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I am quitting Wyrm Warriors

  • unity
  • 06/11/2015 02:52 PM
  • 38456 views
I no longer enjoy working on Wyrm Warriors. In fact, I haven't since an incident nearly a year ago between me and one of the contributors. Aside from adding a quest system, laying out towns and making several dungeon maps, not a whole lot has been done since the initial release.

I have decided to quit the project. I'm leaving the current build up for anyone who cares to grab it. There are a few contributed locations with maps missing, but I will add those in tonight.

I'm someone who prides herself on finishing what she starts, so deciding to drop this isn't something I take lightly. For a long time, I told myself that I'd power through it, but every second I spend on it is time I wish I was working on something else. I took breaks and tried to come back to the game, but every time it was the same: the same lack of enjoyment and void of enthusiasm.

I told myself "you HAVE to do this, make a big status declaring your intent and get the next installment out, no matter how un-fun it is." But after a couple of days, I already found myself wanting to do anything else but continuing. Making games is my hobby, but it's not a job, and I just can't put my time, energy, and love into something I no longer enjoy making.

I sincerely apologize to you all, especially to those who have made maps and characters. I will refrain from running community projects in the future to prevent this sort of catastrophe from happening again.

What does this mean for the future of Wyrm Warriors? Is the game dead? That's up to you. As I took over the project when Craze was done with it, someone can step up and take the lead if they wish. Or, it can be completely run by the community. Or it can end here and be forgotten. I leave it entirely in your hands, but I must take my leave.

Again, I am very sorry. -_-

Posts

My dropbox is overfilled because apparently shared folders get double counted (in the sense that if Clyve has a folder with 100mb in it and shares it with me, sudden 100mb counts towards my limit now), so all of the GB of files that Clyve keeps putting into our super secret project has filled my dropbox completely.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
CashmereCat
Self-proclaimed Puzzle Snob
11638
OK, maybe I got ahead of myself. I'm the type of person that likes to draw diagrams to express their feelings. I talk in directed graphs.

Anyway, I think NeverSilent/LockeZ/Sooz would be a great team (hope I didn't miss anybody). I would nudge Red Nova but I'm sure he's busy working on Soul Sunder 2.
Keep in mind that the Skype chatroom from the Birthday event is still there for peeps to use. I even renamed it for just normal chat. If you want to be added to it, just send me a contact on skype and say so (or someone who is also in the room. I opened it up for people to be added.)
NeverSilent
Got any Dexreth amulets?
6299
Right now, I think the most important thing to do is to assess what is there so far and get an idea of what the next step should be. If unity could roughly describe what has changed since the last demo and what was planned (both gameplay- and story-wise) for the next release, that would be really helpful. The more of a basis we have to work with, the better.

P.S.: In case a quick brainstorming conversation is needed, there's also always the IRC channel.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=CashmereCat
I would nudge Red Nova but I'm sure he's busy working on Soul Sunder 2.


Sorry, I can't. For the reason you stated as well as my preference to work with smaller teams (like two or maybe three others).

I think NeverSilent has it right. Before everyone goes gung-ho and commits to this, it might be best to take a deep breath and analyze what is left that needs doing and try to get an idea of exactly how much work is needed to finish this project. Or perhaps realigning the sights of this project might be for the best.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Red_Nova
I think NeverSilent has it right. Before everyone goes gung-ho and commits to this, it might be best to take a deep breath and analyze what is left that needs doing and try to get an idea of exactly how much work is needed to finish this project. Or perhaps realigning the sights of this project might be for the best.

I sort of thought that this was going to be a relatively short project where you find party members, venture through a few dungeons, and beat the bad guy. I think the reason it blew up to begin with was not establishing clear limitations.

Perhaps we could cut down on the amount of dungeons/characters in the game, provided if the original creators of those assets are okay with it?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Ratty524
I sort of thought that this was going to be a relatively short project where you find party members, venture through a few dungeons, and beat the bad guy. I think the reason it blew up to begin with was not establishing clear limitations.


Sounds like step 1 needs to be setting those limitations.

Perhaps we could cut down on the amount of dungeons/characters in the game, provided if the original creators of those assets are okay with it?


With the amount of characters and locations listed, there's no way this project could be short (well, if you want it to be memorable, too). So yeah. I'd suggest start by making some cuts.
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
Sometimes you gotta do what you gotta do. I'd try to talk you out of stopping, but if its becoming a real pain, then there's not much that can be done. Regardless of what comes of this, much love and hug from yours truly.
Marrend
Guardian of the Description Thread
21781
author=Red_Nova
With the amount of characters and locations listed, there's no way this project could be short (well, if you want it to be memorable, too). So yeah. I'd suggest start by making some cuts.


