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Announcement
@JRL Demo Released!!! OMG
(IMAGE REMOVED BECAUSE EVERY TIME I LOOK AT IT I HATE IT)
Peoples, peoples, calm down. No hyperventilating or shrieks of excitement. It's been a long time coming, but the demo is finally here.
Seriously though, the demo is now available and I hope you enjoy it! You can CLICK RIGHT HERE to start playing it.
So go ahead and do that, and please read this in the meantime.
1. I thought this demo released a while ago?
It did! I kinda' ninja released it. Sorry about that. Things have been quite busy for me and I'm not always at my computer to put in work or write a blog. As some of you may know, things have been incredibly busy for me lately. I don't have as much time as I used to have to devote to game development. I try, every once in a while, but nothing is coming of it.
I have adopted another hobby, drawing (as seen in the image above). It's a ton of fun, and it's quite portable. I've been learning a lot for the short time I've been doing it. It's a huge stress relief for me, and stress relief is something I dearly need right now.
As for my game development, well, I just don't have the stamina for it anymore. On top of that, one of my computers broke down which hosted most of my RPG Maker MV games (hey, I guess my profile motto finally came true!). While I'm writing this, it 3 AM. 3 AM, folks!
But yeah, I released the demo maybe a month ago? A few weeks? I haven't been able to tend to the game since it went into testing. Hence my ninja release. And for that, I am sorry. I had to put it online and I figured I would, in some form, release it for all of you to play. I uploaded it, and then immediately left my computer. What you have now is that @JRL demo.
2. I was a tester. Is this demo the same as the test version?
Unfortunately, yes it is. It's not any different from the test version. All of my testers were extremely helpful and provided amazing feedback! Sadly, I was not able to implement any of that feedback. The good thing is, the feedback was overwhelmingly positive. Some of you may see a few things and think, "a good tester may have caught this," and you'd be right: all of the people who volunteered to test this game were very helpful! I just wasn't able to adjust anything since then.
3. Are you returning to Game Development?
Not at the moment. Like I mentioned, some things have changed and I'm not at my development computer as much as I used to be. And even then, I just don't have that drive anymore. I've decided to pursue more potentially lucrative opportunities, hoping to make something of myself elsewhere online.
I love making free games, and I enjoyed each and every pixel I put into the art and animation in this @JRL demo. Unfortunately, fun doesn't pay the bills or put food on my table, and that's a big reason why I have to look elsewhere.
4. So what's going to happen to @JRL?
@JRL will unfortunately remain in purgatory for the time being. My game development has all but halted, on all of my projects, and I have no present desire to return. Maybe in the future, if things starts going more smoothly for me, I may. In the meantime, however, I will no longer be developing.
5. Finally, what are your hopes for this demo?
My hope is that you'll play it, enjoy it, share it, review it, critique it, and "Let's Play" it. I hope that you all will have as much fun playing this demo as I had making it. I put a ton of work into it, and it contains my most recent pixel art and pixel animations. A lot of hours went into preparing this demo, and I hope you'll get some fun out of it.
It may be short, it may have some flaws and there may not be much to it, but it's my baby. I hope you enjoy the @JRL demo.
Peoples, peoples, calm down. No hyperventilating or shrieks of excitement. It's been a long time coming, but the demo is finally here.
Seriously though, the demo is now available and I hope you enjoy it! You can CLICK RIGHT HERE to start playing it.
So go ahead and do that, and please read this in the meantime.
1. I thought this demo released a while ago?
It did! I kinda' ninja released it. Sorry about that. Things have been quite busy for me and I'm not always at my computer to put in work or write a blog. As some of you may know, things have been incredibly busy for me lately. I don't have as much time as I used to have to devote to game development. I try, every once in a while, but nothing is coming of it.
I have adopted another hobby, drawing (as seen in the image above). It's a ton of fun, and it's quite portable. I've been learning a lot for the short time I've been doing it. It's a huge stress relief for me, and stress relief is something I dearly need right now.
As for my game development, well, I just don't have the stamina for it anymore. On top of that, one of my computers broke down which hosted most of my RPG Maker MV games (hey, I guess my profile motto finally came true!). While I'm writing this, it 3 AM. 3 AM, folks!
But yeah, I released the demo maybe a month ago? A few weeks? I haven't been able to tend to the game since it went into testing. Hence my ninja release. And for that, I am sorry. I had to put it online and I figured I would, in some form, release it for all of you to play. I uploaded it, and then immediately left my computer. What you have now is that @JRL demo.
2. I was a tester. Is this demo the same as the test version?
Unfortunately, yes it is. It's not any different from the test version. All of my testers were extremely helpful and provided amazing feedback! Sadly, I was not able to implement any of that feedback. The good thing is, the feedback was overwhelmingly positive. Some of you may see a few things and think, "a good tester may have caught this," and you'd be right: all of the people who volunteered to test this game were very helpful! I just wasn't able to adjust anything since then.
3. Are you returning to Game Development?
Not at the moment. Like I mentioned, some things have changed and I'm not at my development computer as much as I used to be. And even then, I just don't have that drive anymore. I've decided to pursue more potentially lucrative opportunities, hoping to make something of myself elsewhere online.
I love making free games, and I enjoyed each and every pixel I put into the art and animation in this @JRL demo. Unfortunately, fun doesn't pay the bills or put food on my table, and that's a big reason why I have to look elsewhere.
