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Progress Report

Report Progress #6: New Things Abound!

Well, it’s been a while but it’s about time for an update.

Before actually going any further, I’d like to thank my (cyber)friends over at level up for all their support, suggestions and ideas. Their implication has made a tremendous difference in my motivation regarding the game. A special thanks to Zeus for all his scripting help and Rots for his delightful music.

Gameplay


Ok, this is where things get interesting.
The combat mechanics for Slimongo have been reviewed and expanded. First of all, everything in battle comsumes Chi.

1. Chi
is not only used for attack and defense, it’s also used for special skills (healing, summoning a thunderstorm, etc…). Chi can be replenished by using the “Focus” command which replaces “defend” which I always considered close to useless in rpg games.

The video will give you a better idea about how this all works out but suffice to say that managing your chi will be an important part of combat, think of it as the management of stamina. Your main character becomes more tired as he avoids blows, attacks or uses special abilities.

Note that in order to use special abilities you need to reach a certain minimal combo in order for the skill to activate. The more powerful the skill, the higher the required combo.

You'll probably notice that you can now use Chi for defence. The higher your defence combo, the less damage you'll take (the more your armor will provide protection).

Viable strategies include conserving some chi before the end of your turn in order to be able to reduce the oncoming damage of the enemies or saving up some chi in order to cast a special ability.

So here's the latest video:


Speaking of video, here's an ancient video to give you a better idea as to what Slimongo used to look and play like back in the days:

Better brace yourself!



2. Whenever the player makes a mistake when trying to identify Japanese vocabulary, the mistake is now displayed in order for the player to learn where he or she messed up. This was a suggestion coming from another forum and I do think it will make quite a difference.


This is where the correct answer appears.

3. A new gauge now shows up to indicate the approximate remaining health of your foes. I designed the original gauge and the one displayed in the video is an edit by Shin.

Graphics

Well, the game has certainly come a long way from its humble beginnings. Just for fun, I figured I’d show you one of the early maps of the project. This is encouraging to look at however, to see how everything has progressed so much.


Humble beginnings (the faceset is kind of nice though)

The way it looks now (kind of):

The very beginning tutorial.

The game has taken a turn for pixel art, which is a new passion of mine. I’ll still keep the older maps which were hand drawn but I’ll be focusing on pixel art from now on. You can find more about my creations in my thread over here.

What's Next?
Issues I’m aware of and trying to fix:
-the scroll animation is messed up. It will be fixed soon.
-the gauge is a bit small, will probably make it bigger.

Miscellaneous

Progress Report: Dramatic News...???

I was drawing my tileset the other day and I realized that this game would never get finished, let alone get a demo if I continued at that rhythm. I draw about an element a day and quite frankly that’s about the part I dislike the most.

It also dawned on me that the whole purpose of the game was to learn Japanese while having fun. The exploration phases of the game were the aspects of the game that appealed the least to me. I also have close to interest in creating maps.

This is why I’ve decided to handle the project in a completely different tangent.

Much like in the way Fire Emblem doesn’t have any exploration and is focused on battle, Slimongo will be the same. Dialogues and story elements will be revealed in between battles and the actual gameplay will focus on the battles themselves.

This is actually a good thing as I’ll have more time customizing more weapons. I’m also thinking of implementing an achievements system.

For me, this means doing what I enjoy most while still creating a game which will be interesting. There are plenty of RPGs for exploration and Slimongo won’t be one of them.

I think the fun will come from using various weapons and skills (players only equip a limited amount of skills/weapons). This will means the player will have to make strategic decisions depending on the foes he’s going to face.

I’m actually pretty confident about this. Punch Out was an awesome game and it only focused on combat, I’d like Slimongo to be an RPGesque Punch Out where you actually learn Japanese vocabulary while having fun. Each enemy will be unique (graphically and otherwise) and I'm quite certain the game will still be fun.

For those who are disappointed by this sudden turn of event, tell yourself that the game would’ve probably never seen the light of day otherwise. Besides, it’ll still be fun as long as you know what you’re getting yourself into.

I think I did the mistake that everybody make every once in a while of being too ambitious. Since I refused to use rip or rtp, drawing everything from scratch seemed like the logical choice. I now realize how much work (and time) this involves and better understand people who'd rather stick to a game with rip graphics then no game at all.

Thanks for reading,

Yours,

Creation

Miscellaneous

Slimongo: Progress Report

Greetings fellow Slimongo Followers.

