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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.

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Personally I do it in tiers. Like when you get to a new town how much gold do you have? What would be relevant / cool for you to buy. Make sure you can only buy 1/4th or 1/2 of what you need. Grinding games forced you to be able to buy 0% of what you need. Well buying is not relevant... but trading and making are.

One town's equipment at a time :-)

A lot of people like the start. I've got 2 games that all I need to do is copy and paste the main text from Word into the game.... yet I don't.

Perhaps start simpler like 1 town 1 dungeon instead of 5 towns, 5 dungeons (with 5 floors).

Some people like making games more than playing them. Like they need a sense of doing something. Goal achievers vs for fun playing a game.

About regrowables.... what I do is have an event with 2 pages. page 1 your typical event. Then at the end of that page set the self switch to D. Then page 2 make it a D event that goes for 30 seconds or 60 seconds then at the end have it set self switch D to off and you set the page to paralell process or whatever. You're good to go. Oh and doing this as a common event would help big time.
The original idea of this game was by nature very lenghty, complicated and demanding... if you said you were "aiming low", I'll say you're crazy, especially considering you've made a lot of games before and you know the deal. Journeyman sounds like "the epic game" a lot of newbie guys post as game ideas on the forums, and some replies (including mine) are "too ambitious, don't do it". When I saw you making it, I thought "at least he knows what's he's got himself into". Maybe! :D

What I mean is... good luck!

Making games is like... going to school. It's kinda fun and satisfying as a process, but the day-by-day thing is a drag. The end result makes it worth it.
Stuff from Derek Yu's article "Finishing a Game" (http://makegames.tumblr.com/post/1136623767/finishing-a-game):

"A lot of game-making is tedious and downright unfun. It’s not play, it’s work (and this is why you should choke out ANYONE when they joke about you “playing games all day”)."

"You’ll also realize that a lot of this boring stuff is what makes the game feel complete! A nice title screen, for example, does wonders to make a game feel legitimate."

"Feeling stuck? Push forward. Start working on the next level, the next enemy, the next whatever. Not only is it helpful for motivational purposes, but you want to get a sense for how your whole game will play out"

"now you’re forced to decide what is really important to your game, and what you could cut. The fact is, if we all had unlimited resources and unlimited time, we’d all make the same crappy, meandering everything game and there’d be no reason to play at all."

"IF YOU DO QUIT, SCALE DOWN, NOT UP"
Max McGee
with sorrow down past the fence
9159
ourneyman sounds like "the epic game" a lot of newbie guys post as game ideas on the forums, and some replies (including mine) are "too ambitious, don't do it". When I saw you making it, I thought "at least he knows what's he's got himself into". Maybe! :D


I don't know, man. A simple game about crafting? Five dungeons, five towns, with the all the maps of all of them already made for me? That's not too epic, compared to the intricate storylines and enormous world maps of many (over-reaching) RPG Maker games.

author=thatbennyguy
Stuff from Derek Yu's article "Finishing a Game" (http://makegames.tumblr.com/post/1136623767/finishing-a-game):

"A lot of game-making is tedious and downright unfun. It’s not play, it’s work (and this is why you should choke out ANYONE when they joke about you “playing games all day”)."

"You’ll also realize that a lot of this boring stuff is what makes the game feel complete! A nice title screen, for example, does wonders to make a game feel legitimate."

"Feeling stuck? Push forward. Start working on the next level, the next enemy, the next whatever. Not only is it helpful for motivational purposes, but you want to get a sense for how your whole game will play out"

"now you’re forced to decide what is really important to your game, and what you could cut. The fact is, if we all had unlimited resources and unlimited time, we’d all make the same crappy, meandering everything game and there’d be no reason to play at all."

"IF YOU DO QUIT, SCALE DOWN, NOT UP"


Yeah, I already know all that stuff, being one of the very few guys around here that's made several finished games, but knowing and doing are two different stories.
I can take it off your hands for 2 days and give it back. Even if I can't do what you were going to, I can still add to it. Maybe when it is returned it will feel fresh.
I can help, but you probably don't want me to xD
I could help (ironically though, Tuesdays are my worst day for game making). I suppose I could put in a Sat/Sun/Mon and give the result to you Monday night (just in time for another Tue). Wed/Thu/Fri can work, too. Anything but a Tuesday.
Music also helps. Play high energy music or the Shins. Whatever helps keep you motivated. I've found dance pop gets me quickly frustrated.
Max McGee
with sorrow down past the fence
9159
I greatly appreciate the offers to help, and I will consider them seriously. : )

I would need anyone helping to have played the game for many, many hours and to know it in and out at least as a PLAYER. I know that's asking a HECK of a lot, but I can't see it not being completely necessary. Still, though...

I greatly appreciate the offers to help, and I will consider them seriously. : )
I have a beta tester that would be your man. He's played a lot of my games hundreds of hours. Not sure if he's available to check but he'd write stellar notes for you even if he can't work on the game.
I'll try it for a few hours and if I can't go a few hours I can tell you what's preventing me from going a few hours and you can make it more enjoyable so I can go a few hours :-)
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