4. So what's going to happen to @JRL?
@JRL will unfortunately remain in purgatory for the time being. My game development has all but halted, on all of my projects, and I have no present desire to return. Maybe in the future, if things starts going more smoothly for me, I may. In the meantime, however, I will no longer be developing.
5. Finally, what are your hopes for this demo?
My hope is that you'll play it, enjoy it, share it, review it, critique it, and "Let's Play" it. I hope that you all will have as much fun playing this demo as I had making it. I put a ton of work into it, and it contains my most recent pixel art and pixel animations. A lot of hours went into preparing this demo, and I hope you'll get some fun out of it.
It may be short, it may have some flaws and there may not be much to it, but it's my baby. I hope you enjoy the @JRL demo.
Announcement
YOU ALL READY FOR A DEMO? (MAJOR update)
Gredge109
10 post(s) 
- 02/24/2017 09:24 PM
- 3661 views
Two things to talk about today, and it entails good news and bad news.
1. Demo ready to release, tester needed
2. My haitus
Demo ready to release, tester needed
It's been a long time, hasn't it?
This project started quite some time back. It's been remade... two times? Maybe three? I'm beginning to lose count. This project has spent more time at the drawing board than the production line, but I'm finally at a point where I can say I'm legitimately proud of @JRL's current progress.
And that's why I'm happy to announce that a demo is almost ready for release.
It's about thirty minutes long to roughly an hour, and I feel it sets the pace for what to expect in @JRL. What started as a roguelike experiment product has turned into a traditional RPG with a heavy focus on narrative development. Of course this demo won't contain all of the characters and their stories, but it will give you some background into a couple of them. The bulk of the game will be post apocalyptic, but the majority of this demo takes place pre-apocalypse. I put a lot of work into making it a solid experience, and I hope you'll enjoy it.
The story and its presentation are rather unique. I can't really put it into words, but you'll see how the story weaves together comedy and tragedy in a unique manner. You the character will experience the world through the lens of the main characters, and the mood of the world around you may change because of that, depending on the perspective of the main character you are controlling. I have no idea if I pulled this off well, or if it's simply confusing. That'll be up to you all to decide.
Expect a strange experience.
That being said, I need one person willing to test play the current demo. It's in a position where it's almost ready to release, but @JRL is a deceptively complex game. That's why I could really use a second set of eyes to give it a once-over before release.
My haitus
Now for the bad news. I'm afraid I won't be able to spend any more time on this project, outside of tweaking this demo. I'm not cancelling any of my games, and to put "haitus" on all of my projects would be unnecessary. Rather, I the developer am going on haitus.
Things changed in my personal life and I just don't have time for this hobby anymore. And that's really too bad. I love game development. I love making pixel art for it. Unfortunately, things changed and I no longer have time to commit to this hobby.
So I'll be going on an indefinite haitus. Who knows how long? I've decided to tie up a few lose ends here on RMN, and I feel @JRL is a big part of that. @JRL has become my personal flagship game, and I can't leave it as is. I have to release something for it.
After all the work I put into @JRL for you guys, I feel I've finally gotten to the point where I can release a demo. It won't be perfect. There'll be a few bugs, and some artwork I just haven't gotten around to making just yet. But I want there to be a playable demo I leave here for you guys. I want there to be something you all can enjoy, because all of you have been so faithful to this project, in your inspiration and encouragement, and you all have been earnestly awaiting a release of some sort. The most I can give right now is a demo.
@JRL is not cancelled, but think of it as being on an indefinite haitus. Will it be finished some day? I hope so, after I get my affairs in order. Perhaps I'll get a nice long vacation to put some work into @JRL. There's no telling when I'll be able to work on it again, but I can at least leave you all with something you may, or may not, enjoy.
1. Demo ready to release, tester needed
2. My haitus
Demo ready to release, tester needed
It's been a long time, hasn't it?
This project started quite some time back. It's been remade... two times? Maybe three? I'm beginning to lose count. This project has spent more time at the drawing board than the production line, but I'm finally at a point where I can say I'm legitimately proud of @JRL's current progress.
And that's why I'm happy to announce that a demo is almost ready for release.
It's about thirty minutes long to roughly an hour, and I feel it sets the pace for what to expect in @JRL. What started as a roguelike experiment product has turned into a traditional RPG with a heavy focus on narrative development. Of course this demo won't contain all of the characters and their stories, but it will give you some background into a couple of them. The bulk of the game will be post apocalyptic, but the majority of this demo takes place pre-apocalypse. I put a lot of work into making it a solid experience, and I hope you'll enjoy it.
The story and its presentation are rather unique. I can't really put it into words, but you'll see how the story weaves together comedy and tragedy in a unique manner. You the character will experience the world through the lens of the main characters, and the mood of the world around you may change because of that, depending on the perspective of the main character you are controlling. I have no idea if I pulled this off well, or if it's simply confusing. That'll be up to you all to decide.
Expect a strange experience.
That being said, I need one person willing to test play the current demo. It's in a position where it's almost ready to release, but @JRL is a deceptively complex game. That's why I could really use a second set of eyes to give it a once-over before release.
My haitus
Now for the bad news. I'm afraid I won't be able to spend any more time on this project, outside of tweaking this demo. I'm not cancelling any of my games, and to put "haitus" on all of my projects would be unnecessary. Rather, I the developer am going on haitus.
Things changed in my personal life and I just don't have time for this hobby anymore. And that's really too bad. I love game development. I love making pixel art for it. Unfortunately, things changed and I no longer have time to commit to this hobby.
