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Progress Report
Hindsight and Evolution
I will admit this much: being a solo game developer is tough. I literally sit down on the weekends when I'm off, I either feel extremely creative or I just want to sit back and grind some stupid World Quests on World of Warcraft and get my druid prepared to do some raiding. On the days that I do feel creative, I feel more like learning new things, and man have I learned so much.
This said, I haven't started the official work on the framework for the RPG, and work on the Metroidvania has been halted because I couldn't think of a justifiable reason to work on a Metroidvania game related to this game (but I'll eventually migrate that over to a different universe entirely and I'm keeping the files so I can work on that later). I have however taken things I've learned from working on the Metroidvania (save systems, user prefs, etc.) and started the planning stage for the RPG framework. I want to make this as organized as possible because if I just start throwing C# code at it, that'll end up being a mess and there is nothing more that I hate than a mess (and believe me, with the Metroidvania, I'm going to need to set aside a few weeks to refactor some code because it is vomit inducing).
So what HAVE I done in the meantime? Well, I haven't exactly sat around doing nothing. Mostly prototyping, for the most part. I did start work on a 3D Zelda-like engine with my own 3D models, I started doing work on top-down shooter stuff based on Enter the Gungeon and Monsters and Monocles, which I used as a way to understand Raycasting better. I've even done a little work on a character customization screen similar to an MMO character creation screen. I'm not saying all of these things will be present in my RPG Engine, but with every new thing I learn, I've got more to bring to the table, and I'm excited to work on an RPG game without the limitations of an engine like RPG Maker (and I say that with all the love in he world, because it is like a vacation to play around with my lovely collection of RPG Makers).
At any rate, this blog post has gone on for too long, it seems, but I wanted to stick with my promise to have an update at least every other month (and if I promised every month, then I have a really bad memory and should learn to re-read my old posts), so hopefully soon, I'll have at least a writeup of something to share with you.
This said, I haven't started the official work on the framework for the RPG, and work on the Metroidvania has been halted because I couldn't think of a justifiable reason to work on a Metroidvania game related to this game (but I'll eventually migrate that over to a different universe entirely and I'm keeping the files so I can work on that later). I have however taken things I've learned from working on the Metroidvania (save systems, user prefs, etc.) and started the planning stage for the RPG framework. I want to make this as organized as possible because if I just start throwing C# code at it, that'll end up being a mess and there is nothing more that I hate than a mess (and believe me, with the Metroidvania, I'm going to need to set aside a few weeks to refactor some code because it is vomit inducing).
So what HAVE I done in the meantime? Well, I haven't exactly sat around doing nothing. Mostly prototyping, for the most part. I did start work on a 3D Zelda-like engine with my own 3D models, I started doing work on top-down shooter stuff based on Enter the Gungeon and Monsters and Monocles, which I used as a way to understand Raycasting better. I've even done a little work on a character customization screen similar to an MMO character creation screen. I'm not saying all of these things will be present in my RPG Engine, but with every new thing I learn, I've got more to bring to the table, and I'm excited to work on an RPG game without the limitations of an engine like RPG Maker (and I say that with all the love in he world, because it is like a vacation to play around with my lovely collection of RPG Makers).
At any rate, this blog post has gone on for too long, it seems, but I wanted to stick with my promise to have an update at least every other month (and if I promised every month, then I have a really bad memory and should learn to re-read my old posts), so hopefully soon, I'll have at least a writeup of something to share with you.
Progress Report
Regarding the Continued Work
So, the overall game of The Ender's Amethyst is changing. It is after some deep thinking and studying that I've decided to move the development of the game to Unity. I am a long way away from getting started, but I am first working on a project connected to this. I won't provide much in the way of details on Story, but here is a preview of some of the work I am putting in on the game engine.
As you can see, it will be in the Metroidvania category and I it is heavily influenced by many games in this category. All of the graphics are custom placeholder graphics and may not be present in any form in the final game, but I do plan on having some RPG inspired elements present and a story.
Keep an eye out here for further details. I may create a separate project page once I've got more details.
As you can see, it will be in the Metroidvania category and I it is heavily influenced by many games in this category. All of the graphics are custom placeholder graphics and may not be present in any form in the final game, but I do plan on having some RPG inspired elements present and a story.
Keep an eye out here for further details. I may create a separate project page once I've got more details.
