Add Review
Subscribe
Nominate
Submit Media
RSS
Miscellaneous
Farewell, Hiatus!
Greetings,
Long time no see! I am happy to say that DM is off hiatus and that I am energetically working toward a first release. The next few culminating weeks of the semester will definitely get in the way, but come May I should have ample time to get a demo out.
I have started to write a working outline to better conceptualize the themes and path of the story I want to tell. It seems that the existential factors of death anxiety, freedom/responsibility, meaninglessness, existential isolation, and love/power that I want to discuss will fit into place well. It should result in a wonderful cocktail of intrigue and unnerving that I hope makes people think as well as be entertained.
Thanks for reading!
~Dylan
Long time no see! I am happy to say that DM is off hiatus and that I am energetically working toward a first release. The next few culminating weeks of the semester will definitely get in the way, but come May I should have ample time to get a demo out.
I have started to write a working outline to better conceptualize the themes and path of the story I want to tell. It seems that the existential factors of death anxiety, freedom/responsibility, meaninglessness, existential isolation, and love/power that I want to discuss will fit into place well. It should result in a wonderful cocktail of intrigue and unnerving that I hope makes people think as well as be entertained.
Thanks for reading!
~Dylan
Miscellaneous
Progress and Advice - Following Your Amusement
Greetings!
The bug fixing continues, slowly but surely. One of the bugs was that I forgot to finish a few maps, so I have been creating those over the last couple of days. One of them includes a library that I have spent entirely too much time on, but it should be a welcome addition to those who enjoy examining all the little extras in RPGs.
Speaking of enjoyment, I wanted to share an approach of mine that may prove helpful to fellow RPG makers. As this is a one-man project, it is easy to become overwhelmed by the numerous tasks required to produce an RPG. My solution to combat feelings of impossibility is to let my amusement and interest direct my creation. For instance, minor bug fixing is a bore and monotonous to me so I often get discouraged when faced with pages of slight alterations to make. This obviously inhibits my motivation to create and it follows that production decreases.
In retaliation, I step back and consider all the tasks to accomplish and ask myself what would be most pleasant to work on. Today the answer was map building and charset creation, so I devoted my time and energy toward these avenues. Because I was interested in these aspects of development, I thoroughly enjoyed my "work" and feel the results were better because of it. Sure the irritating minor bug fixes remain to be done, but progress has been made in a pleasing way elsewhere (consisting of things that must be done eventually as well) rather than begrudgingly grinding through a source of uncomfortableness. Oftentimes I find that working in a pleasant environment toward an interesting goal inspires one to confront the tasks that are less desirable.
Progress does not have to signal spirit-crushing; whenever work can be transformed into play, wonderful things happen.
Thanks for reading,
~Dylan
The bug fixing continues, slowly but surely. One of the bugs was that I forgot to finish a few maps, so I have been creating those over the last couple of days. One of them includes a library that I have spent entirely too much time on, but it should be a welcome addition to those who enjoy examining all the little extras in RPGs.
Speaking of enjoyment, I wanted to share an approach of mine that may prove helpful to fellow RPG makers. As this is a one-man project, it is easy to become overwhelmed by the numerous tasks required to produce an RPG. My solution to combat feelings of impossibility is to let my amusement and interest direct my creation. For instance, minor bug fixing is a bore and monotonous to me so I often get discouraged when faced with pages of slight alterations to make. This obviously inhibits my motivation to create and it follows that production decreases.
In retaliation, I step back and consider all the tasks to accomplish and ask myself what would be most pleasant to work on. Today the answer was map building and charset creation, so I devoted my time and energy toward these avenues. Because I was interested in these aspects of development, I thoroughly enjoyed my "work" and feel the results were better because of it. Sure the irritating minor bug fixes remain to be done, but progress has been made in a pleasing way elsewhere (consisting of things that must be done eventually as well) rather than begrudgingly grinding through a source of uncomfortableness. Oftentimes I find that working in a pleasant environment toward an interesting goal inspires one to confront the tasks that are less desirable.
Progress does not have to signal spirit-crushing; whenever work can be transformed into play, wonderful things happen.
Thanks for reading,
~Dylan
Miscellaneous
Progress 6/22/10 - Squashing
Greetings,
Bugs from the complete run-through are being fixed as frequently as possible - I nearly have one of the two pages completed. After there are no more glitches, I will be moving on to completing the custom menu system, or at least I will open up the basic menu for the first release. That way, players will actually be able to equip armor and heal outside of battle. Imagine that!
Stay tuned!
~Dylan
Bugs from the complete run-through are being fixed as frequently as possible - I nearly have one of the two pages completed. After there are no more glitches, I will be moving on to completing the custom menu system, or at least I will open up the basic menu for the first release. That way, players will actually be able to equip armor and heal outside of battle. Imagine that!
