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Journeyman is a simulation/RPG about starting with nothing and crafting EVERYTHING. The project's intent is to focus on the fun, addictive, and deep crafting systems in games like recent blockbuster The Elder Scrolls V: Skyrim and indie masterpiece Dwarf Fortress, crafting systems that in the former case were so addictive they made you want to ignore the rest of the game, or in the latter case that were so deep they comprised the entire game. The idea is to expand this into such a massive and deep crafting system that it can serve as the centerpiece of an entire game.

Journeyman is bright, whimsical, funny, and cute, at least in places, which might be considered quite a departure for a developer of my doom and gloom pedigree. I guess I say this as much to warn my fans (as few, far between, and silent as they may be) as in hopes of giving pause to some small fraction of my many detractors.

Although this is a fantasy RPG with sidequests, it's nothing like Final Fantasy.

The most important thing to understand is that Journeyman is not an RPG with optional logging, mining, gathering, farming, fishing, hunting, woodworking, smelting, threshing, weaving, cleaning, tanning, cooking, alchemy, smithing, and enchanting minigames. It's a logging, mining, gathering, farming, fishing, hunting, woodworking, smelting, thresing, weaving, cleaning, tanning, cooking, alchemy, smithing, and enchanting game with an optional combat minigame.

-NOTICE OF CREDIT-
98% of the maps used in this project were made by ShortStar and then donated to me for my use. Out of that 98% I'd say all of them have undergone slight changes by my hand--not all to the good, aesthetics wise, but many were functionally necessary to support the underlying mechanics and systems.

Latest Blog

Persistence

Well it's Tuesday, so time for another progress report.

This week's progress report is even less exciting than last week's.

I added Grayscale Armor (made from chitin (from Greatleaf Beetles), leather, and trollskin) which is a light armor that's about as protective as somewhere between iron chain and steel chain, and has Magic resistant properties (note that means the specific 'Magic' damage type, not all magical damage). I added the ability to make it from the requisite components, leveled up till I could hunt those components, found them, made it, fixed a bug where I couldn't equip it.

Since then I've been testing the Northstar mine. 1F is manageable with partial Grayscale, partial Studded Leather, Flare, Cauterize, Recurve Bow and a liberal helping of potions, elixirs, and poisons. B1 is still very, very tough on the lightly armored archer. Particularly the gremlin enemies (flighty, agile mages that go down in one hit, but are hard to hit and have many powerful spells) but I think they'd be tough on any build. I did some bugfixes on B1, since I set up some of the switches wrong for the monsters and ore veins. Makes sense that I screwed up; last time I worked on this game was last year, IIRC.

After Northstar B1, it's B2 and the Greater Demon there. Then it's Ilandria City. Then Gloaming Grotto. Then Addison Plantation. That's all the content I'm planning on including in the Normalgame. The final two dungeons/mines, Wintermute Cavern and Ancient Nadir, and the final "friendly" location (Frostpointe Tower, a wizard tower that is your starting location as Epic Gordon) will be reserved for the Epic Game. The next public release of the game will probably coincide with the completion of the Normalgame content, including various new quests and the endgame gameplay, which I didn't mention in the foregoing list.

Even though all the mapping is thankfully done for me (before the project even began), populating all of the content seems like a long, insurmountable road before me. Just got to try to do it one step at a time, even though I will still almost undeniably fail. Always I think a project I've conceived is manageable, reasonable, self-contained, "aiming low". Always it turns out to be a dauntingly, unrealistically epic endeavor.

I think what I really enjoy is starting games, not necessarily finishing them. It's a shame, completing a game is a great sense of accomplishment, but the process of getting there is hard work, plain and simple.

Making fun games really ought to be fun, since it's a non-paying hobby, an avocation, but all too often it's unrelenting drudgery.

I've also hit a snag with regards to controlling the regrowth of some harvestable plants due to poor planning early on. I've asked for help here and it looks like...received it.

Posts

Max McGee
with sorrow down past the fence
9159
I have already made it a little easier; check the first public release, when it goes live.
just asking did you remove the icons in the game or it automaticaly disappear after you comperssed?
Max McGee
with sorrow down past the fence
9159
Please READ THE DOWNLOAD INSTRUCTIONS.

