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2 versions of the game

  • sbester
  • 03/22/2010 06:07 PM
  • 2408 views
Testing continues, as does the refining process.
I've made quite a few major changes to the gameplay this week, fixed a lot of major bugs, and Jimbo has been helping me to make the transitions flow better from place to place.

As some of you may have noticed, there is a second version of this game lingering on this site now. It's the DELUXE Edition, and it attends to many of the directional and graphical issues that are scaring people away from this one. It's basically a complete graphics switch to coloured tiles, but it will also fix any leftover bugs to be found in the full release of the original game, and will add a few extra areas and quests. Also, there will be monster graphics, as this is a huge issue for some people. Hopefully this way, I still get my game the way I like it, and they'll get theirs.

The Deluxe version will go into production as soon as I finish with this one, and shouldn't take more than a couple months before it is ready. The chipset switch alone takes like 10 seconds, so that cuts the time down considerably.

In the meantime, I'm doing my best to fix all of the original game's issues while making it prettier, and more interesting. I'm also going to extend the ending by a couple of quests... it just ends too suddenly, and I doubt anyone would argue with that if they played it through.

Anyways, don't think of the new version as a remake, just an alternative for those who would otherwise pass it by.

Posts

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I hope you know my qualms were never with the visual style of the game, so much as the layout and design of the content therein.
Why not have it all in colour and have an option to edit the tone.
I know narcodis, the things you had qualms with I really hope will be fixed for the original version for the full release. Better mapping, fixed stats and skills, quicker and clearer plot progression. I'm working on that stuff right now. It's much easier to find your way around since I've edited the maps, and there are many directional tools around so it isn't as easy to get lost in Pangea.

Jimbo gives very thorough stream of consciousness emails detailing exactly what he's thinking as he treks along, and it has allowed me to understand not just where I've gone wrong but 'how'. He's also got some great ideas for fixing some of the problems that I hope will redeem the more flawed areas of the game. Here's hoping he's got some ideas for the Volcano and Atlantis lol.

I considered the tone change, but the monster graphics seem to be the biggest divider, and the reason I ultimately decided to do this. Plus, I just kinda like the idea of continually being able to update it after the finished product is out. Pangea is a big place, so expanding it is pretty easy. And while the game doesn't 'need' more skills, having more options to choose from is always more interesting.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
comment=24996
Why not have it all in colour and have an option to edit the tone.


Surely that'd be too difficult. Instead of setting a screen tone and using fade in/fade out for transitions, it must have been better to just make two different versions. :D

I kid, I kid. Seriously, why not just do that? Just ask the player at the beginning of the game whether or not they want to use color or not, and whether or not to show monsters and battle backgrounds. Sure, you'd have to make a terrain that some monsters appear on and not others, and then copy/paste every monster type and group to allow for a blank graphic version, followed by a terrain switch that checks what game selection has been chosen, but it'd probably look better than having two different versions for such a small change.
That solution + my maker skills = disaster lol
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Then perhaps it's time to find someone who can. Besides, were you able to get that battle clock working?
Haven't even attempted it yet lol
I'm still more bummed about the music not working than anything. Although I probably just need to reinstall the program. The longer I put it off the longer I get to hold onto hope.
Well in any case, I think it's rad you're still going with this. You've obviously got alot invested into it. Keep on truckin', man. I'm really looking forward to playing it with the revisions you've got in mind.

And again, if you'd like any of my suggestions or advice on your game, I'd be glad to test play dungeons for you or something. Dungeon design is something I pride myself on. :)
Thanks!
Mapping has always been a problem for me. I'm very lazy and impatient lol. I'm hoping I can turn that around a bit before the final version. If it still sucks.... I can only try to do better the next time :P
You should read this article: http://rpgmaker.net/articles/3/
Very good insight into dungeon creation.
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