Announcement
Regarding the Continuation of this Project
Good evening(morning, mid-day...whatever time of day it is for you),
I would like to start with thanking those who continue to follow this project on RMN and those who found this project as something of interest. It made working on this project so much more enjoyable, knowing the kind words people had left. I know that in independent game design in general, projects with lofty ambitions and dreams are common, and many of them either get put on hold, cancelled or they run out of passion for the project, rush it out and disappoint the fans. I truly feel like cancelling a project before it comes down to rushing a project is the best option, by far.
That being said, I am not cancelling this project.
I am approaching 31 years old and it has occurred to me that I haven't really accomplished any of the goals I've set myself since I first found RPG Maker 2000. That's almost 17 years of lofty goals and aspirations, but a lack of drive and commitment, and of all the failed and cancelled projects, this is the one project I had worked on that gave me a sense of pride that I made something that people enjoyed and critiqued in a constructive way to help me make it better. Now, I want to make it better.
Over the course of the next few months, I will begin the process of converting the project to RPG Maker MV, with the goal of being able to put the game in the hands of more people than just those who have a Windows PC or through an emulator. I will also spend my time making plans for the in-game systems and re-writing the script.
I will be posting monthly progress reports, even if it's just to say that I don't have anything to announce yet. I will be bringing you sketches, floor-plans, rough-draft animations, etc.
I'm not trying to drum up excitement without proof, either. A healthy bit of skepticism is good, and so in the meantime, keep an eye on this project and when I've got more to announce and show off, I will.
Thank you for reading this exceptionally long post. I hope to bring this game out of development limbo and bring you guys something that you can enjoy.
I would like to start with thanking those who continue to follow this project on RMN and those who found this project as something of interest. It made working on this project so much more enjoyable, knowing the kind words people had left. I know that in independent game design in general, projects with lofty ambitions and dreams are common, and many of them either get put on hold, cancelled or they run out of passion for the project, rush it out and disappoint the fans. I truly feel like cancelling a project before it comes down to rushing a project is the best option, by far.
That being said, I am not cancelling this project.
I am approaching 31 years old and it has occurred to me that I haven't really accomplished any of the goals I've set myself since I first found RPG Maker 2000. That's almost 17 years of lofty goals and aspirations, but a lack of drive and commitment, and of all the failed and cancelled projects, this is the one project I had worked on that gave me a sense of pride that I made something that people enjoyed and critiqued in a constructive way to help me make it better. Now, I want to make it better.
Over the course of the next few months, I will begin the process of converting the project to RPG Maker MV, with the goal of being able to put the game in the hands of more people than just those who have a Windows PC or through an emulator. I will also spend my time making plans for the in-game systems and re-writing the script.
I will be posting monthly progress reports, even if it's just to say that I don't have anything to announce yet. I will be bringing you sketches, floor-plans, rough-draft animations, etc.
I'm not trying to drum up excitement without proof, either. A healthy bit of skepticism is good, and so in the meantime, keep an eye on this project and when I've got more to announce and show off, I will.
Thank you for reading this exceptionally long post. I hope to bring this game out of development limbo and bring you guys something that you can enjoy.
Progress Report
Project Temporarily Halted
It has been a long time since I had made a statement about this but the Project was temporarily halted due to my job-related journey basically. 2 months after my last update, I had gotten a full-time job and I wasn't quite comfortable with working on the project while I was at work and it also gave me only short intervals to work on it while at home.
I do plan on returning to the project VERY soon but I am going to re-do a good chunk of what I have done so be ready to see something much cooler when I get around to announcing it ;)
Stay cool, friends.
I do plan on returning to the project VERY soon but I am going to re-do a good chunk of what I have done so be ready to see something much cooler when I get around to announcing it ;)
Stay cool, friends.
Progress Report
Progress is slow
I apologize for any who are interested in continuing the story and seeing a few bug fixes and additional balancing for abilities and enemies. The progress has been slowed down drastically due to my recent acquisition of a job. I'll be working on it rather slowly but hopefully it will force me to stop and plan things a little better than I originally had done (you know, considering this was made for a game in a week contest...kind of rushed into it with very little planning in the first couple days).
I'll let you guys know when I have more news to give you. Luckily, another demo is close to being completed but I need to do some graphical work as well as grammar checking etc. Keep an eye out for when that comes out.
I'll let you guys know when I have more news to give you. Luckily, another demo is close to being completed but I need to do some graphical work as well as grammar checking etc. Keep an eye out for when that comes out.
Progress Report
Puzzles... I must add more!
So I finished another major dungeon tonight. I threw the book at it when it came to puzzles but only two stayed in the final version, simply because I didn't feel the need to overload the player with puzzle, after puzzle, after puzzle, after...you get the point. If I kept adding every puzzle I thought of, eventually I would have none left to use later in the game too! As such, both of the puzzles I added are enough for an early dungeon.
