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Progress Report

The end is... ended!

5 months of work and finally the ending cut scenes are done! T____T

(*Pride mode ON*) It's an AWESOME masterpiece (*Pride mode OFF*)

If it wasn't the final, I'll spam it on youtube like there's no tomorrow XD. But, sadly, I cannot.

♫ ♫ ♫ ♫


Now there are many things to do, rewrite ending titles, make the extra post-game section, redo the tutorial, balancing, maybe some code optimization depending on the result of the betatest.

Least but not last, for non Italian players, there's the translation to do, that will add "some" time.

But the end of this game is now within eyesight.

Miscellaneous

A little advertising!

Good 2014 everyone!

I've done some PQ related merchandise, so brace yourselves XD, other godgets will come.


First I want to introduce you the Karol "Got milk?" mug



What's best than drink milk with Karol, the gorgeous and healthy cow girl from Pocket Quest?

If you want to enjoy her company don't miss this chance, you can buy this mug here. Only 9.90 € + shipping!


For those who loves reading there is the Nono Bookmark



You can download it for free here, print it, cut and fold it following the instructions. Nono will pop up from your book remembering you the last page you read.

Enjoy!

Progress Report

Some news.

4 months without news? Time flies...

I'm still work in progress with the ending scene. The last big one.
A lot of cinematics at the end of this game.

Done thousand of animations, I'm still separating and saving all frames.

In the meantime Nono has left the scene for the last time. It was a sad moment to program T_T, you know your main character has finally reach her goal and if you don't do another game, you'll never "work" with her again.

Stay tuned for some goodies soon!

Progress Report

Almost there... almost...

Step by step I can see the light at the end of the tunnel. Maybe it's only a reflection.

Various cut scenes where done in the meanwhile, the ones between the boss battle phases and the two ending routes.

Both of them rejoin in the common cutscene that now I'm working on. Still much to do, but not as much as before :)

Progress Report

Final boss phase 3 (/3) complete!



AAAAAAAAAAAND... It's done!

Phase 3 complete! Now every battle in the game is programmed and finished.

From now on there are only *sigh* cut scenes, interminable cut scenes XD

PQ is far from its completion date, a lot of work to do, but another step in the right direction has been made.

Cheers!

Game Design

Meet Talisa, the female Djinn!



In this month I came up with an idea for a new square for helping Nono in her quest.

Oh well, it's not a real "new" square, but an enhanced one.

I get rid of the old backgroundless "LEVEL UP" square and add some spices.

Talisa will grant Nono one wish everytime she land on her square, but Talisa can only grant some type of wish cause she's not an expert djinn.

What can Nono ask to her?

-Level up! (major wish), this work, like the ex "levelup" square, only one time for each board, even over the board level limit.

-Complete restore: max HP, max FP and cure poison.

-100 gold! Nono is happy with this.

-Teleport. Not a random one, you can choose to be teleported at the Inn, Shop or Boss square.

That's all folks!

Progress Report

Final boss phase 2 complete!

Yes! A lot of variant on the BS on this second phase.
Choices to be made...
Unexpected allies...
Terrific finishing moves...

you better be prepared for this.

Now... phase 3.

Progress Report

Final Boss phase 1 complete!

Works are proceeding pretty well.

I've done graphics, programmed attack and AI, added special features for this special battle and worked hard to put all togheter.
It'll be an interesting fight. Even now that's not balanced I find it interesting.

Again no screens sorry :\ cause... uber spoilers otherwise.

Now I can preceed with phase 2! yay!

Some bugs discovered, some trying old feature on new things, others wake me in the middle of the night "THIS CAN'T WORK! I DIDN'T PUT "ON" THE SWITCH!"... or maybe when i drive my car to work...
Brain... please shtap!

Progress Report

Final confrontation!

Finally the pre-boss cut scene is done.
I've done a lot of graphics, baloon (...), etc etc, due to lack of free time this took a while to be completed.

Now I can move to the next step, programming the final boss Battle System with some changes from the standard one.

I can't submit screen of additional info cause everything is SPOILER...

The works are proceeding, with a slow pace, but constantly.

See ya!

Progress Report

About the demo and current situation

The actual demo, as description states, was released at the end of 2009, 2 years after the start of the project (8th December 2007. 5 years ago °_°), for the 2008-2009 game contest of the italian community I'm in.

Second place in absolute and many other nominations and placements.

The demo covers the first 2 boards... it means half the game.
The feedbacks from the players helped me to focus on its flaws:
battle are too difficult for someone, it depends on HOW you distribute the points in the 4 parameters of Nono (health, attack, defense, agility). A very agile Nono has great vantage.
Lily is too frequent and a real pain in the a$$ XD
Other little things here and there, mainly the long term repetitivity of the game, but this is a subjective issue.

From 2009 to ...today I've worked to fix these defects.
I've improved the growing system of Nono, making Attack and Defense more useful (now every 5 points they add a +1 on damage/resistance of the weapon/shield), giving 2 point per level to distribute instead of 1, reduced the maximum number of points needed to fill a parameter, introduced Gloria and her Gym, a service that allow you to redistribute points as you wish if you stuck on a bad sheet.

Lily is now less frequent and the end of the "curse" is no more the start of another, but you have 2 curse-free turns.

Implemented the ability system, Nono now can learn 30 ability reaching precise achievements in combat, ability divided in 10 x 3 class: Ninja, Knight and Valkirie. Added job relative Limit attacks.


More minigames like Whack-a-mole and Dance Dance revolution, enhanced dialogues in the meeting points.

I've redone some fanservice scenes...

I worked hard to mitigate the repetitivity factor, but this has it's limit due to the very nature of the game: in a looping board you can't avoid repetitions and making occasional "events" is impossible cause without a precise end of the board you must potentially have an infinite number of them.

Present day:
the 4th and last board is complete, I'm writing the script of the final boss confrontation, dialogues, gameplay variations, etc. and I'm doing the relative graphics.

What in the to-do list?
The actual final boss programming, final cutscenes + dialogues, special credits roll and ending, balancing the Battle system (since I changed the level up point system and introduced the ability, I haven't tested it and I must reinforce the enemies statistics), betatesting, a sort of game+ save, that allow you to access all the minigames and image gallery (don't know for the image gallery cause 320*240*256color is not the best for photoshop illustrations).
Last but not least a translation ^^

Meanwhile I've opened an official BLOG with fanart, more screenshot and other things.
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