* IMPORTANT! Take the following steps to get the game to work properly.
0. Unzip the .rar archive you found this document in.
1. Run the self-extracting executable called Journeyman Demo.
2. Place the folder called Graphics inside the folder called Journeyman Demo. Voila, done! The game should now work beautifully, except for the minor problems outlined below in the Known & Confirmed Bugs section.
Not to get competitive but...

Game clear and optional boss defeated on day 2.

Has anyone else managed this yet?
I finally completed the short game (on Day 5).

I'd have a pair of suggestion that I believe could greatly improve the gameplay, but would change some of the core mechanics of the game (combat and levelling up).
Would you be interested in them? (I'm asking you because they could be a bit long to explain)
Max McGee
with sorrow down past the fence
9159
I just learned that it's not going to be possible for me to make harvesting events check to see if the proper harvesting tool is in your inventory, rather than equipped, even if I wanted to. Because the piece of code that checks that lives in the individual harvesting events rather than in the called common events for the different types of harvesting.

Going back and changing each and every one of them (there are something like several hundred) would be a truly insurmountable pile of tedium mutually exclusive with actually finishing the game.

Best thing I can say about this is--basic general programming lesson learned. Never locate something in an instanced event when you can locate it in a global called process instead.

In other words:

Welp. And also: fuck.

@Cozzer: PM's good, or here. I make no promises that your ideas would be remotely possible to implement, or that I'll agree that there's even room to "greatly improve" the gameplay, but there's absolutely no harm in hearing ideas.
Creation
An avid lover of Heartache 101
1446
I'll agree that there's even room to "greatly improve" the gameplay


There's always room for improvement, no matter the game.
DE
*click to edit*
1313
author=Max McGee
I just learned that it's not going to be possible for me to make harvesting events check to see if the proper harvesting tool is in your inventory, rather than equipped, even if I wanted to. Because the piece of code that checks that lives in the individual harvesting events rather than in the called common events for the different types of harvesting.

Going back and changing each and every one of them (there are something like several hundred) would be a truly insurmountable pile of tedium mutually exclusive with actually finishing the game.

Best thing I can say about this is--basic general programming lesson learned. Never locate something in an instanced event when you can locate it in a global called process instead.


Couldn't you have said this from the beginning instead of basically telling everyone to fuck off? If you had only admitted you had made the mistake instead of presenting it as a feature you would've been spared that whole shitstorm.

I agree that not putting the code in a common event was not a very smart move. A lesson learned...
Max McGee
with sorrow down past the fence
9159
Couldn't you have said this from the beginning instead of basically telling everyone to fuck off? If you had only admitted you had made the mistake instead of presenting it as a feature you would've been spared that whole shitstorm.

I actually just figured this out now! I didn't know it from the beginning, I didn't get round to rechecking how I'd evented that until now. You can tell this because of how my post includes the words I JUST FOUND OUT right at the beginning. Basic Reading Comprehension for the win.

I still quite like the way it currently works and in other news, a whole lot of you are certainly still welcome to fuck off. : )

Not really familiar with the shitstorm you're referring to, as I haven't checked the review thread since I made my final comments and don't plan to. Bladeebla and bleedablee and words will never hurt me...if I don't read them, at least.

I agree that not putting the code in a common event was not a very smart move. A lesson learned...

Tell me about it. Out of all my projects this one has made by far the heaviest use of common events since the getgo. I just didn't go far enough in a few places. In this case it's irrelevant, as I don't think I'd necessarily have changed that anyway. But yeah, generally speaking, the more stuff you have accessible through common events and the like, the better. I shudder to think on the hundreds of hours of work I'd have saved if I had learned this earlier in life.

There's always room for improvement, no matter the game.

You specifically removed my emphasis on the word greatly when you quoted me. Not cool, brah!

Of course I still agree with this obvious truism/tautology. Does anyone not?
Creation
An avid lover of Heartache 101
1446
There's always room to greatly improve, no matter the game.

;)
Max McGee
with sorrow down past the fence
9159
That is false mon ami. I could name over a dozen RPGs, commercial or amateur, that I don't believe could be greatly improved upon. (Journeyman isn't necessarily one of them so...tangent? Idk.)
chana
(Socrates would certainly not contadict me!)
1584
"Bladeebla and bleedablee and words will never hurt me...if I don't read them, at least."
So you can have humour, I L.O.L. at that [this is in no way offensive just to be sure).
I'm glad it's not getting cancelled, though! (The review thread got me worried)
I love this kind of game; reminds me of 'Atelier Annie', and it's so addictive!

