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Miscellaneous

KiraStar: The RSW Demo (update)

So it was broken! Whoops!

It's now fixed. Sorry about that!

Progress Report

KiraStar: The RSW Demo

So, the RSW Demo is now available.

I'd just like to mention a few things about the demo, so people don't get confused or angry or anything like that.

The Release Something Weekend is just a chance to show off what you're currently working on. It's not intended to be super polished or complete, just a rough idea of what I'm doing with KiraStar at the moment.

The game is perfectly playable, and is in a rather accurate state of what you can expect from either the real demo, or the first episode, depending on how I intend to handle the game.

I did want to have an awful lot more on show, but sadly time restraints prevented me from getting to that point. So, I hope you enjoy this sneak peak of what's to come, and I hope you guys enjoy it.

Feel free to leave any feedback or comments. :)

Progress Report

KiraStar: The First of Many Updates: Number II

Howdy folks! Me again! Just thought I'd let you all know how KiraStar's coming along. As I mentioned in the previous blog, I intend to have a demo available for the Release Something Weekend that's happening at the beginning of May.

I had my doubts whether it would actually be possible, as it seemed like there is still so much to do. However, I've spent the day tinkering away at it (and by day I mean, like, 14 hours straight), and managed to get two areas done. They're not exactly huge (my maps tend to be 82 x 82 tiles, or 2624 x 2624 pixels). These are connected areas, the Pleasant Valley and the Bugzy Backwoods, which serve as the game's introduction. Think of them as the tutorial levels. :)

I was also worried that I'd be rushing making resources (all my sprites are 100% original), but I think I've managed to make some pretty decent maps.

Anyway, what I'm trying to say is, I am very confident the demo will be done in time for the Release Something Weekend. Woohoo!

To close this blog out in style, here are some animated battlers. Two are pretty old, but one I made today. :)

Progress Report

KiraStar: The First of Many Updates: Number I

Hey all. Sorry it's been a little quiet around these parts lately. Just thought I'd like to give you all an update on the project, just so you don't think it's dead (again).

Over the past few weeks, I've been working with BurningTyger on some ideas and concepts for the game. He's been providing me with some totally awesome music (with some you can listen to here: http://rpgmaker.net/games/3304/media/936/), and it's been an absolute pleasure working with somebody else.

One of the major problems I have with any project I work on is a lack of focus. I get distracted rather easily, and often get influenced by other things and keep wanting to incorporate that into the game (as well as other things I do in my spare time). Ever since restarting the project (for the third time), it's been a little easier to stay focused, probably because I've had a much more refined image of what the game will be this time around. Working with BurningTyger has really helped me further polish and refine certain elements of the story, and it seems crystal clear in my mind how this little story will unfold, hopefully resulting in a much more enjoyable experience for you guys.

The goal at this moment in time is to try, and I'll try very hard, is to have a demo up for the Release Something Weekend at the beginning of May, as I think that would be pretty cool. However, I have no intention of rushing this project and making it sloppy. The first demo released was rather buggy, and I really did hate myself for that.

There's still a lot to do yet, and I'd just like to thank everybody who's shown support for this project so far. I'm really hoping it turns into something special, and that you guys enjoy it as much as I have making it.

I'll try and keep y'all posted about what's going on it the wonderful world of KiraStar. Again, thanks for the support, I love all of you!

~Dan

Miscellaneous

KiraStar: The Polybius Problem (basic plot)

Hey folks! So I've been tinkering away at KiraStar, mainly working on sprites and database work. Whilst doing that, I've been thinking of the basic story that will be told throughout the course of the game.

The plot is fairly basic, and mainly serves as a backdrop to some fantastical and (hopefully) imaginative locations. I figured I'd post the basic idea, and get some feedback from you lovely people.

So, here we go.

"Dan and Jack, two best buddies, live in the city of Brownstone. One day, Jack gets an e-mail from their old friend, Dr. Parsons, a scientist who lives on the outskirts of the city. He's apparently made a discovery, and wants to share the news with them.

So, the pair set off through Brownstone Park, into the Pleasant Valley (which is actually quite dangerous), to go and see him.

Once they arrive, he tells them all about his research on the KiraStar, which fell from the sky many hundreds of years ago, and it's apparently located right beneath their feet!