So I'll be going on an indefinite haitus. Who knows how long? I've decided to tie up a few lose ends here on RMN, and I feel @JRL is a big part of that. @JRL has become my personal flagship game, and I can't leave it as is. I have to release something for it.
After all the work I put into @JRL for you guys, I feel I've finally gotten to the point where I can release a demo. It won't be perfect. There'll be a few bugs, and some artwork I just haven't gotten around to making just yet. But I want there to be a playable demo I leave here for you guys. I want there to be something you all can enjoy, because all of you have been so faithful to this project, in your inspiration and encouragement, and you all have been earnestly awaiting a release of some sort. The most I can give right now is a demo.
@JRL is not cancelled, but think of it as being on an indefinite haitus. Will it be finished some day? I hope so, after I get my affairs in order. Perhaps I'll get a nice long vacation to put some work into @JRL. There's no telling when I'll be able to work on it again, but I can at least leave you all with something you may, or may not, enjoy.
Announcement
THE REMAKE IS HAPPENING (Early Look!)

1. What's happening to @JRL?
Thanks to the overwhelming encouragement I have received from both here and on slack concerning @JRL, the remake is happening!
It's being fully remade from the ground up. As I mentioned in a previous blog, the original two versions of @JRL just weren't fun to play. So what I've done, is I've gotten rid of the old, and I've recreated the entire game not only in graphics, but in gameplay. Because of this remake, I'm also considering changing the name of the game from @JRL to simply Joanna.
Let's take a look at some of the changes, starting with graphics, sound, and gameplay.
2. Graphics.
What does that mean? Well, it means I have a lot of work to do! But still, it's a huge burden off of my shoulders to drop some of the earlier @JRL concepts. To give you a little taste of the difference between OLD JRL and the REMADE JRL, let's take a look at this comparison picture I put together.

That purple @ in the top image? That's how Joanna first looked!
Now if you look closely at the above picture, you can see a slight difference in the graphics from the original version of JRL in the top half, to the present version on the bottom half.
Humor aside, it truly is a remarkable difference! JRL 2.0 had its graphic revision as well where everything was in 4-bit (8-bit?), and every object was single color. Now, it's turning into a much more fully realized game. My pixel artwork has improved over time, being on these forums, taking advice and following the examples of other artists, and making projects using my own work. Joanna will, when I'm done with it, be hands down by best artwork to-date.
All of the graphics are freshly made for this project: there are no copy pastes from my other games. I've created new tilesets, objects, sprites, and monsters.
Not only that, but each character you control will have several animations! Sure, I could just have the people stand around and talk to you normally, but why not liven it up? This is why I've put extra work into every character's sprite sheet. Here's a short preview of Joanna's updated sprite sheet.

Joanna's sprites have overgone revision even during these last few days. An example of her sprites are found in the lower left of the image, made 4 days ago, to the newer, larger and more detailed sprites everywhere else in the sheet, made 2 days ago.
Sprite animation will be a big part of this game. I want everything to pop. I want it to look crisp and memorable, even if a lot of these sprites aren't seen for a long period of time. Why? Because I want everything about this game to be good. I am not slacking off in any design aspect of this remake.
3. Music.
Originally, @JRL was imaged with no sound effects whatsoever, so the player can just play at the game while running a YouTube soundtrack in the background or whatever. The thing is, that failed to create any kind of emotion in the environment of @JRL. I can do better than that. So I'm taking my time and choosing some nice tracks that other artists have made that allow non-commercial use. I don't have the list finalized yet, but I am getting a good selection of music together. Here's an example of one of the tracks I'm considering for a more dramatic portion of the game, just to give you a feel for the music of the game:
http://www.newgrounds.com/audio/listen/716379
4. Gameplay.
The gameplay has undergone, by far, the largest change from the old version of @JRL to the new version of Joanna. The old version was much more similar to a roguelike, but as I explained in my previous blog, it just wasn't that fun. So it's been remade into a more straightforward RPG.
The combat system is turn based, but is being expanded on a lot more than previously. You'll have several members in your party instead of just Joanna, all of which bring something unique to the table.
Though @JRL focused on scavenging, Joanna's remake will focus on exploration. The events of the game take place mainly around the city of Brighton, where all of the people are affected by an explosion of unknown proportions and effects known simply as "The Event". Instead of roaming around breaking down items and scavenging them for parts, the game will be about exploring this city and the area around it, running into multiple scenarios, seeing the impact on The Event on the world around, and on the people of the city. Ultimately, Joanna's goal will be to find her brother in the midst of chaos. There will be strange enemies and violent looters, gangs, and plenty of unusual things going on.
Exploration is a big thing for me in this game, and the good thing is, this is not a totally huge game. It's being designed for me to reasonably complete without overwhelming myself. The areas may not be incredibly large, but they will be dense. The first portion of the game will break the player into the world around them and introduce them into various things they can do. This portion will be far more story driven. Then, at a point, the world will open up, allowing the player to explore this city and its surrounding area post-event.
5. Finally...
Finally, I wanted to let you know that I absolutely love playing this game now. In the short segments that I have made, it's a lot of fun. I've added a bit of humor, and plenty of strange-ness, yet it will still remain a dark environment. But most of all, I'm enjoying the world I'm creating, which is a lot more than I can say for the original versions of @JRL.
I'm having fun with it, and I hope you will too. Please considering subscribing to keep up to date on this game's progress, as well as a possible demo!