Stay tuned!
~Dylan
Miscellaneous
Progress 6/16/10 - Playing Leads to Problems
Greetings,
I finished a complete playthrough yesterday and came out with two hand-written pages of bugs and issues. These will go into the master working list and become my priority after I finish creating the rest of the maps required for the first release.
Some goofy glitches:
- Player trespasses on sacred ground and the guard who is aware of him stands motionless.
- 1st boss talks in a happy pink color. Intimidating!
- During storyline event, screen fades out to conceal teleport and next event begins completely in the dark.
- Attempts to walk to north or northeast of a castle are squashed, because these maps are not made yet...
I really, REALLY need to get to coding the custom menu system since right now you cannot heal or use any items outside of battle. I am guessing players would like using the nice equipment they collect, let alone being able to heal themselves outside of combat where they are not being ruthlessly pummeled.
Continuamos!
~Dylan
I finished a complete playthrough yesterday and came out with two hand-written pages of bugs and issues. These will go into the master working list and become my priority after I finish creating the rest of the maps required for the first release.
Some goofy glitches:
- Player trespasses on sacred ground and the guard who is aware of him stands motionless.
- 1st boss talks in a happy pink color. Intimidating!
- During storyline event, screen fades out to conceal teleport and next event begins completely in the dark.
- Attempts to walk to north or northeast of a castle are squashed, because these maps are not made yet...
I really, REALLY need to get to coding the custom menu system since right now you cannot heal or use any items outside of battle. I am guessing players would like using the nice equipment they collect, let alone being able to heal themselves outside of combat where they are not being ruthlessly pummeled.
Continuamos!
~Dylan
Miscellaneous
Progress 6/14/10
Greetings!
A lot of this past weekend was devoted to production, from bug fixing to gathering resources to creating new content. Here's a rundown:
1. Squashed bugs in seven maps, including a major graphical one (some events set to continuous movement instead of fixed direction) and a level-oriented one that would have been a game killer. Most of the two-year old code bugs have been vanquished now.
2. Gathered a bunch of potential music from the Newgrounds Audio Portal (http://www.newgrounds.com/audio). If you haven't taken advantage of this wealth of Creative Commons pieces yet, I highly advise you to do so!
3. Created charsets for one of the antagonist empires using the Charas Character Generator.
4. Created five new maps - three Field maps, the first transportation service map (fun!), and the first town map. It took me a bit to remember how the RTP town chipset roofs work, but I am happy with the results.
5. Placed units for the event that takes place in the first town (those created in #3). Implementing the dialogue for this scene will be a top priority now.
6. Messed around with the RM2K3 Font Changer (http://www.rpgrevolution.com/forums/?showtopic=10523) a bit, but didn't find a worthwhile font to change to. I am open to suggestions on how to make my font a bit more eye-pleasing. If you readers have any, please let me know!
7. Downloaded RMTool, an external program that counts used resources so I can cut the fat before releasing the first demo. It's handy!
8. Changed up the System and System 2 graphics. I edited the System 2 graphic so there was no image associated with the time bar, as it was clashing up against the aura numbers in battle.
9. Performed a number of partial testplays to check new content.
10. Came up with more plot content based off of the transportation services and those who run it. Greedy mages, anyone?
This week marks my final week of employment for the next five years or so. The extra free time will be quite helpful for development. Furthermore, I am quite motivated to devote a lot of time to my project by this blog and from playing other RPG Maker and indie games, so things are looking good. If I can get a first release out before beginning my graduate program on August 30th then I would be overjoyed, so that's the aspiration!
Keep checking in and I will keep updating. Thanks for reading!
~Dylan
A lot of this past weekend was devoted to production, from bug fixing to gathering resources to creating new content. Here's a rundown:
1. Squashed bugs in seven maps, including a major graphical one (some events set to continuous movement instead of fixed direction) and a level-oriented one that would have been a game killer. Most of the two-year old code bugs have been vanquished now.
2. Gathered a bunch of potential music from the Newgrounds Audio Portal (http://www.newgrounds.com/audio). If you haven't taken advantage of this wealth of Creative Commons pieces yet, I highly advise you to do so!
3. Created charsets for one of the antagonist empires using the Charas Character Generator.
4. Created five new maps - three Field maps, the first transportation service map (fun!), and the first town map. It took me a bit to remember how the RTP town chipset roofs work, but I am happy with the results.
5. Placed units for the event that takes place in the first town (those created in #3). Implementing the dialogue for this scene will be a top priority now.
6. Messed around with the RM2K3 Font Changer (http://www.rpgrevolution.com/forums/?showtopic=10523) a bit, but didn't find a worthwhile font to change to. I am open to suggestions on how to make my font a bit more eye-pleasing. If you readers have any, please let me know!
