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Game Design
...Going down One Path
Skyrockerable
1 post(s)- 10/30/2015 07:58 AM
- 1280 views
So The Bandits of Tynael* has been on the New & Notable / Buzzing Games list for a few days now, which is pretty cool. So I guess the hype is pretty real regarding the whole RPG Maker MV thing.
Speaking of this, this means that I should probably add some more blogs and new images every now and then, which I will do in just about now.
I love forests
So for the past few days I've been trying to work on a pretty big (perhaps even huge) forest. And with huge I mean huge.
Warning; huge screenshot;
Link for if you want to skip the spoiler.
So this is only a rather... small part for the forest I'm working up, which will mostly be divided into smaller parts like a grid, so to speak of. More or less, this is basically the forest filled with all kinds of scum and bandits, and it's right beside our Destination: Destin (should probably call the came Destin-atioN).
These are only 2 maps, meaning I have a total of 4 maps for the damn forest, but 4 maps for a forest isn't going to be enough.
There will be about 22 full maps with possible sub-maps in them for just the whole forest, and this will only be one location of the game;
What you have just seen are 1C and 2C, and 1D + 2D are already done, now I just need to find the right motivation to finish the other 18 maps, which will probably work out quite well.
Random Encounters
If you've read about the variable thing in my previous blog, you will know that I will get to work with using variables.
What do variables and Random Encounters have in common?
In these forests mentioned above, you will probably get a whole load of random encounters (should probably amp up the difficulty as you progress through the forest), with every bandit you kill, you will weaken their structures and gain an advantage when shit's about to get down, so to speak. So that's that.
Prepare to meet bandits and possible antagonists/alleis when walking through these forests.
Loot!
Yes, there will be loot and chests in all of these areas, some may be for a pay (well it's a game about fighting bandits ofc.) and some, you may have to find.
Might even add a few small side dungeons into these forests, if I ever get to have the chance.
But there will be loot.
Cool and awesome loot.
(yay loot)
So in other words, I have nothing more to talk about, because that was basically my progress and idea-processing for the past 2 or 3 days. I'm making good progress and I will try to hand out some more information pretty soon enough, so stay tuned.
~Sky
Speaking of this, this means that I should probably add some more blogs and new images every now and then, which I will do in just about now.
I love forests
So for the past few days I've been trying to work on a pretty big (perhaps even huge) forest. And with huge I mean huge.
Warning; huge screenshot;
Link for if you want to skip the spoiler.
So this is only a rather... small part for the forest I'm working up, which will mostly be divided into smaller parts like a grid, so to speak of. More or less, this is basically the forest filled with all kinds of scum and bandits, and it's right beside our Destination: Destin (should probably call the came Destin-atioN).
These are only 2 maps, meaning I have a total of 4 maps for the damn forest, but 4 maps for a forest isn't going to be enough.
There will be about 22 full maps with possible sub-maps in them for just the whole forest, and this will only be one location of the game;

What you have just seen are 1C and 2C, and 1D + 2D are already done, now I just need to find the right motivation to finish the other 18 maps, which will probably work out quite well.
Random Encounters
If you've read about the variable thing in my previous blog, you will know that I will get to work with using variables.
What do variables and Random Encounters have in common?
In these forests mentioned above, you will probably get a whole load of random encounters (should probably amp up the difficulty as you progress through the forest), with every bandit you kill, you will weaken their structures and gain an advantage when shit's about to get down, so to speak. So that's that.
Prepare to meet bandits and possible antagonists/alleis when walking through these forests.
Loot!
Yes, there will be loot and chests in all of these areas, some may be for a pay (well it's a game about fighting bandits ofc.) and some, you may have to find.
Might even add a few small side dungeons into these forests, if I ever get to have the chance.
But there will be loot.
Cool and awesome loot.
(yay loot)
So in other words, I have nothing more to talk about, because that was basically my progress and idea-processing for the past 2 or 3 days. I'm making good progress and I will try to hand out some more information pretty soon enough, so stay tuned.
~Sky
Progress Report
Well oh Well
Skyrockerable
0 post(s)- 10/28/2015 08:07 PM
- 482 views
So hi, if you're reading this, it means that you are genuinely interested in a project that has been on my mind for the past week or so and I am genuinely excited to discuss these... things.
And with ''discuss'' I mean improvise.
So here goes nothing;
Bandits of Tynael* (if someone knows a better name for this, do tell me. Because I think this sounds mainstream and boring as hell.) will mainly revolve around the three young heroes; Jeremiah, Dereck and Lucienne. It is their duty and their job to accept missions by leader of the Ventéllian Guardians and ex-hero of some important lore I have to flesh out sooner or later and execute them. In this case they need to defend a small fishers/farmers town called Destin.
Sounds simple and easy enough, right?
What I plan on doing is to create 2 head branches leading to the destination. An inner approach and a more outer approach, so to speak of.