Announcement
INPUT NEEDED: The Big Question!

Joanna, the lady of the hour herself.
To toss or not to toss?
So here we are, at the end of December 2016, and @JRL's development has all but halted. Since making this game page, I've produced, completed and released several other games. I've learned a lot of lessons in that time. I've given @JRL a graphical overhaul once already, and I've definitely improved as an artist and am more than willing to give it another big overhaul.
But the question is this: is @JRL worth keeping?
My initial vision for @JRL
My initial vision for @JRL, and the reason I made this game, was to create a game that handled a bit like a Roguelike, offering a new experience for the player each time they played it, with a bunch of ways to interact with the environment. I figured out a good bit of randomization for items and whatnot, and it was "good enough" for a non-scripted system. The maps were all the same, but the items would change, and the scenarios would be different each time you played. The NPCs all had different personalities, and would wear different gear, and you could interact, trade and fight them at will.
The context menu was a big edition which really helped to open things up: every item was interactive!
It was a lot to take on, and I could handle quite a bit of it. However, there's a big problem.
Why @JRL isn't going anywhere
Even after my first overhaul, there was a big problem with @JRL, and it's the sole reason why production has not continued. Simply put, it wasn't fun. Not to me, at least.
It wasn't that I couldn't pull off these things: my Halloween Board Game shows that I can pull of randomization and multiple scenarios, each with different items, obstacles, encounters, and so on.
I did it here in @JRL too, but I didn't enjoy playing it. And that, to me, was a big indicator that YOU wouldn't enjoy playing it, either.
1. The context menu problem
The context menu seemed nifty, but it changed from being a "let's find ways to interact with things", to simply, "let's check this thing for items, then break it, then use the shovel to gather the rubble". Not only could all of these be condensed into a straight forward event, but the point of the game wasn't to run around with rubble bulging out of your pockets.
The crafting that this lead into was pretty cool. I did enjoy that, and I had some ideas that I believe I'll use in future projects. For example, it's possible for Joanna to stumble into some cyborg technology, install it into her actual body, and craft different improvements for her using the crafting system. Like I said, cool stuff, but the means to get there simply wasn't fun. Perhaps I'm wrong and people would really dig the gather and crafting system, but the overall gameplay wasn't supposed to simply be this lather-rinse-repeat system.
2. The battle problem
I can make a far better battle system now, but the one I had in place just wasn't that good. There were some neat ideas: you could dive behind cover in combat and increase your evasion. The enemy could grapple you, limiting your melee attack, and you had an option to try and fight through or try and break the grapple. The injury could cut you with a sharp object, and you could spend a turn to patch up the wound.
You may think that's a lot of fun. When it worked, it worked. However, the randomness of the design resulted in Joanna getting completely destroyed all the time. An NPC in one time could be a push-over. Joanna may find a 4x4 and crack them open, no problem. In the next play through, Joanna may only run around with a stick of gum, and run into an enemy that's dual wielding Colts 45s and completely blows her away. Sure, a lot of roguelikes will introduce the player to brutal difficulty like that, but that wasn't something I found enjoyable.
3. The scenario problem
These were awful to program. I bit off a bit more than I could chew. There was, simply, too much going on. Because of the randomness of the scenarios, the game lacked appropriate pacing. In one scenario, the town would be infested with zombies. In the next, it could be crawling with burglars. In the next, robots could be patrolling the streets, neutralizing everyone it sees. Again, seemed cool in concept, but it was far too big and disruptive to the pacing of the game. "This kills the game."
4. Joanna was never fully realized
The randomness killed Joanna's personality. Joanna, to me, was a great character I really, really liked. She was rough, she was neurotic, she had unhealthy habits. She had a lot of problems, but boy did she toughen up and pull through. She was, to put it simply, cool. However, the create-a-character really seemed to mess with this. You could choose to play as Joanna, or choose to make another character.
The end result, however, was that the player character had no personality, in order to create a blank slate that players can relate to. This means that Joanna went from being a rough and tumble hero, to a mute with no personality aside from what the player gave it. Yeah, you could choose the character's profession to a small degree, and it did affect the story in a minor way, but did you really need to? Was it important to shift Joanna from a mechanic to a retail worker? Did it truly add to the game? Sure, for player choice, it's great: but it lacks direction for a fully realized character. Because of so many different scenarios, Joanna would forever be directionless, lacking development.
What was good
@JRL wasn't a barrel full of suck. It had its good things. I enjoyed breaking and scavenging. I liked being able to find NPCs that are all diverse. I enjoyed running around and dodging zombies in the city streets. The crafting system was simple yet really fun, to me. I think there's some good things here, and it's not a lost cause. In fact, I think that there's potential for a game all of you will enjoy. But while there is potential for a lot of fun, there's a lot of other things that stand in the way between the player and that fun. I feel all of the extra stuff that detracts from that fun needs to be cleared out.
The way forward
So now the question is, which way do I go forward? There's a couple options.
1. Scrap it
Basically I can just scrap it, call it a loss, change the status to Cancelled, and eventually remove the game page. I can save my talents for other projects, and live to tell Joanna's tale another day, in another manner.
2. Remake it into more of a not-so-roguelike Dungeon Crawler
I can go forward and remake it once again. The graphics will look FAR better, and I will be able to take a fresh look at the game from its bare minimum state. I can make it a bit of a dungeon crawler (perhaps Joanna is the main character and she has random party members?) and go from there. Instead of being more in the vein of a roguelike where random stuff occurs, the world itself will be a bit of a dungeon crawler, both the town and its other areas. Maybe I could even change the name of the project to @JDC.
