possible masks you can wear. Yeah they show up on your walking sprite!

I'm taking my computer to work again so hopefully can hammer out the rest of the walking sprites in short order, including ones I never did in the first style. That would feel like a big step forward for sure.

Progress Report

Dec 2, 2022



Graphics
- Added to custom Chara-Maker.
- Doctor Fixer talking background.
- Doctor comments from blackout crimes committed.
- Some generic defeated in battle doctor comments.
- Notice images related to doctor services.
- Custom dialog images for Shaman.
- Dialog images to replace entire introduction scene.
- Walking sprites for 10/19 "doctors."
- 6 walking sprites for faction NPCs.

Other
- Doctor Comments tracker updated.
- Established doctor interaction levels.
- Slowed implemented NPCs to match player pace.
- Redesign and implementation of streamlined intro dialog. Progress up to the first potential fight scene.
- Bug fixes.

Slower progress as graphics just take longer than everything else. Also, I didn't bring my project to work this last week.

Progress Report

Nov 19, 2022

Graphics
- Added to custom Chara-Maker.
- Added Scrapper NPC dialog.
- Added Scrapper NPC.

Programming
- Edited perk upgrade SE to be more appealing.
- Implemented remaining Rehabilitation perk.
- Implemented 4 of 5 Survivalist perks.
- Implemented remaining Advancement perks.
- Re-tested and fixed Citizen Union NPC's.
- Added Scrapper NPC (buy and sell junk currency)


I think there was more I did that I never updated, but these things were completed today.

Progress Report

Nov 14, 2022

Random Tip
Instead of placing sound effects, call sound effect common events for repetitive sounds. This could include sounds from anything customer, from menus and battles, to merchants and ambience. By using a common event you can easily change all of the same sound in the game if you decide to adjust the volume or change the sound. As well, this makes it much easier to add in options (or secret cheats) which would change those sounds or volume.

Graphics Updates
- Added to Custom Chara-Maker. Also removed some duplication for now.
- Generated several NPC's from the new maker to updated placed NPC's and test.
- Updated Blood Donator merit matrix graphics to account for a logical perk change.
- 10 new number images to fit with dialog text size.
- Created 17 dialog images for Citizen Union members as a test. Images didn't feel like a good fit, so I redid them in a different style. Feels much cleaner now.

Programming Updates
- Citizen Union NPCs offer Blood Donation and Rehabilitation services. For the original dialog style, this vendor was fully programmed including a full perk branch. I've transferred the transitional programming from the old style to the new style of image dialog and decisions. This was about a 20% redesign and 80% code transfer of a complex vendor. Results are very clean and serves as a basis for implementation of all vendors.
- This included programming 5 counters of 6 digits each (100k+) for rehabilitation of 4 groups of drugs and an option to rehabilitate all 5.
- Realized one of the perks related to this was nonsensical. The same NPC that offers rehab would not provide a drug as a reward for blood donation. This has been replaced with a reduction of health loss after a donation.
- Where before I could call a variable total using a few characters of text, I now need to create and place number images in dialog. Huge time sink but much cleaner NPC interaction and information visibility to the player. For this NPC I had to use 30 images just for numbers.


Dialog testing, displaying functional costs.

Major Direction Change
I conceptualized and standardized a system to replace dialog with graphics. This is a huge commitment for an RPG which plans to have a deep decision making process. There are advantages and disadvantages for doing so.

My motivation for doing so is for controller consistency. The entire game is designed to be operated by one hand on the keypad, with the option to use the other hand for menu open/close (since SHIFT is on both sides of the keyboard.) RPG Maker 2003 has a limitation however. For all text and player choices it forces the use of the enter button which is inconsistent with my use of the number 5 for all actions in field, menu and battle. It felt unnatural to have to switch between the use of 5 and the use of enter depending on what the player was doing.

