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Progress Report

THE GAME COMES OUT IN ONE WEEK

RMN IS BACK BABY!!!


While the site was in a deep slumber, I worked my freaking ass off on this game. The scope should have been impossible. The game is practically unmarketable. Kissed By A Star is a passion project to the extreme. I was utterly foolish to do this. But I did. And here we are.

The game is vastly more ambitious than my previous works. If you liked Cope Island, Three Ghostly Roses, A Ghostly Rose, Mownt: For Peace, or even Amort: Please give it a try!

Out on February 2, Wishlist Now!

Enjoy a bunch of gifs.




Progress Report

4/23/23 MAPPING

The roaring crowd (of 2) have demanded I explain how I map for this game. I do it differently from my prior games.

I have a few things I use to work together to bring about this smooth way of mapping. TileD. GALV Layer Plugin (RPG Maker MV). Yanfly Region Restrictions.

You might ask me: why TileD and not the RPG Maker map maker?

Freedom. So much freedom.

Here's how I made a simple map today:



This is in TileD. A simple forest path. As you can tell, I used a LOT of layers here. I find it much easier just using a bunch of layers and using a SINGLE tree sprite than performing brain surgery on a sprite sheet to get the same result. It becomes super easy to make subtle variations to the repeating trees as well. (the trunk bottoms are current erased for a reason I’ll explain in a second)

With TileD you can use as many spritesheets as you want, with any size you want. It's just easy to make a base this way.

I export that as an image then use my preferred paint . net to add details.



You can do anything. Add details to the ground. Change colors around. I prefer to keep it simple for this game and add simple touches. I just paste the flowers and taller grass in a different layer. This allows for more freedom than doing it 24x24 at a time or whatever your sprite size is.

So when you are done with the map, flatten it and save it into your Parallax folder. ALWAYS make sure you add the ! at the start so it stays still.



To make this work, you also need to make use of GALV's Layer plugin, or something similar. So in TileD, I simply hide the ground layer and only use the trees. I also erase the bottom of the trunks. I save this in a Layer folder as GALV instructs for the plugin.



So what does this do? I'LL GET THERE, HOLD ON.

You add it in the engine by doing this in the Notetag. (The Plugin explains quite well how to do this)



So now we have the trees in a Layer above the player at all times. There's one last step to make this work. How do we work in the o tiles and x tiles? Yanfly region restrict!



The 7's block the player. Everything else is passable. You can CLEARLY see where your player can move. (I did this quite fast, there might be some whackiness in the 7's until I properly play test it)

The end result is this:



You can do a LOT with this method. If you need a scrolling sky in background, just make all of the ground in a layer. You can change all Layers in game so you can create some fun effects, even animated stuff. For water, I still use the RPG Maker engine to use animated tiles, but that's it so far. You can still technically do it with this quite easily.

Once you get used to all the different steps, it can drastically reduce the time it takes to make a map. There are several maps where I don't even touch TileD and make it all in paint . net.

Thanks for reading! I hope this helps anyone who might want to do something like this.

Progress Report

4/16/24 Update



those damn trash birds, song by me, painting by my lovely wife Mrs. zDS


I’ve been pushing a LARGE boulder up a hill. A little bit at a time. Every single day. I am growing stronger and stronger. The heavy boulder is feeling lighter. But now I can’t see the bottom or the top. I’m loving this.

I’m in the last arc of Part 1 of my game. Which is a massive milestone. For months now I’ve been seriously considering RELEASING Part 1 as a whole once it is done. I’ve had dueling ideas in my head of how to go about releasing this game since I began building the concept.



My initial idea was to release the game a chapter at a time, like an ongoing comic/manga. I would have loved to do that, but I’m not there yet in my game development journey. It wouldn’t work. So I considered the game in parts, so it would feel less overwhelming for me. I thought about releasing Part 1, then after I would have just added to it once I made it.

Something that felt impossible for so long is becoming possible: I see the top of this first large hill.

As I creep closer to this first major milestone, it is becoming clearer and clearer to me.



I need to release the game FINISHED. Ongoing game was a good idea, but not for where I am in the grand scheme of my game development journey. So I have to release it when it’s completely done.

I felt overwhelmed by this for a while now. Almost trapped even. But I kept on pushing and pushing. I got into a groove where I am going quite steadily. Part 1 is ending semi soon and I don’t feel overwhelmed anymore. I feel stronger and ready to keep on going. I will finish it. At a good pace even.

I won’t be done for at least another year. Maybe a year and a half. Assuming I go at the pace I’ve been going. Which has been very fast. I’ve been a machine this year.

I am going to try and add social media presence to my weekly agendas. I am making new content nonstop. A lot of it is spoilers, but I can make more effort to show other stuff.

