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Miscellaneous

Diablocide X Unveiling

Who the Hell knows if I'm actually going to work on this? Yeah, there are some pretty obvious errors in the screens below (the menu needs to be punched especially (THERE ARE ONLY NINE CHESTS IN THE ENTIRE GAME ZOMG/also how that info window stretches into the rearguard panel)), but this is seriously all WIP. I've been in a really horrible mood for a week, and AW has grown a bit distant due to Karsu and I's schedules not mating well, and so the remedy is obviously to write out all of the really depressing scenes in Diablocide... or should I say "Diablocide X?"

chaos/tardis: Yeah, well, I feel like there's no point in hiding it. (Everybody else: this was going to be secret until I finish it, and I'm still not going to release any demo(n)s, but I figure a little interest couldn't hurt.) Yeah, TAKE THAT KARSUMAN you don't draw enough rucian for the craze to keep focused (this is ignoring that like two and a half dungeons worth of maps are done as well as the AW battle system and yeah)

So maybe you guys will lift me out of this mini-depression? At least I got a lot of late-game scenes done. chaos can vouch for the potential nightmare fuel.








Zetha just owned Collin. Also, yeah, I know that LOLITA CASTS RUIN CAST sounds silly and that the battleback is too high. Alsoalso special thanks to tardis for some new shinies for various things (including an eventual compass-rose-thing I'm going to force out of him to make cluster attacks prettier (yes you now attack clusters with most spells and, like, Stefan's whip attack and Kristoph gets a column pierce and YEAH Yanfly is a pretty chill dude; Fighters now knock enemies into cluster areas because they're sexy like that (FELIX yay) and yeaaaah).

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Miscellaneous

X

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one dies

Miscellaneous

Battle With Astaroth

http://www.youtube.com/watch?v=AGWVzDhDHMc
Shadow Hearts 2: Convenant battle theme for a major boss. Actually, let's just pretend that it's the final boss theme...

Diablocide has one of the strangest stories in any videogame ever, or perhaps in any medium. The problem is that I'm not the best storyteller and my diablogue is only recently not-horrible. (Karsuman: You know that you wrote Marlowe, so don't give me any shit about Alphonse. =D ) I'm able to get it out fairly well, though, even if it starts slow from a plot point perspective; it takes over ten floors for the first major twist to arise! The thing is, the characters are telling the story. There is no exposition that isn't told by a character, with the sole exception of the intro text... which may or may not be repeated later on in the game by an actual entity. As such, the characters necessitate a solid introduction to each one, resulting in the first two Demon realms to be nothing but characters getting to know one another and relationships forming. It's an odd design choice for me/Krazuman to NOT slap the player in the face with something (V&V's potential Telia death, Geondun's "hey race to stay a God" butterfly thing, EMDE!2's "you're a savior GOGOGO," etc.), but there you have it. We all have our quirky days.

The problem is Floor Thirteen: Unlucky Man, Where is Your Shadow? The floor has a mini-boss, the first major revelation AND a floor-wide puzzle. Yup. It has taken me a week to almost wrap it up. Every character has at least some diablogue somewhere in the level, there is the realm's red chest... at least I didn't throw the Helena statue in there, too! It's a giant mess, but I want it to be a memorable floor. We'll see if that works. I had to do a lot of diablogue changing, though, because my initial ideas didn't fit the feel of the floor. It's a depressing time, and Ha'naan fantasizing over Kristoph just doesn't work there.

Bonus track: Ladder to Heaven. I don't remember if Amon is a story boss or an optional boss, but it doesn't matter. His theme rocks, and he caused me to actually use Yuri post-Joachim/Lucia (Karin/(Joachim/Japcuzdude)/Lucia/Anastasia ftw).

Miscellaneous

In Order to Aquire the Light in That Hand

http://www.youtube.com/watch?v=JkwRbHnohRY
Valkyrie Profile 2. Truly epic theme.

So, today's problem was Protector III. It's a big update to one of my favorite games. Protector III is a really awesome take on the tower defense genre, featuring one of the best character advancement systems in any RPG... except this isn't even an RPG! You can make a poison mage that excels in speed and inflicting max HP degens. Sweet.

According to WIP, the Arian Wild battle system is almost ready for me to start working my magic, especially if a few YERD scripts fit into it well (otherwise WIP will have to spend more time getting instants and cooldowns - vital parts of the Krazuman gameplan - to work). AW is of a higher priority than Diablocide, but the latter is what you're here for, right? Let's talk Essence.

Essence replaces equipment in Diablocide, much like Accessories are the only equippable items in Final Fantasy X-2. Essence is convenient for both the player and myself for a multitude of reasons. Most importantly for me, it allows for the creation of a bunch of nifty items that can all be equipped at once believably; while I haven't really explained this in-game yet, Essence is just the metaphysical form of artifacts that can be "attached" to your Soul. As such, you can have three "helms" on at once! For the player of a game that requires you to micromanage fourteen individuals all at the same time, having the normal weapon/armor/head/body/accessory/orb/book/ring/statue/etc. slots becomes a daunting task. Being able to equip items in any slot you so choose (as long as you have the Soul) greatly decreases the amount of thought that needs to be put into "I WANT TO SHIELD PRINCESS FROM ICE!"

