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Miscellaneous
Must Get More Makerscore Than Babby
Illustrious
0 post(s)- 06/20/2011 02:53 PM
- 369 views
Kinda funny how the little keyboard masher has more makerscore than me. This should fix it. Throw down, Babby. It's a makerscore duel. <3
Battle Systems:
For the last two weeks I have been trying to think up my own original battle system. I was trying to think outside the box of the sideview/frontview/ABS models. Well, nothing really came to me. Then images came to my head of people who tried so hard to make their battle systems "original" that what really came of it was a tacky or unplayable mess. I guess it's a better principle to focus on my strengths and it's not battle system innovation.
Maybe it's just me, but at this point it feels like everything in VX is side view Yanfly and Kaduki. I got to thinking maybe it would be refreshing to see more front view battle systems done well. It's not mind blowing, but it seems like something I would want to do. I am getting to feeling that side view is the new default boring, but I don't want to say it is a bad system, it's popular for a reason. Another take on the issue is that front view was the style of the original FAD game, so it does keep with tradition. I really want to decide what I am doing soon.
Battle Systems:
For the last two weeks I have been trying to think up my own original battle system. I was trying to think outside the box of the sideview/frontview/ABS models. Well, nothing really came to me. Then images came to my head of people who tried so hard to make their battle systems "original" that what really came of it was a tacky or unplayable mess. I guess it's a better principle to focus on my strengths and it's not battle system innovation.
Maybe it's just me, but at this point it feels like everything in VX is side view Yanfly and Kaduki. I got to thinking maybe it would be refreshing to see more front view battle systems done well. It's not mind blowing, but it seems like something I would want to do. I am getting to feeling that side view is the new default boring, but I don't want to say it is a bad system, it's popular for a reason. Another take on the issue is that front view was the style of the original FAD game, so it does keep with tradition. I really want to decide what I am doing soon.
Miscellaneous
How Rpgmaker Was Life Changing
Illustrious
2 post(s)- 06/17/2011 07:55 AM
- 979 views
Year after year, I get a lot of rewarding experiences designing games or else I wouldn't still be doing it. This blog is about the event that mattered most.
In 2006 I am working on a game and decide I am in need of a few very specific sound effects. Going to a lot of sites that offered .wav files, I could not find what I needed. The idea occurred to me that I would try to find my gaming sound effects from looking inside other games. The first thing I download is the game Knight Online. My intent was to seek out the sound effects, but then I thought maybe I would actually see if it was fun to play the game. Frankly, it's the kind of game you want to put down once you see any of it. Hardly anyone spoke English and the general population was mostly Turkish. I did not know what to do in an online game where I was not able to talk to anyone. Hackers run rampant and the admins were corrupt and would take bribes. I had enough of it really quick and I never even found the kind of sound files I wanted. I was just about to delete the game before I went to work. Since I was in a rush, it had to wait until later.
When I got home, I was going to follow through with my intention of deleting the game. It's just that there was one location that I was still curious enough to explore. I told myself, that I was going to play in this area for around ten minutes and then be done for good. I am farming a creature and this guy comes out of nowhere and starts stealing my kills. I yell at him for this, and he apologizes to me. The best part of yelling at him was how he learned I spoke English. He was building an English speaking guild. I join a really awesome group of people and decide it is worth staying in the game. Days later, I come home from work anxiously wanting to play. A new girl has joined the guild and she becomes the most endearing woman I have ever talked to. It's love and I move across the country to stay with her. Verlena Frequency starts being made as a sort of love token for her.
Before this happened, I never aimed for much. I was content, despite believing there was no right person out there for me. Happy even though my job did nothing more than afford rent and food and internetz. Then, I never knew how good it would become. Now I have an amazing wife, my own home, and a really awesome extended family. Happy second anniversary 6/20/11 !
When something good comes into my life, I really think about how perfectly things had to go for it to happen. One different turn you see as insignificant can change you profoundly. If I was not involved with rpgmaker, there would have been no spark for me to set off that course of events. Same with me delaying the deletion of a game folder or even choosing to yell at some random guy. Funny, funny life.
