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Progress Report

It's dead, Jim, and other such cliche lines

Yeah, I think I'm done here. Despite the fact that I keep getting rather inspired on how to continue, I'm just simply don't have the time to keep going on a project that I'm sure will get overlooked by a lot of people. I don't think there's much of an audience for an RPG Maker project that doesn't have a dedicated artist and musician.. and I am neither.

If you ARE an artist or musician, and want to help out, lemmie know. Maybe I'll pick this up. But as it stands, between lack of time, lack of 'pop out' visuals, and just the fact that I really don't like designing dungeons (is it obvious from the Mansion?), I likely won't pick this back up.

I considered writing it as an ebook and putting it somewhere for a couple bucks or something, but I've come to the realization that I imagined these standout scenes WITH music, and they feel like they lack the 'punch' without it.

But, anyways, if you were looking forward to this, I'm very sorry. Maybe one day... but no promises.

Progress Report

Welp

It's been a long time, hasn't it? I'd really like to continue this, but I've realized a few issues. For one, I simply can't figure out how to push forward through a dungeon... I hate making dungeons. I want to make them all have their 'gimmick', but that's probably why my first one took me as long as the rest of the game up to that point.

Also, I have a lot of ideas for what I would like to do with the story, big ideas. I want these characters to play with the players emotions. That's my goal. However, I've put too much thought into this. As a result, I've never thought much about the 'little' parts.

I'm very sorry about this extremely long wait. I admittingly haven't gotten anything done on this project for about 3 months. But lately, over the past week or so, I've been feeling quite inspired to do this... I think I may give it a go over the weekend. If anyone's still here, I hope you'll look forward to it. I hope to have a demo or progress report every dungeon or so, with perhaps 5 or 6 dungeons planned. As I've said, I'd want overall play time to be about 10-15 hours, and I think it's about an hour and 10 minutes, now.

Progress Report

Is anyone still here? Sorry!

I'm finally moving forward, felt a painful bit of writer/makers/whatevers block. I'm too busy planning what I see as the 'big' plot points, and find myself not interested in the regular bits. But, I'm determined, I still want this done by Christmas or so. If anyone's still around, thanks for stickin' with me!

Progress Report

All this waiting!

I'm sorry it's taking so long, my faithful... seven?... subscribers. I've recently started a new job, and it's physically and mentally draining, and I'm working tons of overtime for it, too, so I haven't had any time to do much of anything. ...And I've renewed my obsession with Final Fantasy XI, sooo..

I've gotten some work done on a new dungeon, with some fun plot stuff planned, and I have lots of other story ideas and plans, so this story's certainly in my thoughts. If you're still following, stay tuned, I'll have new stuff for... sooner or later!

Game Design

Over the years

Spirit Recollection, in general, is not a new idea from me in the least. A number of years ago, probably.... I'd say seven or so, I had this idea for a world where everyone was born with magic, except for the lead character. She and her friend would go off on a journey to find magic for the main character because of an event that happened early in the game. Sounds a bit like what I have now. Except for a load of major issues.

First of all, I didn't plan out a plot at all. I just dropped these characters in, added new characters when I wanted, had an annoying reoccurring pair of nonthreatening villains (Think Team Rocket from Pokémon), and my dungeons were commonly 3-4 screen boxes with straight paths. So it was pretty much the Final Fantasy XIII of it's time.

I didn't have an audience at that time, as there was no real 'database' of RPG Maker games at that time, either, and really, it's probably for the best. I used RTP graphics for everything, like now, only then I didn't add any detail to anything, and literally EVERYTHING was a box. Now, granted, I'm still not that great at detail and non-box-ness, but I've already WAY improved, thanks in part to being denied here, and spending a good 5 hours or so revamping older areas in my current game. The 'west coast' area and Capird Forest are the two that had the most work.

The music I used in my older game was usually from whatever obscure JRPG or otherwise Japanese game I'd been playing at the time, but in MIDI form, obviously. I can remember one moment where I'd just played Final Fantasy X, and I really wanted "To Zanarkand" to be in my game somehow.. so I made a person in a town's bar play it on the piano... after telling you that it's from Final Fantasy X. I don't know what I was thinking. I did have SOME standards, that was the only Final Fantasy song I used, I didn't want most people to 'recognize' what they were hearing. I used music from unpopular games and whatnot, like the Ys series. In my current game, I don't really plan on having outside music... except for possibly one bit near the end, I have a little-heard song from an older game that just sounds PERFECT for the main villain, when he's introduced, and a battle theme for fighting him. Would RMN be unhappy if I used it? I don't know..

Plot wise, I didn't have anything planned out. I made a world map, and, as I do now, I plan new continents and towns as I go along. However, the different is that now, my world map is potentially huge, and I have a clear 'end' point to my story. Back then, I didn't have a end point, nor did I have a large map for my world map. So, I ran out of areas. So what was my plan? Well, remembering Final Fantasy 8, "Let's send the party into space!". And that was where I ended it, because even I had realized, I'd hit the bottom of the barrel.

Or was it that there was no space tileset? ....probably the latter.
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