Essence provides not only for slot-based sanity, but due to the way it works with your Soul it functions as a balancing and then a game/story integration piece. The system is balanced because your Soul only has the capacity for so much stuff to be on it at a time, so you can't load up Princess with four Greycaps (SP +50) when you start getting them around level 6-11. I want the player to use all of their characters, not a set super-four - Vanguard EXP and rebattling is there if you want to make an elite troupe. Essence also works to incorporate the fourteen Souls into the gameplay (albeit incorporeally... oh, I slay myself). It's a subtle tool that shows that I'm not just randomly capitalizing words and then forgetting them.

Essence is fun to make, fun to get, and fun to feel the effects of. Each piece is powerful (at least when you get it), so it makes a real difference on whoever gets it. It's a beautiful system, one which is taken most unceremoniously for Arian Wild.

Gotta catch einherjar~

Miscellaneous

The Almighty

http://www.youtube.com/watch?v=ObDtINNS3MI
Warning: don't read any comments if you haven't finished Persona 4. This is an endgame boss theme.

Okay, so I lied before about spending a day wrapping up the third realm! I started playing Epic War 3 and then Karsuman started playing Epic War 3 and we each spent at least six hours playing or something ridiculous like that. I am working on the game RIGHT NOW, however, and it's coming out well. I'm happy with the third Demon and - holy shit - the sixth Demon as well. Wait, what?

In chaos's awesome review, he said that the plot was irrelevant in Diablocide. He's partially right; it's all about the characters dealing with each other (and their own demons, har har har). However, you know how in (HUGE ETRIAN ODYSSEY I SPOILER) over half-way through the otherwise story-less game you're suddenly asked to commit genocide (SPOILER OVER)? Shit starts to go down (up?) during the next demo(n) release.

In any case, reach out to the truth: Diablocide is being worked on. Could it be the next finished Crazegame?

Protip: Play Persona 4. I'll face myself in the mirror with a frown if you don't.

Miscellaneous

Three Minutes Clapping

http://www.youtube.com/watch?v=-LK01R-sCNg

Anyway, progress is going fairly well! I'll be wrapping up the third tier tomorrow, then testing the game from the bottom (I'm so clever) so that I can set up the third Demon fight. This weekend I hope to gather up the courage to start the daring fourth tier, which may or may not be too unique for its own good. We'll see.

I might not get to it this weekend because 1) I'm obsessed (for a second time) with The World Ends With You - once I pick it up I just can't stop - and 2) who knows when WIP will finish the CBS for Arian Wild!? Diablocide is only a side-project while I wait for that script to have its mechanical functionality finished so that I can put in the skills Karsu and I cooked up for AW.

Finally, I mentioned this in a comment on my last post, but I'll say it again for clarity: the second (and final) demo(n) will go up through the fifth Demon, making it five floors longer than the current release. It will also feature some minor balance tweaks (especially early on) and the addition of the Defend hotkey (<SHIFT>) that makes the use of Tanks a little (re: a lot) easier. Parentheses.

The full version of the game will add a four final tiers of play to the game. The current version is 2/9 of the game; the second demo(n) will be 5/9. THE MORE YOU KNOW

Miscellaneous

New Sexytime Images



tardis has made some kick-ass new graphics to spice up the gamepage and demon fights. While I won't spoil how awesome they eventually get (wooooaaaahhh there Nelly, don't go nuts on me), they get PRETTY AWESOME.



Yes, I know that EQUIS APNEES and not WELSHAGA, but the third realm only has 3/5 floors done and thus no WELSHAGA!

Miscellaneous

Diablocide Demo(n) Released!

Vanquish the mighty demons DESTATI and EQUIS APNEES with the might of an entire army. The demo(n)'s waiting.

Miscellaneous

Diablocide Progress

Diablocide (previously known as Demon Tower Remake) will possibly soon achieve a demo(n) release that features the same content as the previous Demon Tower game. Well, except that it's now better.

I just have to finish one floor and finalize the second major boss and it'll be ready. I'm pretty excited - Diablocide features both a nifty and unique turn-based battle gimmick (controlling fourteen characters at once) and a unique story, told through the characters in short dialogues. It's an engaging dungeon crawl with the addition of a narrative that tries its best to not be obtrusive - who needs cutscenes when you can send a poignant message home with a few sentences of quick banter?

Diablocide's gamepage will be receiving some major touch-up work prior to the demo(n) release of the first two tiers of play. I'll post another blog once I've actually uploaded the game.

Estimated playtime is two hours.

Miscellaneous

The Tower on Cloud Nine

You need to think about your game.

When you think about your project, you can relate to the characters better and indentify inconsistencies in their relationships. You'll also be able to ponder your gameplay - maybe flesh out an idea you based your game around, or figure out a skillset for the monk character. This thinking can't just be "oh well think think think." It has to be focused, even if you're doing something else at the time. Wistful dreaming isn't going to get you anywhere in this regard. Choose a topic to paw over and focus on it.

But when do you do this thinking? Anytime you have a moment to yourself, really. I like to think about Demon Tower when I'm mowing the lawn. It gives me a good hour or two to play out interactions between characters in my mind or argue whether or not Goldurn should be in my party. Some other good times to think would be on the bus, before going to bed, while walking the dog, while eating breakfast. If you want to be serious about your project, pick a time to think and do it. Part of the design process is design, after all.

After you finish a thinking session, write stuff down. If you can write during that time, that's even better - jotting down a few skill ideas over a cup a coffee is great. When I'm mowing the lawn, however, I can't exactly take notes. If you focused your thought process, however, you should be able to recall the highlights of the mental planning.

Focus your thinking, find a time to think, and record the results. I think you'll be pleasantly surprised at how much that one dungeon's puzzle evolves when you think about the pros and cons of making it more complex.
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