I'm curious on who/where the optional boss is. After I almost got killed by a giant scorpion on the 5th(? First one with red tint) floor and ran out of Mp, I didn't think I could adventure much further.
Also, I wanted to know if the demon blood and feather items are avaiable in the demo, since I couldn't find either D:

Max McGee
with sorrow down past the fence
9159
Yuhikaru, great post.

I'm not sure what Atelier Annie is...is it related to that game where you're an item shop owner?

The Clothier's Shop sells Feathers and Saraizen (sp?) sells Demon Blood. You can also poach/hunt demon blood from the Lesser Dremons in the Blood Gully Depths but...I do not recommend it. They're a bit...ridiculous.

Try making a BUNCH of hp and mp healing items (using for instance alchemy or cooking) and the best available weapons or armor, and you should be able to survive the enemies in the Depths (fifth floor of Blood Gully) long enough to reach the boss and...get stomped by him, in all likelihood. He's not really properly "beatable" yet but Kumada found a way.
author=Max
Going back and changing each and every one of them (there are something like several hundred) would be a truly insurmountable pile of tedium mutually exclusive with actually finishing the game.

I'd still argue that's something worth changing, though. After all... Your tedium < The players tedium.

author=Max
I still quite like the way it currently works and in other news, a whole lot of you are certainly still welcome to fuck off. : )

Oops! Never mind, then.
Max McGee
with sorrow down past the fence
9159
ae to be fair...it's really not that much of an inconvenience for the player to press one extra button, is it?

This is like complaining about pressing R1 to aim in Resident Evil or pressing Left Trigger to aim in Call of Duty, except in my game you don't even have to hold the button down, just tap it once for several harvests worth of harvesting goodness.

I'd hardly call one extra button press tedium.
People would probably be more likely to download your game if you didn't keep telling your userbase to fuck off.
Max McGee
with sorrow down past the fence
9159
Lol @ that for a protip. I like it. : )

(In all seriousness, I hope no one thinks that I am actually telling my userbase in any broad or general or all-inclusive sense to fuck off.

I'm certainly not and in case I somehow accidentally was, that wasn't my intention.)
author=Max McGee
aeto be fair...it's really not that much of an inconvenience for the player to press one extra button, is it?

It kinda is. Maybe? Well, it depends on the game... Have you ever played Vagrant Story? In that game you had to switch between weapons constantly. And it was tedius, specially because you had to enter the menu and do it manually every time. But the number of things you had to think about before choosing the right weapon for every situation added to the level of strategy of the game. So at the end it was worth it.

But how does this correlates to your game? ...Well, If for example, you had a system where in order to mine a certain mineral with the best results you needed a special pickaxe. Or to catch a certain fish you needed a specific kind of bait. Or whatever. Then pressing 'A' 'S' or 'D' to shuffle between your different tools would make more sense. It would be more engaging that way. More fun.

However, the system you currently have is not like that. Neither I have read anywhere that you're planning to do something more interesting with it. And the way it is now, it is so simplistic that it would be and improvement if things were just automatic.

So, no. I guess it's not much of an inconvenience, but it is unnecessary and distractful. (Hence why it has been brought up so many times.)
Well, thanks, I can't believe I missed them... I guess I really tried my best not to buy anything I couldn't harvest (Some wild chickens would be nice, lol).

About the auto-equip thing, I thought it was fine, it didn't particularly bother me since I could change equipment in battle, and I would anyway. But I do agree with alterego that it would be more interesting if you had to actually think about upgrading them, or whatever. I mean, right now, they are just there, once you get the three you never have to think about them again.
Having a pickaxe that could harvest more gems, or that slowed down the reflection* test, for example, would be a nice change.

Just an idea, but if you modified the script bit that checks if "this weapon is equipped" so it checked if "this weapon or similar ones are equipped" instead, you wouldn't have to change a single event you already set, just the common events.

EDIT: *lol, I don't think "reflection" is the right word. What is it? Reflex?