Since it’s been more than 3 months since the last update, I figured now might as good a time as any to write up a little progress report.

Music by Roi of the Suisse
Everything music related is pretty much wrapped up for the first demo. The only thing missing is the Game Over jingle but that shouldn’t be too long now.

Tileset
I’ve been drawing a few new elements for the tileset:





This slime house is a WIP (the windows are there to determine which one would be the best choice):

Some older stuff:


(the star flower was an idea of Ketsumio)



NPC (PC?):
A few new characters. I can't really go into detail about them just yet because I don't want them to be shallow/stereotypes. Those are more like character concepts if you will. They'll be in the game but I'm just not sure what role they will play yet.


(I don't like the pixelized lineart which means I might dump Manga Studio for good and use some other software for this).

No name yet, possibly a romantic interest (I messed up the hair, might have to redo it):


Some minor NPC:


Some other minor NPC, not even sure I'll use this one (it's been drawn a while ago and it shows):


Slimongo's Sensei, might turn out to be his rival:


The Ghost Samurai, will serve as the fairy in Zelda, providing hints and tips about the gameplay and the like:


Sarusan, the heir of the Monkey Kings. Will play the role of a merchant.


Battler:
(concept idea from Dragon Quest, reference used):






Scripts and Codes by Zeus
I'm waiting for the rest of the equipement script. I have part of it but I don't want to show anything just yet. What I can tell you is that it's the sweetest looking menu system I've ever seen in an RPG Maker game. It's just really cool, simple and fun to look at. Each weapon has its own word bank which will be displayed, special attacks require a certain combo to activate (a string of correct words).

What's Next?
Not sure. I'm moving in my new flat and I won't have the internet. I'll probably draw more but share less what I'm doing. Don't worry if you don't hear from the game for a while, I'm most probably still working on it. I don't like to write up to blogs without content, I find it can quickly become a bad habit and you end up ''advertising'' more than working on the actual game.

My main concern at the moment is the various art styles which would probably clash with one another. This is because the drawings were done at various points in time with various references.

Anyways, we'll see. Thanks for reading!












Miscellaneous

Slimongo: Learn Japanese with an RPG, Technical Demo #2

Hideliho!

It's been a while since my last blog but that is not to say I haven't been busy.
Zeus81 and I have been fixing some stuff from the last battle video.
Here's the list from the top of my head:
*Number of hits
*New attack animation
*Damage is displayed on top of enemies as opposed to being in the window (that used to bother me quite a bit actually. I'm glad it's fixed).

There are also two new songs by Roi of the Suisse. The battle song and the forest song. You won't hear the forest song in the Dream World but I decided to put it in anyway to give you an idea as to how the game will sound like.

You'll notice I wander around in this video, it's because I want you guy to have some time to listen to the music.

Dialogue is not definitive but it should give you an idea about the tone of the game.

I've added two NPCs to the map as well.

Previous version:


Here's the new video, enjoy:

I'm not confident about the star shadows, let me know what you think. Comment and Criticism welcome and encouraged.

What does the future hold?
I'm discussing with Zeus81 right now to implement a whole new strategic layer to combat... It's nothing definite yet but let me tell you it will take the gameplay to a whole new level.

Miscellaneous

Learn Japanese with an RPG...

Slimongo: Blog #2

After reading the last comments left on my blog, I realized it really wasn’t obvious what my game was about this is why I will clarify the purpose of Slimongo, an RPG Educational game.



Whenever a battle take place, attacking is different than most other RPG. In order to hit the opponent, the player has to type the romaji for whichever character randomly displayed on screen (in this case, ‘’ma’’).

If the answer is correct, the player hits the opponent and can chain another attack. This is the combo system. The player can keep on attacking up to a maximum of five consecutive hits. The amount of hits are then displayed as well as a different word depending on how many attacks the player managed to link in a row (think Devil May Cry).



Weaker weapons use easy words to translate to romaji (the kana) while more powerful weapons use kanji or full, complete words.

Doing combo requires Chi Points (MP) which need to be replenished by using the ‘’focus’’ command.

Agility determine how long you have to chain combos (notice the red bar on the left with the clock on top).

There is still more to be said but this will have to wait for my next blog about Slimongo: Rise of the Slombies.

Miscellaneous

Slimongo Battle System

I've already posted this in the screenshot section so from now on I'll just use one or the other as otherwise it'll look like spam.



I'm currently working on mapping the village.
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