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One night, around half the people in The Continent (it's a pretty laid-back place, nobody really cares to give it a name) receive a mysterious dream. A rather flustered angel broadcasts a "prophecy" to as many people as she can:

"Your world is like, totally doomed.
...Yes, again, but like for real this time!"

Well, this isn't really anything out of the ordinary. There's always some Dark/Evil/Cursed King/Queen/Princess or another raising a fuss in The Continent, some heroines will show up and take care of it eventually.

But who will step up to the plate this time?

There's a medieval knight, a tomboy with a baseball bat, a ninja, a magical girl... honestly, I'm not even sure what kind of time period this game is set in. Occasionally Modern-ish Fantasy-esque?

The playstyle of each character is designed around synergy with other characters, with plenty of powerful team combinations to experiment with. Attack animations are quick and stylish, keeping battles fast-paced and fun.

Also, it's not just the playable characters, Slay the Dark Evil Queen! sports an entirely female cast... wait, are there really no male humans in this entire world? ...Huh.

Heartbreaks and high tensions abound among at least four members of the party, and the fact that the remaining two just won't stop flirting doesn't help much. Will the conflicted couples find it in their hearts to forgive each other despite past conflicts and/or, gasp, breakups?

They better figure things out quick, 'cus that whole doomsday situation isn't going to wait for them to kiss and make up, and the Dark Evil Generals are primed and ready to cause as many problems as they can to impede the party's progress along the way.

...But in the meantime, there's plenty of lighthearted fun to be had. At the end of the day, it's still a game that doesn't take itself too seriously.

With the exception of sparse random encounters on the world map, all encounters are visible on the overworld and contextualized into the world in some way. Furthermore, you'll never be forced to grind or deal with the same encounter more than a couple times, so no one baddie overstays its welcome.

Currently, nearly the whole game—minus some optional content and a few features—is playable from start to finish, but there's still a lot of asset work, playtesting, and polish to be done before the game is released. This may take quite some time still; I'm just one gal making this whole RPG almost by myself, after all!

For an occasional chance at getting a glimpse of progress updates:

Twitter (the best option)
Tumblr (no promises I'll remember to keep it up to date)
Itch.io (will upload the game here when it's done)
Discord? It exists, but no link here yet. Maybe eventually.

Latest Blog

Cutting useless battle animation length

As I said last week, I want to start catching up on the kinds of posts I should've been making all along during this game's development. For that purpose, the most interesting thing to show off that I haven't yet would be... battle animations!
Rather than just showing a few samples, I want to go into some stuff: specifically, where I feel like RPG Maker's animation systems are lacking, and some things that can be done to work around its flaws.

First of all: RTP animations are slow as heck! Way too many frames.
But that's not all, they also have so many built-in awkward pauses. Even if your custom animation is really quick, it will always be slower than it should be.
It's also just really difficult to make nice-looking, fluid, and polished animations (The best I can do with RPGM still looks pretty stuff, despite the fact that my other games look like this).
Watch this:

Lyndsey swings her sword -> wait -> slash animation -> wait -> damage numbers pop up -> WAIT -> she moves back into her original position.
Lame! Slow! Tedious! Here's what I did. Using Yanfly's Action Sequences plugin, I was able to remove some of those unnecessary pauses. There's a bunch of detail for individual skill animations, but the gist of it:
<setup action>

clear battle log
display action
immortal: targets, true
move user: forward, 60, 5
</setup action>

<target action>
action animation
animation wait: N
action effect
</target action>]

This is all the Setup and Target Action sections really need for a standard skill, with N replaced with the number of frames until the impact happens in the animation. You'll probably want to add a motion or two and maybe adjust the "move user" bit depending on what you're doing, and whether it's a player or enemy animation. Anyway, how about I show rather than tell?

I've added a bit more flair to this animation, but the basic bits are there: quick step in, quick animation, quick transition to the next actor's turn.
Admittedly there's definitely still some awkwardness here (3 frames is really not enough for a good sword swing, but it's the most I can spare if I wanna ever finish this game) but it's notably faster, and a bit cooler, than the default.

But, that speed increase isn't too much of a big deal, right? Well... it adds up. Four player characters and 2-4 enemy characters performing actions, several wasted seconds each action, for hundreds if not thousands of actions throughout the game...
After streamlining all player and enemy skills, the total playtime for a "developer who knows everything hurrying through the game" playthrough of my game decreased from 10 hours to 6 hours. That's a huge chunk of time saved, and it would be even bigger for the average player! I hate wasting the player's time, and the default RPG Maker animation systems were definitely doing exactly that.

Design talk out of the way, here's a brief showcase of some of my skill animations, from simple to fancy (don't mind the occasional unfinished/placeholder sprites):