He's been tunneling away beneath the valley, and has uncovered some mysterious ruins, which, if his research is correct, was built in honor of the object. It's a little too dangerous for him to go take a closer look, so he figured "Hey, why not ask some kids to do it?". They agree, and off they go.

After some scraps and scrapes, the heroic duo find the KiraStar, and bring it back to the good doctor. Eager to study it's properties, he pops it in one his fancy machines, and begins to collect data.

However, something goes very wrong. The KiraStar begins to react, and suddenly breaks out of the machine and through the roof of Dr. Parson's lab. They give chase, and find it floating ominously above the valley.

The sky turns black, and the KiraStar begins to crack. Suddenly, without warning, it shatters into five pieces, which scatter in different directions!

...and where the KiraStar once floated, there is a black shadow. The figure announces itself as Polybius, the bringer of nightmares, and it would appear that our heroes have freed him from his eternal prison! Oh no!

Now, Polybius will now spread his darkness across the land! It looks like it's up to Dan and Jack to find the pieces of the KiraStar, and seal Polybius within once more!"


It's a fairly cliche story, I know. Find pieces to an object and save the world. One of the more "interesting" ideas is how Polybius spreads his darkness, his nightmares. He inflicts it on people around Brownstone. An early example is the owner of the local rock club: "The Crypt". If you visit there early in the game, it's just that, a rock club. However, once Polybius gets his hands on the owner, the interior is changed to a huge graveyard, filled with crypts and tombs that the owner is trapped within. So, as well as finding the KiraStar out of town, they must help the citizens within the town as well.

That's just an example, and the story is in it's early stages. Hopefully it'll be pretty interesting, but more importantly, fun.

And all this talk of darkness won't mean that the game's suddenly going to be straight faced and serious. At the end of the day, it's going to be rather silly.

That's it for now. Any input/ideas/suggestions would be greatly appreciated, and if you can think of a funky idea for a nightmare, well, why not let me know?

Thanks for reading!
~Dan

Progress Report

KiraStar Update (number four)

Well, it's been about a year or so since I last posted a blog about the current status of this project. It's been on hiatus for a while now, mainly because of my lack of focus.

One of my main problems when it comes to projects (especially video game related), is that I tend to draw inspiration from games I'm playing at that time, which often results in me overhauling everything and starting from scratch.

The last week or so, my fire for this project has been reignited, and it's not going to be changing drastically or anything like that. Just tweaks, improvements, and the like.

One of the things many people enjoyed about the original demo was the "Earthbound/Mother" feel the game had, and I had always took that as a massive compliment.

Which is why I'm pleased to announce that "KiraStar" will resume in that fashion.

I've been working on the improved Brownstone City, and it's looking great so far (in my personal opinion). I'll be posting screenshots once it's finished and fine tuned, but, so far, so good.

I just wanted to let you know (if anybody's still following this), that the game isn't dead. It's back on track and will remain my number one priority until it's finished.

Thanks for taking the time to read this. I just wanted to let you lovely folks know that this game still exists. :)

Announcement

KiraStar Update (the demo)

I'd just like to thank everybody who has downloaded and played the game, commented with suggestions, critique and the like. I'm very thankful for that.

However, by tomorrow evening I shall be removing the demo from the site. The demo is rather broken, unfinished, and lacks any kind of real polish. KiraStar is still heavily in development, and it's current form is VERY different from the demo. So I think it's best to remove it from the site, as I really don't want people to get the wrong impression about the game.

From my own personal experience with it's current state, and from what close friends have told me, it's much better. It's a lot smoother, looks nicer, and is just that little bit more interesting.

Fingers crossed, by the end of the month, a new demo will be up, full of content for you all to sink your teeth into.

Again, thank you to everybody who has played the demo. I am eternally grateful! :)

Progress Report

KiraStar Update (number three)

I've been toiling away on KiraStar for the last couple of weeks now, and I think I've finally found the perfect style I want to use for this game.

Before, the game was mainly composed of sprites, with the battles featuring fully drawn artwork by myself. Although I did like the look of the characters and enemies, I found them to clash with the sprited nature of everything else.