In 2006 I am working on a game and decide I am in need of a few very specific sound effects. Going to a lot of sites that offered .wav files, I could not find what I needed. The idea occurred to me that I would try to find my gaming sound effects from looking inside other games. The first thing I download is the game Knight Online. My intent was to seek out the sound effects, but then I thought maybe I would actually see if it was fun to play the game. Frankly, it's the kind of game you want to put down once you see any of it. Hardly anyone spoke English and the general population was mostly Turkish. I did not know what to do in an online game where I was not able to talk to anyone. Hackers run rampant and the admins were corrupt and would take bribes. I had enough of it really quick and I never even found the kind of sound files I wanted. I was just about to delete the game before I went to work. Since I was in a rush, it had to wait until later.
When I got home, I was going to follow through with my intention of deleting the game. It's just that there was one location that I was still curious enough to explore. I told myself, that I was going to play in this area for around ten minutes and then be done for good. I am farming a creature and this guy comes out of nowhere and starts stealing my kills. I yell at him for this, and he apologizes to me. The best part of yelling at him was how he learned I spoke English. He was building an English speaking guild. I join a really awesome group of people and decide it is worth staying in the game. Days later, I come home from work anxiously wanting to play. A new girl has joined the guild and she becomes the most endearing woman I have ever talked to. It's love and I move across the country to stay with her. Verlena Frequency starts being made as a sort of love token for her.
Before this happened, I never aimed for much. I was content, despite believing there was no right person out there for me. Happy even though my job did nothing more than afford rent and food and internetz. Then, I never knew how good it would become. Now I have an amazing wife, my own home, and a really awesome extended family. Happy second anniversary 6/20/11 !
When something good comes into my life, I really think about how perfectly things had to go for it to happen. One different turn you see as insignificant can change you profoundly. If I was not involved with rpgmaker, there would have been no spark for me to set off that course of events. Same with me delaying the deletion of a game folder or even choosing to yell at some random guy. Funny, funny life.
Miscellaneous
Bio of the Lead Character
Illustrious
0 post(s)- 06/14/2011 06:09 AM
- 206 views
Cannon Alexander:
In the old world he was a machinist. He smelled of oil, was very creative and worked with his hands for countless hours a day. Like many a good machinist, he feels everything ever made could use a good deconstruction now and then. For him, this has evolved into an affinity for blowing things up. Petty mischief has gotten him into enough trouble that he was given a choice to serve jail time or pioneer the uncharted lands of Exodus. Cannon is short fused and volatile. He has no patience for hearing people's long stories or anyone who seeks to change his mind about anything. While not meaning to be mailicious, he generally views other people as a means to his own ends, and always insists things are done his own way.
Weapon of Choice: Crossbow
In the old world he was a machinist. He smelled of oil, was very creative and worked with his hands for countless hours a day. Like many a good machinist, he feels everything ever made could use a good deconstruction now and then. For him, this has evolved into an affinity for blowing things up. Petty mischief has gotten him into enough trouble that he was given a choice to serve jail time or pioneer the uncharted lands of Exodus. Cannon is short fused and volatile. He has no patience for hearing people's long stories or anyone who seeks to change his mind about anything. While not meaning to be mailicious, he generally views other people as a means to his own ends, and always insists things are done his own way.
Weapon of Choice: Crossbow
Miscellaneous
RMVX is Square
Illustrious
7 post(s)- 06/12/2011 09:24 AM
- 2466 views
One thing I value in any game is consistency. Up to this point, I think I have made the most of the blocky rtp that comes with VX. It's really not as bad as some people say; I like what I have done with it. Recently, a lot of tile sets have come out that really help a person give a game more shape. With that in mind, I plan to take my map design in a new direction. What's to come will be far less blocky.
When I hit a stumbling block in game design, I work on maps to stay productive. I have somewhere around 70 maps that should make the cut already. If I go along with my plan, I will have a load of square maps and a lot of others full of shape. I am guessing this will really be seen as inconsistent. Then I had this idea of compromise. The game starts out travelling through a dream, and maybe these maps will be the ones that are square. The dream will account for the blocky perception. Once all heroes arrive in the new world maybe I can have it come to life with shape. The game has a lot of ambition, but also a lot of work already poured in. Last thing I want to do is backtrack and redo.