So what should I do? Leave your feedback below. Is there no hope for @JRL, or should @JRL become a dungeon crawler? Are you interested in seeing this become a modern Dungeon Crawler? Let me know!
Game Design
Introducing the Context Menu and Action Menu!
Today I'm introducing two new features for @JRL. Those features are the Context Menu, and the Action Menu.
What is the Context Menu?
The Context Menu is the menu that pops up upon "checking" (pressing space bar) an object. It is global in the sense that it pops up regardless of whether the object is an NPC or an object, and from it, you have a selection of commands that you can use to interact with the object.
Commands such as talk, search, destroy, inspect and trade are common interactions, and will, in most cases, be available at all times.
These commands, while universal, will have different effects depending on what you're doing. If you select Search while interacting with a locker, for example, you will search the locker for any useful items. If you select Search while interacting with a person, however, you will attempt to pickpocket them. If you press Destroy for that locker, you will break it down for parts (or stub your toe in the process), but pressing that with an NPC, will make you fight them.
These are not the only commands, however, as more will be added to the game depending on different factors. Other features, such as traits and context, will determine what commands get added. For example, if your character happens to have a rather violent trait, there's a chance he may be able to attempt to Intimidate an NPC for some money.
What is the Action Menu?
While still under-going work, the Action Menu is where you select commands to engage in 1v1 combat. The goal of the battle system, while using the default turn-based method, is to have the player thing tactically about how they want to approach each challenge the enemy gives them. Human enemies, for example, will be more prone to tackling the player, making them have to protect themselves while on the ground. Other enemies, such as the Zombie, can attempt to bite the player, introducing a very dangerous and serious ailment into the game. Throughout the game, the player will have to wrestle with the enemies using a variety of Actions, while still using Attack, in order to weaken and beat the enemy down to a position where they can wipe them out. Do you attempt to get in another blow, or do you shove the enemy off of you? It's a question players will have to consider under constantly shifting battle dynamics.
The attack button, as is obvious, is your regular attack. The Actions, however, determine what other moves you can do in combat other than straight forward damage. Here's a couple of them, all of which are not shown in the screen shot. Some are added and removed depending on you and your enemy's actions and gear.
Eye Gouge - Is particularly nasty. It inflicts a permanent status ailment on the enemy (considering the enemy has eyes), that will lower their hit accuracy by 20% for the rest of battle. This is a brutal opening move, which should free your character up from taking a good bit of damage. Stats in this game are very low, and most combat revolves around damage of 1 point. While this may not sound like much, consider the fact that our character may step into a zombie ambush, and that those 1's all add up... As you can see, the Eye Gouge can be very helpful!
Take Cover - Dive behind cover and raise your evasion by a significant amount. Sounds great! Excellent for avoiding damage, and along with your Eye Gouge, is a great way to mitigate what the enemy is capable of doing to you. The only problem with this, is that, well, some other Actions may not be available. Say you have a large two handed weapon and that gives you a special, high damage skill. You may not be able to take full advantage of that weapon while behind cover. You can still hit the enemy, but you won't be able to use that melee skill. However, say you have a firearm and you're behind cover... you get the idea.
Big Swing - A special melee-only skill for two-handed weapons. You rear back, and deliver a powerful blow at the cost of 1 energy. It's tough, it's heavy, but you have to make sure you're in the clear. Say, for example, an enemy is grappling with you... you may not be able to use your Big Swing until you...
Shove Off - If an enemy attempts to grapple with you, you will have the opportunity to shove them off (it costs no energy). Being grappled reduces your ability to successfully strike the enemy, so it's a good idea to shove off an enemy that is trying to grapple with you. Especially if you want to use your more powerful damaging skills.
Wound Care - Another useful Action that is context-sensitive. Some enemies have knives or other effects which can inflict a bleed. While this will deal damage over time, your character can freely patch the wound at the cost of no energy. You'll spend a turn as you stop the bleeding, but it also leaves you open to other attacks. Still, I suppose it's better than bleeding out all over the place.
Other Abilities - There are several other abilities in the game, and many more have yet to be added. We haven't even covered fire arm skills, nor its unique equip system. I'll get into that in a bit.
Features Coming Soon!
Coming Soon will be the introduction of several other systems in place. In the future, I will post regarding Firearms and the manner in which you will be able to equip them. I will cover more details relating to status effects and resistances, and will also cover some semi-random dungeon floor generation which, quite honestly, without any knowledge of programming, has been a pain in the butt.
I hope these have caught your interest. Stay tuned!
What is the Context Menu?

The Context Menu is the menu that pops up upon "checking" (pressing space bar) an object. It is global in the sense that it pops up regardless of whether the object is an NPC or an object, and from it, you have a selection of commands that you can use to interact with the object.
Commands such as talk, search, destroy, inspect and trade are common interactions, and will, in most cases, be available at all times.
These commands, while universal, will have different effects depending on what you're doing. If you select Search while interacting with a locker, for example, you will search the locker for any useful items. If you select Search while interacting with a person, however, you will attempt to pickpocket them. If you press Destroy for that locker, you will break it down for parts (or stub your toe in the process), but pressing that with an NPC, will make you fight them.
These are not the only commands, however, as more will be added to the game depending on different factors. Other features, such as traits and context, will determine what commands get added. For example, if your character happens to have a rather violent trait, there's a chance he may be able to attempt to Intimidate an NPC for some money.