Interaction
What it all comes down to is either the siege on Destin, or actually hunting down those fearsome, dangerous bandits. The progress on this will mostly be decided on how well you explore the maps and how interactive you are with basically everything and everyone. Through variables (I suppose I'm just too lazy to script plug-ins), I'll try to create multiple situations that are decided by how you interact. For instance, if you help out a lot of civilians and defeat a lot of bandits in the forests, you'll make it easier for yourself when the band of bandits (heh) actually attack the small town of Destin. Do not help out any civilians and be a lazy douche and you'll find yourself struggling in-game to stay in control of the situation.
The whole variable-system thing will also depend on which main characters you will meet and on any loot you will find.
But the whole catch is, there is only limited time.
I suppose that different actions will increase these variables by an either small or large amount of numbers, and those numbers increase the chances of you doing well, with each (major) action you do, the time will pass a little bit (possibly in screen tints.) and at the end of the day, you'll have no other choice to rest. And with each other day, new opportunities arrive.
Still following along? Good, because that's basically what it all comes down to.
You try to save everyone and be as interactive as possible, and you'll do fine. With the whole variable system, I'll try to add as much replay value as I can, but seeing as this is still an early WIP, we'll just have to see about that. But the ideas and the inspiration are currently going a long way.
Main Characters and Lore
As I've said before, the game mainly resolves around the three heroes. But I do plan on adding a wide range of characters, for both major paths you'll go down on. Each of these characters (that I will add and flesh out sooner or later, thank god we have good character creation now) will have their own strengths and weaknesses. Both in combat as in general interaction with the world (check back on the variable system). So that should be something fun to work with.
On a more personal note;
I'm currently doing alright on making progress on all of this, and like I said. The ideas and motivation are strong. I'm making strong progress on certain areas and the main city of Ventél is basically done. (Although there won't be much interaction and areas there, probably because I'm lazy about a major location in lore, but less major in the actual game.)
However, with my current age, I am still working on school and I have my own part time job to worry about. Mix it with a bunch of angst and sleep deprivation and you have a recipe for disaster.
The progress will be slow, but after I'm done with this week (exams and finals I suppose) things will turn for the better.
And I can't wait to make some good progress on Bandits of Tynael*.
~Sky
*A better name would be much appreciated.
And with ''discuss'' I mean improvise.
So here goes nothing;
Bandits of Tynael* (if someone knows a better name for this, do tell me. Because I think this sounds mainstream and boring as hell.) will mainly revolve around the three young heroes; Jeremiah, Dereck and Lucienne. It is their duty and their job to accept missions by leader of the Ventéllian Guardians and ex-hero of some important lore I have to flesh out sooner or later and execute them. In this case they need to defend a small fishers/farmers town called Destin.
Sounds simple and easy enough, right?
What I plan on doing is to create 2 head branches leading to the destination. An inner approach and a more outer approach, so to speak of.
Interaction
What it all comes down to is either the siege on Destin, or actually hunting down those fearsome, dangerous bandits. The progress on this will mostly be decided on how well you explore the maps and how interactive you are with basically everything and everyone. Through variables (I suppose I'm just too lazy to script plug-ins), I'll try to create multiple situations that are decided by how you interact. For instance, if you help out a lot of civilians and defeat a lot of bandits in the forests, you'll make it easier for yourself when the band of bandits (heh) actually attack the small town of Destin. Do not help out any civilians and be a lazy douche and you'll find yourself struggling in-game to stay in control of the situation.
The whole variable-system thing will also depend on which main characters you will meet and on any loot you will find.
But the whole catch is, there is only limited time.
I suppose that different actions will increase these variables by an either small or large amount of numbers, and those numbers increase the chances of you doing well, with each (major) action you do, the time will pass a little bit (possibly in screen tints.) and at the end of the day, you'll have no other choice to rest. And with each other day, new opportunities arrive.
Still following along? Good, because that's basically what it all comes down to.
You try to save everyone and be as interactive as possible, and you'll do fine. With the whole variable system, I'll try to add as much replay value as I can, but seeing as this is still an early WIP, we'll just have to see about that. But the ideas and the inspiration are currently going a long way.
Main Characters and Lore
As I've said before, the game mainly resolves around the three heroes. But I do plan on adding a wide range of characters, for both major paths you'll go down on. Each of these characters (that I will add and flesh out sooner or later, thank god we have good character creation now) will have their own strengths and weaknesses. Both in combat as in general interaction with the world (check back on the variable system). So that should be something fun to work with.
On a more personal note;
I'm currently doing alright on making progress on all of this, and like I said. The ideas and motivation are strong. I'm making strong progress on certain areas and the main city of Ventél is basically done. (Although there won't be much interaction and areas there, probably because I'm lazy about a major location in lore, but less major in the actual game.)
However, with my current age, I am still working on school and I have my own part time job to worry about. Mix it with a bunch of angst and sleep deprivation and you have a recipe for disaster.
The progress will be slow, but after I'm done with this week (exams and finals I suppose) things will turn for the better.
And I can't wait to make some good progress on Bandits of Tynael*.
~Sky
*A better name would be much appreciated.
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