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Kafkaesque

Kafkaesque...has nothing to do with this blog. I was going to call it the List but I thought the new title sounded cooler.

Anyway, in my last blog, I hinted that making a game is a source of endless work. Well, one might argue that if you enjoy it that it's not work I suppose. But, that's not really what I am writing about today. Today's blog is more or less is about organizing my "endless work" into a list of things that are on the horizon for Dragon Warrior Tactics. I suppose this serves the purpose of helping me organize my own thoughts and direction while informing my watchers or subscribers what is happening.

A few days ago, I posted about the battle algorithm in Dragon Warrior Tactics. You know, for how much people complain about blogs with little substance, I feel like I posted something that really wasn't all that profound but received some really good responses about battle algorithms. As a result, one of the thing's I'm adding to the to-do list is experiment with the battle formula per the posts on that blog.

Right now I am focusing on the storyline. Since the story branches, I am actually making multiple threads all at the same time in chronological order. So, I'm going to continue working on that.

In a recent thread at the forums, I said that people don't always put things on the internet (their work) because they want feedback. That is to say, feedback isn't the primary motivator behind the person posting it. However, that doesn't mean that said person is against receiving any and all feedback. I'm sure there are varying degrees of how welcome this or that comment is. But in general, I am pretty happy with the feedback I've received. As I stated above, it really gave me some good info to use with my battle algorithms, but some of the posters also gave some things to think about with my graphics. I have a few non-8bit graphics in the game and some of the suggestions that I change them have really made me re-review those images. Consequently, I am probably going to go back and try switching some things to match the 8 bit theme (like window frame, background, equipment graphics, etc.) Whether or not I keep the changes is anyone's guess but at the very least I will be comparing the different styles and options.

Another thing I want to add is my "end game". I don't mean the ending to the game, I mean that thing that happens once the player reaches the later stages of the game. I have some ideas that I'd like to integrate into the game. I know that you the reader would probably prefer more specifics but I hope it helps just to know that I am making this area a focus of attention because I think there is some fun to be had in giving the player that extra mile.

I was out of game making for a couple of months and getting back into the swing of things was really difficult at first. It was hard for me to get motivated again. I wasn't really interested in the game (at least not as much as I was before I left). But now that I have done a couple weeks worth of work on the game, I feel like I am starting to get more productive.

To summarize, this is a list of some of the things I want to do next:

1. Continue branching storyline
2. Continue job class system
3. Implement mercenary system
4. Experiment with new algorithms
5. Work on endgame
6. Compare straight 8 bit graphics with hybrid graphics
7. Create x system (Hasn't been named or discussed yet but I am pretty excited about it. It's a new system I hope to add to the game that will prob be integrated with the day/night and mercenary system. I'll release more info on it later.)

Looking at the list, I should probably do the algorithm work before I continue the storyline so that I can take care of the battles without having to redo them. However, today, I think it might be time to look at the job classes and mercenary system!

Stay tuned!