By utilizing images for dialog and decision making I can use 5 as the "next" key. Other advantages include:

- Using numbers for the options for faster choices from the player (no need to scroll up and down options.)
- Able to fit significantly more text on screen. This in turn makes it easier to build depth into the world while simultaneously making it faster for players to skip the dialog they don't care to read.
- Easier to customize text color and emphasis, and no concern with going over the text box limit and cutting off text.
- The extra time required to make dialog forces me to be more considerate of the text I'm putting into the game, creating a cleaner player experience.
- More natural to utilize a "narrator" summary of a conversation so players don't need to suffer through boring dialog to connect the plot. This had immediate benefit for the intro.

Some disadvantages include:

- Adds significant time to creating every conversation.
- Conversations can't be read in the programming and are more complex to install. This means any editing of these conversations later will be a time-sink and hassle.
- Though more text can be fit on the screen, it leads to blocking out much of the screen which will break immersion more than the subtle 4 line default text box.
- Significant game file size increase and image management.
- Conversations will have less diversity. The initial plan was to have NPC-Player conversations to be excessively natural - that includes introductions. Jumping straight to business might have been considered rude, or welcome, depending on the NPC. And along with their name (displayed only after they provide it,) there was an emoticon in the text box to indicate their disposition and gauge their reactions. These features will be entirely removed. It will give me some time back in development, but the world will feel more shallow as a result. To do these types of conversations with graphics would simply require far too many images with the amount of interaction that'll happen.

Progress Report

Custom Chara-Maker

After reformatting the walking sprite design for the player, it's only natural to require the same of NPC's. I started rebuilding the NPC's which were already in the game and quickly decided I didn't want to hand craft hundreds of characters from scratch each time.

Thus, I am building a custom chara-maker for my unique sprite bodies. This is being done using layers in a GIMP file. Like Charas-Project, I can add layers to create diversity for each NPC. However, unlike the online resource, there's zero lag and all the graphics match.

The base graphics include:

- Male and female walking figures.
- 8 skin tones.

From here everything is custom to for m/f because the sprites are different sizes. I'm starting with the female graphics. So far I've made:

- 7 brow colors (basis for standard hair colors)
- Boots and shoes.
- Face coverings: dirty, bloody, war paint, makeup, bruised.
- 5 eye colors.
- Glasses, shades, eye visor, eye patch.
- 2 head tattoos.
- 9 hair styles.
- 2 hats.
- Pants / Shorts.
- Gloves.
- Undershirt / shirt / sweater / jacket.

I should probably note that other than skin, eyes, and brows, all the colors are base examples. I'll need to manually change colors in the layer for things like clothing pieces and hair. However, with everything as 1-2 colors, this is a simple process.


Custom Chara-Maker in action.

Planned additions:

+15 hair styles
+20 hats
+ Male variants of all of the above.
+ Full Outfits / Full Armors / Helmets which make sense for the characters.

Possible but not necessarily to be added: Held Objects (Lantern, Torch, Sword, Axe, Pipe, Box, Gym Bag, Backpack)

Progress Report

Oct 25, 2022



Graphics

- Updated these sprite sheets to the new style:
- Bikini (11 variants)
- Guise of the Orient (11 variants)
- Naked (11 variants)
- Underwear (11 variants)
- Business Attire (11 variants)
- Business Attire game opening cut-scene animations.
- Changed Washaway ocean color to jive better with less serious character sprites.
- Added new water splash effect to match new Washaway ocean color.
- Replaced poor Washaway doorway graphic with something more natural.
- Lightened Bowels floor tiles to jive better with new walking sprite outlines.
- Increased floor tile diversity throughout Bowels.
- Menu text graphics to support container implementation.
- Cryptex images for puzzle / container, seen below. The highlight piece is likely to be changed to a gold theme instead of ivory.


This is much larger in game.

Programming

- Slowed down player walk speed by 1 level (consistent with most RPG Maker games.) This improves the walking sprite animations.
- Finished programming of Parcel container.
- Gift container item.
- Backpack container item.
- Pill Bottle container item.
- Added sound effects to intro scene.

Pages: first 123 next last