What is the Action Menu?

While still under-going work, the Action Menu is where you select commands to engage in 1v1 combat. The goal of the battle system, while using the default turn-based method, is to have the player thing tactically about how they want to approach each challenge the enemy gives them. Human enemies, for example, will be more prone to tackling the player, making them have to protect themselves while on the ground. Other enemies, such as the Zombie, can attempt to bite the player, introducing a very dangerous and serious ailment into the game. Throughout the game, the player will have to wrestle with the enemies using a variety of Actions, while still using Attack, in order to weaken and beat the enemy down to a position where they can wipe them out. Do you attempt to get in another blow, or do you shove the enemy off of you? It's a question players will have to consider under constantly shifting battle dynamics.
The attack button, as is obvious, is your regular attack. The Actions, however, determine what other moves you can do in combat other than straight forward damage. Here's a couple of them, all of which are not shown in the screen shot. Some are added and removed depending on you and your enemy's actions and gear.
Eye Gouge - Is particularly nasty. It inflicts a permanent status ailment on the enemy (considering the enemy has eyes), that will lower their hit accuracy by 20% for the rest of battle. This is a brutal opening move, which should free your character up from taking a good bit of damage. Stats in this game are very low, and most combat revolves around damage of 1 point. While this may not sound like much, consider the fact that our character may step into a zombie ambush, and that those 1's all add up... As you can see, the Eye Gouge can be very helpful!
Take Cover - Dive behind cover and raise your evasion by a significant amount. Sounds great! Excellent for avoiding damage, and along with your Eye Gouge, is a great way to mitigate what the enemy is capable of doing to you. The only problem with this, is that, well, some other Actions may not be available. Say you have a large two handed weapon and that gives you a special, high damage skill. You may not be able to take full advantage of that weapon while behind cover. You can still hit the enemy, but you won't be able to use that melee skill. However, say you have a firearm and you're behind cover... you get the idea.
Big Swing - A special melee-only skill for two-handed weapons. You rear back, and deliver a powerful blow at the cost of 1 energy. It's tough, it's heavy, but you have to make sure you're in the clear. Say, for example, an enemy is grappling with you... you may not be able to use your Big Swing until you...
Shove Off - If an enemy attempts to grapple with you, you will have the opportunity to shove them off (it costs no energy). Being grappled reduces your ability to successfully strike the enemy, so it's a good idea to shove off an enemy that is trying to grapple with you. Especially if you want to use your more powerful damaging skills.
Wound Care - Another useful Action that is context-sensitive. Some enemies have knives or other effects which can inflict a bleed. While this will deal damage over time, your character can freely patch the wound at the cost of no energy. You'll spend a turn as you stop the bleeding, but it also leaves you open to other attacks. Still, I suppose it's better than bleeding out all over the place.
Other Abilities - There are several other abilities in the game, and many more have yet to be added. We haven't even covered fire arm skills, nor its unique equip system. I'll get into that in a bit.
Features Coming Soon!
Coming Soon will be the introduction of several other systems in place. In the future, I will post regarding Firearms and the manner in which you will be able to equip them. I will cover more details relating to status effects and resistances, and will also cover some semi-random dungeon floor generation which, quite honestly, without any knowledge of programming, has been a pain in the butt.
I hope these have caught your interest. Stay tuned!
Announcement
NEW CUSTOM GRAPHICS! Game being rebuilt from the ground up.

Graphical Overhaul!
As part of my return to this project, I thought it was only appropriate to ditch the pseudo-ASCII, and instead, use 8-bit tiles for all of the graphics. Yeah. This is taking quite a while. The end result, however, I believe is far more attractive than the previous form. More images to come!
Wait, rebuilt from the ground up?
That's right. It's a whole new project now. After thumbing through pages and pages of events in JRL 1.0, I decided it was best to start fresh and begin re-working all of the coding. As a result, I have a much firmer grasp on what needs to be done, and due to the experience I gained since beginning this project, I am now more capable of putting together a functional game than before. My events are far more streamlined now than they once were.
What else is different?
The world generation itself, though using static maps, is now more fluent in the way of item customization. I am, however, still looking for a way which I can randomly spread out decorations throughout a map, perhaps using regions and eventing, though the means of which are still lost to me. Whether I find a solution or not, I'll still be able to mix things up a great deal more than before.
Also added, is character creation. It's brief, but it's there. You can either play the game as Joanna, the default character, or customize your own character.
Hope you're interested!
Progress Report
WE'RE BACK IN BUSINESS. JRL 2.0.

That's right. We're back in business.
Haitus? Nope. Cancellation? Nope. I'm resuming work on JRL after having put it off for a while. Over the time I've grown as a game dev, and my first attempt at JRL resulting in me over-burdening myself to the point where I bit off more than I could chew. But over the last few months I've definitely improved in many ways when it comes to developing (and even released a few titles in the process), and so I'm back to revive JRL and I plan to finish it.
You know that green "completed" color to the right on some profile pages that says the game is Complete? I like that green.
So what happened with JRL 1.0?
Basically, I've had to remake JRL entirely. The problem was, I bit off more than I could chew. The maps were humongous and the workload was astronomical. And even when I thought I had made progress, I found myself sinking further and further into the waters of development hell until I couldn't make any more. It was just too big. So I did what a dev needs to learn to do: scrap it. That's right, JRL 1.0 is gone. But the ideas are still here, and that's why I'm happy to call it JRL 2.0.