If cuts have to me made, I'd suggest cutting locations that nobody's mapped, or characters that haven't been implemented. Or is that too crazy of a suggestion?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The locations are what make it potentially so much work, not the characters. Adding more characters beyond about the tenth one doesn't cost more than an hour of time for each one, really. At that point they're all just additional combinations of existing skills and equipment, and don't change the game balance enough to require more testing or anything like that. Also, the character submissions are the heart of the game, and the thing people got really into coming up with - the locations were done later and the topic where we came up with the locations got a far less enthusiastic response in the forums.

I vote for Cannonburg, Dr. Toadly's Lab and Disco Temple to be axed.
unity
You're magical to me.
12540
I've updated the download with the rest of the contributed maps. That should be everything.

author=kentona
fuck it let's make another event out of this.

"Make a Map for Wyrm Warriors"


After the new management team gets set up, I think this is a good idea. Getting as many maps done as possible will make it easier to get the project finished ^_^

author=nhubi
Damn, I adore this community.


Me too, nhubi. Me too ^_^

author=eplipswich
I didn't play this game, but seeing that you have made the tough decision to move on from this game, I definitely respect that. When it's time to move on, it's time to move on.

Hope to see a new game from you soon if any, unity! :)


Thank you very much, eplipswich! I have a big game I'm working on right now that I'm really excited to get completed. Soon! :D

author=LockeZ
The locations are what make it potentially so much work, not the characters. Adding more characters beyond about the tenth one doesn't cost more than an hour of time for each one, really. At that point they're all just additional combinations of existing skills and equipment, and don't change the game balance enough to require more testing or anything like that. Also, the character submissions are the heart of the game, and the thing people got really into coming up with - the locations were done later and the topic where we came up with the locations got a far less enthusiastic response in the forums.

I vote for Cannonburg, Dr. Toadly's Lab and Disco Temple to be axed.


I also think the 30 characters are core to the idea of the game. Not to mention, the Shop script would have to be redone if you axe characters ^^;;

author=NeverSilent
Right now, I think the most important thing to do is to assess what is there so far and get an idea of what the next step should be. If unity could roughly describe what has changed since the last demo and what was planned (both gameplay- and story-wise) for the next release, that would be really helpful. The more of a basis we have to work with, the better.

P.S.: In case a quick brainstorming conversation is needed, there's also always the IRC channel.


Let me type out what my plans were for this second region. That should help! I'll post 'em in this thread when I'm done! :D

iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
Don't worry unity, we still love you! :)
Seiromem
I would have more makerscore If I did things.
6375
author=LockeZ
Dr. Toadly's Lab to be axed.


Now hold on there is no Dr. Toadly's Lab to be axed!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Sorry, I meant Rd. Alucard's Bal
unity
You're magical to me.
12540
author=iddalai
Don't worry unity, we still love you! :)

Thanks very much, iddalai :DDDD

Okay, to those wishing to take over, here are my notes on what I intended to happen in the next demo. It's kinda long, so I'll put it under a hide tag:

QUEST TO RECRUIT HITORI

This quest begins when you talk to the old man that lives in a hut north of Osis. (Map Name: Old Man Alchemist Hut). He speaks of a girl who wants to enter the Quartz Quarry, but says there’s no way to get inside, with the rocks blocking the path.

If you wish to get inside, he says he can make an explosive potion, but he requires two ingredients. One of which can be obtained by talking to a townsperson in a warehouse in Osis, the other is one of the treasures on the top floor of the Abandoned Tower to the west.

After acquiring these items, the old man will make the explosive potion for you. Bring it to the entrance of the Quartz Quarry to destroy the rocks blocking the entrance. Hitori will show up and be amazed that you cleared the rocks, and force herself into your party to follow you through the Quarry. She is looking for a teleportation device to take her back home. (graphics for the device are made and have been put in the dungeon).

Using crystal portals, you can travel to the past, present, and future versions of the quarry, and can navigate the dungeon. (I may need to go back and put the warps in, to make sure it’s clear which goes to where. I’ll do that this weekend ^^;;) You can find the Portal in the present and future sections, but it’s broken (the broken graphics are already included in the maps). Only in the past is it functional.

You fight the boss three times, in his past, present, and future modes. He appears last in the past, by the functioning Portal, but will smash it before Hitori can enter. With no way home, Hitori instead joins your group to fight the Wyrm Wizard.

QUEST TO RECRUIT NIRA AND GEEBONE

The people of Osis are tired of being robbed by the pack of bandits that have their hideout on Mount Arazia. The player finds Nira in the elder’s house in Osis. She wants to take out the bandits, but needs the password to get into their lair. In the abandoned tower to the west, there is a former bandit who wishes to turn over a new leaf. He will give you the password. With it, Nira will join you, and tell you that the bandits captured a man named Geebone.