The only gripe I have about it is that I feel like I made it too short but then I thought to myself "you know, with the length of time the player spends away from town and the amount of healing items a player will go through when going through this dungeon and the area before it, it should be just right." Indeed, the dungeon I completed was the Crystal Tower which, if you played the demo, you know plays an important part of the story (at least at the beginning).
The road to the Crystal Tower starts in a forest in which you have to find pieces of a puzzle (fairly simple, to be honest. I didn't design this to be too challenging) that will give you a clue for the next section of the forest which is a puzzle on it's own (and one of my favorite ones in all RPGs) followed by a boss fight which I will admit to the fact that I may need to come up with a script for that boss on it's own and I very well may do some tweaks on it before releasing the next demo that I promised.
At any rate, after that boss fight is the Crystal Tower itself, with 8 floors, 3 of which is just a climb up stairs (rather boring in my opinion but it IS a tower so it is to be expected). You do get a new character to join your party in the dungeon so I think that is worth some merit as well.
The two puzzles in the dungeon are fairly simple despite no clues being given. You have a switch puzzle in which you must push switches in a certain order so that you can open some doors and then you have the mirror puzzle that you need to solve to move on. I had an idea for a block puzzle but I just didn't feel this was the right place for it. I'll more than likely put that in a future dungeon. That particular puzzle will take the player a while to figure out (especially since it took me a while to figure out and I was the one who did the eventing for it).
In all, I think this has been a pretty productive evening after taking a break from it to begin work on a game for another contest which I may or may not work on, depending on if I can find my own personal interest to work on it or not.
At any rate, I've talked enough here I think. It's time to get some sleep so that I can wake up and begin working on the next portion of the game and t hen begin spriting the other characters battle animations. Goodnight folks.
The only gripe I have about it is that I feel like I made it too short but then I thought to myself "you know, with the length of time the player spends away from town and the amount of healing items a player will go through when going through this dungeon and the area before it, it should be just right." Indeed, the dungeon I completed was the Crystal Tower which, if you played the demo, you know plays an important part of the story (at least at the beginning).
The road to the Crystal Tower starts in a forest in which you have to find pieces of a puzzle (fairly simple, to be honest. I didn't design this to be too challenging) that will give you a clue for the next section of the forest which is a puzzle on it's own (and one of my favorite ones in all RPGs) followed by a boss fight which I will admit to the fact that I may need to come up with a script for that boss on it's own and I very well may do some tweaks on it before releasing the next demo that I promised.
At any rate, after that boss fight is the Crystal Tower itself, with 8 floors, 3 of which is just a climb up stairs (rather boring in my opinion but it IS a tower so it is to be expected). You do get a new character to join your party in the dungeon so I think that is worth some merit as well.
The two puzzles in the dungeon are fairly simple despite no clues being given. You have a switch puzzle in which you must push switches in a certain order so that you can open some doors and then you have the mirror puzzle that you need to solve to move on. I had an idea for a block puzzle but I just didn't feel this was the right place for it. I'll more than likely put that in a future dungeon. That particular puzzle will take the player a while to figure out (especially since it took me a while to figure out and I was the one who did the eventing for it).
In all, I think this has been a pretty productive evening after taking a break from it to begin work on a game for another contest which I may or may not work on, depending on if I can find my own personal interest to work on it or not.
At any rate, I've talked enough here I think. It's time to get some sleep so that I can wake up and begin working on the next portion of the game and t hen begin spriting the other characters battle animations. Goodnight folks.
Request
A Little Feedback
I've been receiving a lot of feedback and a lot of people are commenting on the title of the game. While I personally feel it is a dumb thing to worry about, everyone is entitled to their opinion and I respect that.
The question I have for you today is "Should the title be kept as is or changed? If so, should it go back to being titled as 'The Wanderer'?"
You don't have to give title suggestions but telling me your thoughts on the title would be awesome. I obviously have a long way to go before I make a final decision but I figured I would ask for input now so we can get the ball rolling on that.
Thanks guys.
The question I have for you today is "Should the title be kept as is or changed? If so, should it go back to being titled as 'The Wanderer'?"
You don't have to give title suggestions but telling me your thoughts on the title would be awesome. I obviously have a long way to go before I make a final decision but I figured I would ask for input now so we can get the ball rolling on that.
Thanks guys.
Miscellaneous
Splash screen fun
Today was both productive and unproductive. I scripted a splash screen script from scratch (yup...that means I spent about two hours leaning stuff. Weee!) and began work on a few things for it. On top of that, I worked on a few actions for the Mikael battler.