What's different in JRL 2.0?
That maps are a bit smaller. The city in the first game was, well, it was just too big. So, I cut a large bit of it down and redesigned the city. Now the suburbs are a lot smaller and more compact, yet it still has a large feel to it. The scale, however, has been reduced.
One of the big changes was the size of every building. In the first JRL, all of the buildings were open on the same map. Good, right? It makes the world look seemless, nice and huge, and allows plenty of opportunities to dive in and out of windows. The problem is, this scale was humongous. It has been cut down significantly. Now, buildings are drawn on the map, but the interior takes place in a separate map, much how many RPGs scale down the outside of a building and allow you to enter. So while it's not quite as large, the maps are overall more compact.
It also, at least to me, appears more aesthetically pleasing. Take a look at that downtown map up above. That's the largest map in the game now. It's huge because there's lots to do in it. The other maps are a fraction of its size. But if I wanted to spread out all of those buildings across the entirety of downtown, it would be a monster, and would be painful to navigate. So now, using the new scaling method, the downtown looks massive without being overwhelming.
An unfortunate side effect of this new scale is, however, the cars. Those little dithered colored blocks? Those are cars now. It's rather unfortunate I had to scale them down, but it's the best I could do to fit the scale. But don't worry: you will still be able to interact with vehicles. That hasn't been removed.
The Battle System
I've gotten a bit better with battle systems over the last few months. I've learned a lot from both successes and failures, and I plan to apply that experience to this game's battle system.
I looked under the hood at JRL 1.0's battle system I had in place and it was... well, it was simply empty. It was not fun for me to play, nor was there anything interesting going on with it. I will be overhauling the battle system entirely. It will still be a turn based battle system, but I'll be applying my experience to make it into something I actually enjoy playing.
Furthermore, I plan to add multiple characters to the party which can join. They will be random, and each play through you will get different characters. Nevertheless they will all have a role to play in combat, and once I have the bare-bones system in place, it shouldn't be that hard for me to build on top of it.
The World: Each play through is different.
The core gameplay of JRL will remain. You will have to scavenge for items, you will have to survive, you will have to make risk-reward decisions. That's the same: the game is based off of the concepts of Roguelikes, so if you enjoy a good bit of diversity in your game play, you will find it.
Originally I had the idea of multiple plots to be experienced. Because of the complexity of this, and the problems I ran into while trying to tell a different story, it has been streamlined down to one plot, but with multiple endings depending on your actions, plus chance.
Each time you start the game, the world will be named something different. A large portion of this is just flavor: what will the name of your city be? However, what it's also telling you is that the play through you are about to embark on will be different than any other. At the beginning of the game, the world is generated. You will not get the same items. You will not meet the same NPCs. You will not encounter the same scenarios and events. You will not find the same quests. Different, different, different: every play through will be quite different, though you will play on many of the same maps. This means if you don't like the run you're currently on, feel free to restart and give it another shot. Maybe you'll have better luck next time around. Or, maybe you'll draw a crummy hand and challenge yourself to push through. Either way, the game will be different each time you hit New Game.
What this also means, is that you won't have to save-scum. In the world generation, all of the scenarios you will encounter have been predetermined through the luck of the dice. This means you will not have to reset to get a more desirable scenario outcome, but each play through will give you something different.
Little things and closing remarks
I'm considering adding sound effects back to the game. I'll try to keep them memorable, as I want a lot of the game's sound to simply be your imagination (or YouTube playlist). Saving will be enabled so that you can load and save a particular world you enjoy.
Finally, as far as the release date, I'm remaking the game from the ground up, so no word on how that will affect the release date. But, hit that subscribe button and stay tuned for more JRL news as I push this product towards its end.
Thanks for reading!
Game Design
Concepts and Random Generation of Events
Concepts
Hidden here is a picture (rather large) of the concepts that will be implemented in JRL as I go through the early production. Take a look at it, and I'll explain some more afterwards.
The game is a pseudo-roguelike, which means it has the appearance of a Roguelike, yet lacks a major feature, such as random map generation. As a result, however, I can make very large, detailed maps with lots to do. This means I can add many different events onto one map (until I hit some limit).
The goal is to make it a different game every time to play it, even though the maps will be the same. This means a few things:
1. Plot
The plot will be different each time. This will be a lot of work! The goal is to have a plot with parts that are interchangeable, which means they flow in and out of each other easily. That's a challenge in and of itself! The second challenge of this, is that the plots will have to actually be interested! That means putting a lot of work into the plots to make them engaging. The goal right now is to have roughly 4 different outcomes each for 5 different major plot pieces, which are shuffled at random. The focus for the player will be on finding items, evading or battling enemies, and giving yourself a good chance to survive as they move around and advance the plot at their own pace.
On the flowchart you see in the hidden image, once the player goes through their simple character creation and accepts their decisions, the game then rolls a lot of die, deciding a plethora of variables. It determines plot, certain random events, whether certain areas are accessible, even the name of the neighborhood that they are in. There will be several common events used for this task to simplify design.
2. Items
Items have two different flavors of variety. First, depending on the variables acquired at the world creation, certain items will or will not appear. These are in the forms of *. There's nothing tying the plots to these, and while some may be significant, they are not game-breaking to warrant a player restarting until they get the desired item. The second variety is the insta-roll. That is, each box, locker or trunk that the player checks is handled by calling a common event that rolls the die and determines what they find. There are varieties of boxes and lockers, which means there will be different common events depending on the quality of box the player is searching. In one play through you may find some pieces of scrap laying around in boxes, while in others, you may find an empty bottle, or a battery lying around in a car trunk that can be used to power some electrical equipment.
