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Miscellaneous

1000 downloads!



Yay! 1000 downloads in just over a month!

Thanks to all those who supported the game, and to those who cared enough to not support it as well!

I found that a few other sites wrote comments and reviews on this game, and that's probably where it got many of these downloads. I added a tab called External on the game profile, listing external sites that link to the game and talk about it.

I was also planning on releasing a commemorative wallpaper for the 1000th download. It didn't come out exactly as I wanted, but here it is:

Beautiful Escape: Dungeoneer Wallpaper

Miscellaneous

Beautiful Escape: Dungeoneer v1.1

I was hoping to never have to fix anything in this game. I tested it extensively, and gladly, there are no bug reports so far. Still, some gameplay issues were considered too annoying, so I fixed them in this version 1.1

First of them is the navigation on the city map. The walking path wasn't clearly defined, so it required some guessing. Now there are arrows, and your character automatically moves from one area to the other.



The second issue refers to the initial trap set given by Lorry. There were some choice combinations that resulted in a starter set that made it impossible to get any outcome from the first torture other than escape (which is Game Over). I made it so that you'll always have enough elements to at least kill the victim.

There's no reason for those who've already played the game to download it again, I guess.

Miscellaneous

Paper Drafts

Inspired by the topic Writing.... on paper, I decided to show some of the original concept drafts of Beautiful Escape: Dungeoneer.

Like the topic proposes, I always like drawing what I want to do before working directly on RPG Maker. In the case of this project, it was important because I use very few maps, and I wanted each of them to have its own feel and be somewhat memorable. My original ideas weren't constrained by resources availability, so some of those maps were quite hard to make. But one of the best things about making a game is seeing your project come to life, comparing the original drafts to the real thing.


This is the first scene from the game, the rooftop conversation between Verge and Daily. I liked the idea of having them feel like they're on top of the rest of the world. I also wanted that "it's a big world" feeling by displaying very tall busy buildings on the background. I also tilted the angle of the buildings just a little, so it feels like they're engulfing the characters.
Final product:


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The second map is Verge's bedroom. I wanted it to look like the bedroom of someone who lives alone and spends too much time on the computer. So the focus of the room is the computer. There is really not much going on there. Originally I thought of having some kind of poster on the wall... but when editing the map, I thought it would be cool to have a lot of pictures randomly displayed.

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Last map is Lorry's torture equipment shop. I wanted it to look big yet empty, so you would think there's actually a lot going on there, but you won't know. The strange angle was supposed to make it somewhat disturbing and give it personality. It's basically a bunch of stuff lying around, some weapons hanging on the wall... and a TV right in the center, because the game is all about torture films.


I'm really satisfied about how close the final products are to the original drafts!

Miscellaneous

Making maps

Since all maps in Beautiful Escape: Dungeoneer are pretty small (most of them are 320x240), I decided to use only panoramas instead of tilesets, so I could do some work on the graphics. The process of making each map is not the same, because for some of them I used tileset as references, for some I used pictures, and for others I used complete maps ripped from other games. Here's how I'm making the dungeon map:



1. Using colored tiles, I made a basic layout of the map, considering the objects that'll be on it;
2. I got some random dungeon tileset, and filled the previous layout with actual tiles;
3. Took a screenshot from the map, saved as an image. Changed some basic color/saturation/lightness/hue attributes;
4. Shadows, shadows, and more shadows.

Now I save the final product as a panorama, and don't use a chipset at all.
I want to give this game a visual identity, so I'm putting much work in each of the maps. All of them have at least 2 layers of pictures beside the panorama (not only overlays).
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