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Progress Report: Dramatic News...???
Creation- 08/15/2011 01:47 AM
- 1488 views
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
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
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This is a good idea. Way too many people don't realize you don't always need to have map exploration to make a good game.
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