7. Downloaded RMTool, an external program that counts used resources so I can cut the fat before releasing the first demo. It's handy!
8. Changed up the System and System 2 graphics. I edited the System 2 graphic so there was no image associated with the time bar, as it was clashing up against the aura numbers in battle.
9. Performed a number of partial testplays to check new content.
10. Came up with more plot content based off of the transportation services and those who run it. Greedy mages, anyone?
This week marks my final week of employment for the next five years or so. The extra free time will be quite helpful for development. Furthermore, I am quite motivated to devote a lot of time to my project by this blog and from playing other RPG Maker and indie games, so things are looking good. If I can get a first release out before beginning my graduate program on August 30th then I would be overjoyed, so that's the aspiration!
Keep checking in and I will keep updating. Thanks for reading!
~Dylan
Miscellaneous
Responsibilities Waning, Production Increasing
Greetings,
Not a lot of production has taken place since I posted the initial information on RMN, mostly because other obligations have been ransacking my creative time. In the last month I have had two large work-related projects, numerous forms to submit to graduate school, the loss and memorial of a friend, my graduation and honors ceremony, and the graduation ceremonies of both my brother (AA) and mother (MSW) to tend to. Now that all those things are out of the way and I have only a week of employment left, I am ready to get back to actualizing this labor of love!
I originally planned to implement a caterpillar system in Damnatio Memoriae, but I decided to scrap it due to the immense and tedious event creation it requires. Furthermore, I don't think it really adds to the gameplay that much and in some instances damages the encounter system by either blocking enemies from colliding with the hero or making it too difficult to avoid aggressive encounters (if a battle triggers upon any team member being run into). In exchange, I am scheming a team leader system that would not only allow players to choose which avatar symbolizes the party on-screen, but could also add perks to the party in and out of battle.
Looking at my working list of issues and absences, I have a lot of fine-tuning and playtesting to do before a first release will be ready:
Enemy sight radius scripting needs to be added to a lot of aggressive enemies in the first area and The Field. I also need to create some new enemies for The Field (which consists of multiple event scripting, creation in the database, creation of an enemy group in the database, and creation of a charset for each) and balance them.
The custom menu system needs to be at least half usable before first launch to enable players to camp. Additionally, the camp system script is not completed yet, so that is another priority.
There are plenty of minor bugs popping up in the first town-type area, so I'll have to delve into some coding that is two years old (!) and figure out what is funny.
A couple of maps of The Field are just placeholders right now, devoid of decoration and NPCs.
The second town needs to be created and the story events need to be added, although the dialogue has been written and even some NPC banter is scripted already.
It's obviously too early to tell when a release will be ready, but as soon as I have some idea I will be posting a tentative date. Throughout production I will be blogging to keep those interested aware of the developments.
Thanks for reading! Stay tuned!
~Dylan
Not a lot of production has taken place since I posted the initial information on RMN, mostly because other obligations have been ransacking my creative time. In the last month I have had two large work-related projects, numerous forms to submit to graduate school, the loss and memorial of a friend, my graduation and honors ceremony, and the graduation ceremonies of both my brother (AA) and mother (MSW) to tend to. Now that all those things are out of the way and I have only a week of employment left, I am ready to get back to actualizing this labor of love!
I originally planned to implement a caterpillar system in Damnatio Memoriae, but I decided to scrap it due to the immense and tedious event creation it requires. Furthermore, I don't think it really adds to the gameplay that much and in some instances damages the encounter system by either blocking enemies from colliding with the hero or making it too difficult to avoid aggressive encounters (if a battle triggers upon any team member being run into). In exchange, I am scheming a team leader system that would not only allow players to choose which avatar symbolizes the party on-screen, but could also add perks to the party in and out of battle.
Looking at my working list of issues and absences, I have a lot of fine-tuning and playtesting to do before a first release will be ready:
Enemy sight radius scripting needs to be added to a lot of aggressive enemies in the first area and The Field. I also need to create some new enemies for The Field (which consists of multiple event scripting, creation in the database, creation of an enemy group in the database, and creation of a charset for each) and balance them.
The custom menu system needs to be at least half usable before first launch to enable players to camp. Additionally, the camp system script is not completed yet, so that is another priority.
There are plenty of minor bugs popping up in the first town-type area, so I'll have to delve into some coding that is two years old (!) and figure out what is funny.
A couple of maps of The Field are just placeholders right now, devoid of decoration and NPCs.
The second town needs to be created and the story events need to be added, although the dialogue has been written and even some NPC banter is scripted already.
It's obviously too early to tell when a release will be ready, but as soon as I have some idea I will be posting a tentative date. Throughout production I will be blogging to keep those interested aware of the developments.
Thanks for reading! Stay tuned!
~Dylan
Pages:
1










