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Progress Report

It ain't over till the fat chocobo sings

Oh wow YM is writing something RM-related seriously???

Yeah, I just wanted to mention that I haven't completely given up on this project yet. Admittedly, progress is slow (like, REALLY slow - I have only just started sorting out the first battle sequence), but ultimately, this is a project I'm probably going to continue working on until the bitter end.

Reasons?

1. Gotta Clean Up The World is the most passionate I've been about any of my project ideas to date. At the risk of sounding arrogant, I truly believe I can achieve something fairly unique and interesting (and who knows, maybe even funny) with this one, and as such, I'm likely to have a constant trickle of motivation carrying me through the darkest times - like a happy version of the River Styx.

2. It's been about...seven and a half years since I started messing around with RM, and to date I have not completed even a single project (okay, so I've done a few competition games here on RMN, but those don't really count, do they?). I'd feel like the world's biggest poseur if I ended up never actually, like, creating something throughout the time I've been around the community. Therefore, it's high time I, uh, whipped my own ass into shape and got this show on the road, so to speak.

Honestly, this was written more for myself than anyone else, but I just wanted to put my feelings on e-paper...so beware, world, Yellow Magic the RMer is here to stay! ..for the forseeable future, anyway...

Announcement

Back To Biznizz

It's been a while since I actively did anything RPG Maker-related, but I found a copy of this project on Dropbox and decided to try it out again, and...I really think this game has potential.

Is it wrong to laugh at your own jokes? Because that is basically what I was doing throughout the 5-10 minutes of cutscenes that currently comprise this game.

I'll be honest: about a year ago when I made a previous blog post, I wasn't so sure I was going to continue this - mostly because this is probably the darkest thing I've ever made, and I was kind-of afraid it might expose a side of me I didn't necessarily want to expose.

But lately I've realised there's more to one side to a human being, and you can't really focus on one aspect of yourself while ignoring everything else than makes you, you. In real life, people are 3D not just in body, but in spirit, too...and that should be celebrated.

So...yeah, Gotta Clean Up The World is go. More updates as I progress through the inglorious beginning stages of production. Over and out.

Game Design

Dialogue Choices

Just thought I'd share the goings on with regards to my project with my two suscribers. Love you both. <3

As I've mentioned on my game page, I'm putting more emphasis on dialogue, cutscenes and exploration than the battle system. Currently I'm working on the many NPCs scattered across the town the game is based in, and was wondering how you guys feel about NPC dialogue. Note: by NPC I don't necessarily mean non-playable characters that have a serious effect on the game's proceedings, but rather the type who'd repeatedly proclaim "WELCOME TO _____ TOWN" with mashing of the 'A' button.

So, dear reader, I ask you how much emphasis do you prefer on this type of NPC?

Would you be generally hit 'A' more than once to see how many responses the character comes up with, or are you more of a press-and-run player? Input much appreciated!
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