My main goal for the day was to take a break for a day. I can't emphasize enough how important it is to take a break from things for a day or two before jumping back in. I may take a break tomorrow as well but I'm not positive.
At any rate, that's not really what I wanted to post this about. I just really wanted to poke my head out and say thanks for the support from everyone who has made comments and given feedback. I've got at least half a page of notes written down from the feedback that I was given that I can work on. As a thanks, the splash screen script that I created today has been submitted to RMN and is awaiting approval.
This splash screen script will allow for unlimited splash screens (or at least as much as VX Ace can handle, which even then would probably make for a boring introduction if you used that many) and you can play videos for each splash screen. This will allow for some awesome logo scenes like what you see in professional games and I'm pretty excited to see what people do with it if they use my script.
If you are interested in the script, here is the link.
http://rpgmaker.net/scripts/199/
Again, thanks to all of you that are supporting this game. If anyone is interested in beta-testing the game when I have a complete beta of the demo (that sounds kind of silly, don't it?), just let me know. I may get selective with who does it (I obviously can't let everyone test it) but I'll know more when that time comes.
So at any rate, I'm going to get some sleep. Goodnight folks.
My main goal for the day was to take a break for a day. I can't emphasize enough how important it is to take a break from things for a day or two before jumping back in. I may take a break tomorrow as well but I'm not positive.
At any rate, that's not really what I wanted to post this about. I just really wanted to poke my head out and say thanks for the support from everyone who has made comments and given feedback. I've got at least half a page of notes written down from the feedback that I was given that I can work on. As a thanks, the splash screen script that I created today has been submitted to RMN and is awaiting approval.
This splash screen script will allow for unlimited splash screens (or at least as much as VX Ace can handle, which even then would probably make for a boring introduction if you used that many) and you can play videos for each splash screen. This will allow for some awesome logo scenes like what you see in professional games and I'm pretty excited to see what people do with it if they use my script.
If you are interested in the script, here is the link.
http://rpgmaker.net/scripts/199/
Again, thanks to all of you that are supporting this game. If anyone is interested in beta-testing the game when I have a complete beta of the demo (that sounds kind of silly, don't it?), just let me know. I may get selective with who does it (I obviously can't let everyone test it) but I'll know more when that time comes.
So at any rate, I'm going to get some sleep. Goodnight folks.
Miscellaneous
Mikael Animated Battler
I began work on the animated battler for the main character tonight. I present to you...Mikael's Idle animation lol.
Alright...it's bedtime now.

Alright...it's bedtime now.
Progress Report
Character development is awesome!
You know, some characters can have a very simple character development that happens during the story and you see everything as the story goes on. Others...not so much. Today I just finished a 15 minute long cut-scene (which is admittedly split into two portions to allow for a break in between to save and leave and come back to it when they are ready) that dives into Shadow's backstory.
If you haven't played The Ender's Amethyst yet, Shadow is the thief who joins your adventure at the very beginning. Trying to stay away from Metal Gear Solid 4 type story segment lengths, I cut most of the story down to 15 minutes by just using dialog in some spots rather than having characters act it out on screen the whole time. To me, this allows the player to get right back in and into the action faster...and I have been at it for 6 hours for that 15 minutes of story.
...and this back-story is the catalyst to the softening of Mikael's "loner" attitude as well, which you will see slowly deteriorate over the course of the game. He isn't Cloud, guys...he's just a father trying to rescue his daughter and he's very upset lol.
At any rate, I've got some new screen shots captured that I will post here shortly after I crop them and then after the screenies have been posted, it's time to get back to work on the next segment of this game: the forest and the Crystal Tower.
If you haven't played The Ender's Amethyst yet, Shadow is the thief who joins your adventure at the very beginning. Trying to stay away from Metal Gear Solid 4 type story segment lengths, I cut most of the story down to 15 minutes by just using dialog in some spots rather than having characters act it out on screen the whole time. To me, this allows the player to get right back in and into the action faster...and I have been at it for 6 hours for that 15 minutes of story.
...and this back-story is the catalyst to the softening of Mikael's "loner" attitude as well, which you will see slowly deteriorate over the course of the game. He isn't Cloud, guys...he's just a father trying to rescue his daughter and he's very upset lol.
At any rate, I've got some new screen shots captured that I will post here shortly after I crop them and then after the screenies have been posted, it's time to get back to work on the next segment of this game: the forest and the Crystal Tower.