So, I started practicing spriting enemies for the battle system. They were idle at first, which I thought made them look okay. But as I continued to tweak the layout and HUD for the battles, I decided it was time to animate them! I'm not exactly an expert at this, but I figured the only way to get better was to just try it out. I'm actually rather pleased with the results.

So, I figured I'd post some examples of what I have done so far. Feel free to leave any feedback, both good and bad!


Progress Report

KiraStar Update (number two)

Well it's been an awful long time since I updated this, so this is just a very small blog informing y'all how the game is coming, and the reasoning behind such a long update.

The first (and biggest) reason as to why there have been no updates lately is because of work. I have the great pleasure of working in retail, and the Christmas period is super busy with a constant stream of people asking questions and being super rude. It's not a fun time, and it's gets very tiring. So, when it got to around October time, I stopped working on the game and decided to spend my free time playing video games, eating junk food and sleeping. Lots, and lots of sleep.

The second (and suckiest) reason as to why there have been no updates has something to do with my computer. On New Year's Eve, I booted up my computer (well, tried to), and it basically fizzled out on me. It's quite dead, and I need to get it fixed (but that's pretty expensive). So, I dusted off my old laptop, cleaned it up, got it running nicely, installed RPG Maker and started the game from scratch. I was in the process of tweaking, fine tuning and making overall changes to the game anyway, so I wasn't that bothered. The KiraStar I made (and submitted) was a nice way of getting to know the tools I had at my disposal, and as the game went on, I got better. So I can apply that knowledge to the whole game.

I managed to download the demo though, and I can screen capture and resprite anything that I need to. So it's not all lost.

Just know that the game is officially back in development, and there are some new features which I think rock the socks. It's still going to be a silly, lighthearted adventure, albeit with a little more structure, a few more characters and a much cleaner look.

So, keep your eyes peeled.

Anyway, that's enough from me. I'll be keeping you updated as the work progresses.

Game Design

KiraStar: Update (number one)

So, the demo's out, and it's already out of date, and here's the reason why.

After taking a good hard look at both my spriting and the maps for the city, I came to realize that it all looked a little samey, and a little bland. So, I figured since I was still in the early stages of making the game (as well as in game making in general), I'd give the whole city a bit of a make over.

There aren't as many buildings as before, but this is a good thing. Before, it pretty much went brown building, grey building, brown building, grey building (and repeat until done). I thought this looked okay in the early stages, since this is the first time I've made my own tiles from scratch. Here's a rough example:



It's supposed to represent one big apartment building, but it looks a little messy. There are too many doors, for starters, and the different coloured segments, combined with a single roof, just looks a little off. It doesn't look bad, but it doesn't really look good either.

I've been taking a good hard look at buildings as I go to and from work, and most apartments have a single (perhaps maybe two or three) entrances, and you get to each actual apartment from the hall. That's quite obvious, but at the time, it didn't really occur to me.

So, the new buildings will hopefully represent that. As shown below:



I personally think it's quite an improvement. It's still very much a work in progress, but I do believe there's quite a big difference between the two screenshots.

The other thing I'm working hard on are interiors. If you've played the demo, you'll have noticed that when you enter a building (mainly shops), you can't walk around of your own accord. A script plays out, and the character just does whatever I tell it to. I liked this idea, as I love River City Ransom and the original Mystical Ninja games and really like the concept. But this is an RPG, and players should be allowed to freely explore an environment and reap any rewards and secrets that they find, whether it's just some random bloke to talk to or a delicious cookie, or maybe something even cooler.

I'm leaning towards the idea of having the city be much larger than it originally was. Well, I say larger. What I mean to say is rather than having the various districts, where you move to the edge of the screen and it warps you to a new area, but have it as one big map. It doesn't take any longer to explore, and it keeps the game flowing nicely. Obviously there will still be districts, such as the shopping area and the residential areas, but it's now more seamless.

Oh, the Town Hall looks nicer too! I took on board what people had to say about it and made it bigger, and hopefully nicer to look at too.

The old:



The new:



Anyways, I think I've rambled on enough about what I've been tinkering with, but just wanted to delve a little more into the process of how I'm (hopefully) improving the game, one little step at a time.

As usual, any thoughts are greatly appreciated, and I thank you all for your continued support. :)
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