When I hit a stumbling block in game design, I work on maps to stay productive. I have somewhere around 70 maps that should make the cut already. If I go along with my plan, I will have a load of square maps and a lot of others full of shape. I am guessing this will really be seen as inconsistent. Then I had this idea of compromise. The game starts out travelling through a dream, and maybe these maps will be the ones that are square. The dream will account for the blocky perception. Once all heroes arrive in the new world maybe I can have it come to life with shape. The game has a lot of ambition, but also a lot of work already poured in. Last thing I want to do is backtrack and redo.
Miscellaneous
Forever Across Dreams Introduction/Reflection
Illustrious
2 post(s)- 05/24/2011 07:04 AM
- 1498 views
The Trembling Captive is the first book of the Forever Across Dreams series. Two other chapters of the following book have been made in rm2k. Now reflecting on some history...
2000: Forever Across Dreams is one of the first rm2k games to be released. It was my first game and did really well as far as that goes. It had a following in some international communities and was picked up by a couple non RM sites. In 2005 it recieved a Misao award for unique details put into the game. This one town, one dungeon demo was packed with lots to do in such a small space. Story and atmosphere were it's strong points. The mapping and my battle system are some things I wish I did better.
RM was really fun in those times. I wouldn't say there was such things as standards then, anything went. It was all about making something crazy or creative (or making your own game called final fantasy). There were lots of games about the community and our flame wars, games about skateboarders vs. demons, games where the creator and his friends were protagonists. Sometimes I miss the randomness of these old games. http://rpgmaker.net/games/2502/ is an example of a game that has that old school kind of flavor.
2001: Angels of Exodus is an alternate chapter of FAD. it takes place in a period of time omitted from the first game. Notable improvements were made to visual presentation and storytelling. It won a monthly gaming award on Don Miguel's site and is the game most people knew me for. I wouldn't have changed much about this game other than actually completing it.
2002-2003: I walk away from game making.
2004-2007: I return to rm to find a much smaller community than there used to be. Many old friends left the scene and most people who were still around became rpgmaker.net. I cancel FAD/AOE to try new projects. This is the era where many projects died along with my hard drives.
2008-2011: Verlena Frequency is my big project. The game goes on haitus after deciding rm2k3 is frustration to continue working with and the community appears to lean in favor of rmxp/vx now. Rm2k3 looked nice on the old square monitors but is just horrible to see stretched in widescreen. I am not sure if anyone would bother to adjust an rm2k3 game just to see it in the old resolution.
The Trembling Captive: This game gives a look into the events that shaped the world of my earlier two games, but whether or not you have played them does not matter.
I am rebooting the series from this chapter and those allusions are just easter eggs.
2000: Forever Across Dreams is one of the first rm2k games to be released. It was my first game and did really well as far as that goes. It had a following in some international communities and was picked up by a couple non RM sites. In 2005 it recieved a Misao award for unique details put into the game. This one town, one dungeon demo was packed with lots to do in such a small space. Story and atmosphere were it's strong points. The mapping and my battle system are some things I wish I did better.
RM was really fun in those times. I wouldn't say there was such things as standards then, anything went. It was all about making something crazy or creative (or making your own game called final fantasy). There were lots of games about the community and our flame wars, games about skateboarders vs. demons, games where the creator and his friends were protagonists. Sometimes I miss the randomness of these old games. http://rpgmaker.net/games/2502/ is an example of a game that has that old school kind of flavor.
2001: Angels of Exodus is an alternate chapter of FAD. it takes place in a period of time omitted from the first game. Notable improvements were made to visual presentation and storytelling. It won a monthly gaming award on Don Miguel's site and is the game most people knew me for. I wouldn't have changed much about this game other than actually completing it.
2002-2003: I walk away from game making.
2004-2007: I return to rm to find a much smaller community than there used to be. Many old friends left the scene and most people who were still around became rpgmaker.net. I cancel FAD/AOE to try new projects. This is the era where many projects died along with my hard drives.
2008-2011: Verlena Frequency is my big project. The game goes on haitus after deciding rm2k3 is frustration to continue working with and the community appears to lean in favor of rmxp/vx now. Rm2k3 looked nice on the old square monitors but is just horrible to see stretched in widescreen. I am not sure if anyone would bother to adjust an rm2k3 game just to see it in the old resolution.
The Trembling Captive: This game gives a look into the events that shaped the world of my earlier two games, but whether or not you have played them does not matter.
I am rebooting the series from this chapter and those allusions are just easter eggs.
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