With the password, you can invade the bandit’s hideout on Mount Arazia. Geebone has broken out of his cell their and will join you. After you beat the bandits’ leader, the elder of Osis will give you a large gold reward and you’ll have two new recruits on your team.

QUEST TO RECRUIT BLAIZE AND GET THE FIRST TESS DIAMOND

There was supposed to be a frozen mountain path to the north (Dekiller had offered to do it for me in a PM but he never got it back to me) that is blocked with a Demon Statue. Wilford the Butler arrives and explains that only the power of a TESS DIAMOND can break the Demon Statue’s seal, and that it is rumored that one lies in a mausoleum in a hidden chamber in the heart of Mount Arazia.

On Mount Arazia, you will find Blaize, but s/he refuses to join you until you deal with some cultists that live on the mountain. Nearby, you can invade the cultist’s small cave. You will find Blaize’s missing staff and a Dragon Pendant, with a note that says if you place it on the Altar of the Mountain (which you probably saw on your way here), the way will be opened. Take the staff to get Blaize to join and go to the Altar to finally open the way to the Sleeping Mausoleum, where the first Tess Diamond lies.

Aaaand that’s about all I had, aside from adding a quest in Hoffzen where Rosie could learn a special move. I will be updating the Wyrm Warriors download shortly to include the teleportation spots for Quartz Quarry so you all don’t have to worry about figuring out what I did there ^^;;;


EDIT: Wyrm Warriors Download Updated to add Working Warps to the Quartz Quarry, as that was an important part of its design ^_^
A bit late here, so...

author=iddalai
Don't worry unity, we still love you! :)


Basically this. Not sure if there's anything more to say.

author=LockeZ
The locations are what make it potentially so much work, not the characters. Adding more characters beyond about the tenth one doesn't cost more than an hour of time for each one, really. At that point they're all just additional combinations of existing skills and equipment, and don't change the game balance enough to require more testing or anything like that. Also, the character submissions are the heart of the game, and the thing people got really into coming up with - the locations were done later and the topic where we came up with the locations got a far less enthusiastic response in the forums.


Gameplay-wise, you're absolutely right. However, isn't there supposed to be some story attached to them too? In this case, cutting character number down would certainly help to make it more manageable. Unless, of course, it's going be a Jagged Alliance kind of thing where the non-gameplay differences between characters begin and end with their biography and there's no character development/evolution throughout the entire game. From what I have gathered so far, that's not really going to be the case, although I may be mistaken here.

Anyway, best of luck to those trying to revive the game now. I would've gladly joined you, but I don't even have time for reviews at the moment, let alone proper writing.
NeverSilent
Got any Dexreth amulets?
6299
Thanks a ton, unity! That's definitely a lot of stuff that can be worked with.
I'm afraid I (or others) might occasionally pester you with other questions about how the game was planned to continue, so I hope that's okay for you.

Before I can make any suggestions on how to proceed, I will soon play through the most recent version of the demo again to get a grasp of what has been going on so far again (it's been a long time since I last played this, after all). I highly suggest anyone else who intends to contribute something substantial on the story or gameplay department to do the same.

In the meantime, any ideas on how to go about taking the next step in development are encouraged. Cutting some content will be impossible to avoid, and I would also suggest concentrating our efforts on the mandatory dungeons and locations for now. The optional stuff can always be added later.

Dropping Cannonburg, Yoadtl's Lab and the Disco Temple seems like a good start to me, too, as none of those are particularly vital to the game. (Sorry, Seiromem.) I also agree that all characters should be kept, though, as they are the very foundation this project is built on.

author=NTC3
Gameplay-wise, you're absolutely right. However, isn't there supposed to be some story attached to them too?

Actually, the story part for most characters in Wyrm Warriors is supposed to be fairly light, as far as I can remember. Except maybe for the early characters, most of them don't get a huge amount of exposition or backstory, especially since many of them are optional as well. I think the greatest challenge right now is not the writing, but the gameplay and location design.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
NTC3, there was never supposed to really be any story attached to the characters. 90% of their dialogue was already written by the people who created them in the original thread.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
]I understand but am disappointing, though I'll admit i haven't been a huge or reliable contributor. I sincerely hope I wasn't the discouraging factor. I would love dialogue work.
author=LockeZ
NTC3, there was never supposed to really be any story attached to the characters. 90% of their dialogue was already written by the people who created them in the original thread.
Well, one idea is to rejigger that somewhat, shifting the emphasis towards characters and their quests.