It’s been real, see you next time! I’ll go back to this dark and dangerous forest, where there is howling and worse things lurking.



Random Stats So Far: About 7 hours of playtest. 56 minutes of OST. 124 character portraits and variations. 133 maps.

Game Design

Commercial? Free? Other? IDK YET

I romanticized going commercial for years while working on my games. The thought of being able to support my family with what I love to do most is nothing short of delightful to me.

I think those of us who have gone commercial know it is a big splash of cold reality water.

My free games have done vastly more downloads and profile views in general. I think part of this is times have changed. The other part is it’s so much easier to convince someone to download a game for free than to spend their hard earned money.

The constant battle in my head is: More players vs extra income?

The fact is: I enjoy being more serious about game development. I like the risk of failing and the potential for success.

For Kissed By A Star, I have had my head in the clouds.

A Ghostly Rose did fine and I am proud. But I did not explode. And that too is fine. It’s just that, if it did… If I was a ‘known’ dev now… I think I’d have gone about Kissed By A Star differently.

The way the game is built is unique. It will feature a lot of chapters. The chapters are fast paced and there are no traditional RPG elements such as character building and whatnot.

I’d LOVE to release this game like a comic/manga.

Every two weeks to a month, drop a chapter.

There is something utterly thrilling about that idea to me. Having the pressure to work. One chapter at a time building a world and story. Hopefully creating a hype for each new chapter.

As it is now, that would likely be a death sentence to the game, as games are a different medium than comic/manga. I’d need a LOT of trust. But one can dream.

I still am considering an ‘ongoing release’ style. After a certain amount is done, drop it. Then drop another batch. Etc. If I did that, I couldn’t make it commercial until the whole thing is done.

Curious to see what people think about the insane ramblings of my imagination.

See you next wall of text!

Game Design

Novel Meets Game

Hey ya'll. zDS here. I'm going to ramble a bit about WHAT this game is and why it came about. Don't expect fancy pictures. Just you and my text. Everyone's favorite.

I’ve been thinking of my big one for a while. Since before I even participated in my first IGMC in 2014. For about a decade, my game development has been dominated by games I deemed to be smaller projects, hoping to practice for my first big one.

I do not regret it. I have learned so much. Most importantly, I learned to be efficient. Because if I was not efficient, this game would not be possible.

My first big one has gone through many faces. I see two massive dead projects behind me. Sometimes, I regret not making them. They were products of the past zDS. And they will stay there.

All the roads I took led me here. For this project I hold dear to my heart. Kissed By A Star.

The most challenging part of getting this game started was figuring out HOW to do it. All of my development during A Ghostly Rose, I was crafting this world in my head as I tried to sleep or drove or showered or whatever.

I wanted an unpredictable format of story telling. With a large cast of characters. Where point of views rapidly changed. Never knowing who your party will be. I had this large story in my head. So many shining moments lighting the way. I needed a vehicle to tell this story.

I replayed several of my all time favorite games. I rewatched several of my favorite TV shows. I re-read my favorite novels. Absorbing what I liked about these experiences as much as I do.

After much pondering in my head, I came to the decision I would have to sacrifice SEVERAL RPG mechanics we all have grown to love. This is the aspect that haunts me the most, as I want to make a very RPGlike RPG eventually. And it will happen. But Kissed By A Star is not. It is RPG-Lite.

There are no levels. No building a character up. No gold. No equipment. Dungeons aren’t full of chests and puzzles. Narrative is what brings this game forward. But I do this not as a dismissal of these elements. I love all of the turn-based RPG quirks. My gut led me to do something a bit different with this game.

The gameplay is mostly about beating encounters with what you have. Different characters in different match ups a lot of the time. You do not have items to manage. You can alway save. Always start a battle fully healed. This is not that new to my games, but in this case it was something that weighed heavy on me to decide.

Kissed By A Star is formulated by what I like to call, rapid paced Chapters. Chapters are usually about 20-30 minutes long. Most have combat. Some are just talking to characters. Every chapter will feature a different character from the last, with a set cast of point of views. You may start as the older sister of the Moore family, then to the middle sister, then to the Dad, then to Vivica who is across the world.

All in all, it’s a colossal time gamble on my part. The story I have in my head is rather large. This journey will take me a while to finish. I currently have 9 chapters finished and I am quite happy with how it is turning out.

As of now, I still have no freaking clue how I will release this. Thankfully that's in the distant future. Commercial? Free? I've even had something else in mind I'm pondering about. These are things I'll ramble about in the future. Oh and I'll eventually tell you more about characters, world, music, and blah blah.

IT'S BEEN REAL
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