3. Events
The goal is to make different events occur throughout the play-through. In one play-through, you may encounter a burning building which you cannot enter (well, you could, but you really shouldn't). In another, you'll run into some survivors you can rescue to get back to your base, or maybe there's an NPC that sells merchandise that wasn't there before. You could run into some raiders, looters, scavengers, policemen, firemen, people needing to be rescued and whatnot. This will be a lot of detail to implement, so it will take time. The first playable demo released may show just a handful of these things. Needless to say, the goal is to make the player's experience feel very different each time they enter the neighborhood. Some will be more pleasant than others, and some play-throughs, a violent, chaotic metropolis filled with rioters and raiders who won't hesitate to kill you and take your things.
4. Sidequests
Another goal is to place sidequests sporadically throughout the neighborhood. These NPCs will not be related to the main plot in any way and are completely optional. Most of the time they offer the player another option of content to play through, such as finding an item, rescuing them, or helping them out with something in the area. Some of the NPCs can even be added to the shelter. Again, completely optional.
5. Stats
The next big thing are stats. I understand that, with random item and generation, you may or may not find items which can progress your stats. The good thing is, the stats don't make an overly significant distinction. There are no levels in the game, so your starting stats will fluctuate a little, but not wildly such as in other RPGs. Because of the random aspect of items, the player is very much put in a scenario where they "play the hand they're dealt". Sometimes your characters may just not become very powerful in one play through, yet they could find an item that greatly raises their melee damage, or a skill/action that allows them to more easily flee from unwanted combat.
6. Areas
While the maps may be the same, some smaller areas may not be accessible during each play through. This allows the player to experience different content. In one play through, there may be a sewer you can access, and attempt to find items or NPCs there. In another play through, there may be a cavern you can enter that you couldn't get to before. The player will not be able to access all locations in ever play through: it's to add to your content to enjoy as you play through the game more than once.
There's plenty of more to come, so stay tuned.
Hidden here is a picture (rather large) of the concepts that will be implemented in JRL as I go through the early production. Take a look at it, and I'll explain some more afterwards.
The game is a pseudo-roguelike, which means it has the appearance of a Roguelike, yet lacks a major feature, such as random map generation. As a result, however, I can make very large, detailed maps with lots to do. This means I can add many different events onto one map (until I hit some limit).
The goal is to make it a different game every time to play it, even though the maps will be the same. This means a few things:
1. Plot
The plot will be different each time. This will be a lot of work! The goal is to have a plot with parts that are interchangeable, which means they flow in and out of each other easily. That's a challenge in and of itself! The second challenge of this, is that the plots will have to actually be interested! That means putting a lot of work into the plots to make them engaging. The goal right now is to have roughly 4 different outcomes each for 5 different major plot pieces, which are shuffled at random. The focus for the player will be on finding items, evading or battling enemies, and giving yourself a good chance to survive as they move around and advance the plot at their own pace.
On the flowchart you see in the hidden image, once the player goes through their simple character creation and accepts their decisions, the game then rolls a lot of die, deciding a plethora of variables. It determines plot, certain random events, whether certain areas are accessible, even the name of the neighborhood that they are in. There will be several common events used for this task to simplify design.
2. Items
Items have two different flavors of variety. First, depending on the variables acquired at the world creation, certain items will or will not appear. These are in the forms of *. There's nothing tying the plots to these, and while some may be significant, they are not game-breaking to warrant a player restarting until they get the desired item. The second variety is the insta-roll. That is, each box, locker or trunk that the player checks is handled by calling a common event that rolls the die and determines what they find. There are varieties of boxes and lockers, which means there will be different common events depending on the quality of box the player is searching. In one play through you may find some pieces of scrap laying around in boxes, while in others, you may find an empty bottle, or a battery lying around in a car trunk that can be used to power some electrical equipment.
3. Events
The goal is to make different events occur throughout the play-through. In one play-through, you may encounter a burning building which you cannot enter (well, you could, but you really shouldn't). In another, you'll run into some survivors you can rescue to get back to your base, or maybe there's an NPC that sells merchandise that wasn't there before. You could run into some raiders, looters, scavengers, policemen, firemen, people needing to be rescued and whatnot. This will be a lot of detail to implement, so it will take time. The first playable demo released may show just a handful of these things. Needless to say, the goal is to make the player's experience feel very different each time they enter the neighborhood. Some will be more pleasant than others, and some play-throughs, a violent, chaotic metropolis filled with rioters and raiders who won't hesitate to kill you and take your things.
4. Sidequests
Another goal is to place sidequests sporadically throughout the neighborhood. These NPCs will not be related to the main plot in any way and are completely optional. Most of the time they offer the player another option of content to play through, such as finding an item, rescuing them, or helping them out with something in the area. Some of the NPCs can even be added to the shelter. Again, completely optional.
5. Stats
The next big thing are stats. I understand that, with random item and generation, you may or may not find items which can progress your stats. The good thing is, the stats don't make an overly significant distinction. There are no levels in the game, so your starting stats will fluctuate a little, but not wildly such as in other RPGs. Because of the random aspect of items, the player is very much put in a scenario where they "play the hand they're dealt". Sometimes your characters may just not become very powerful in one play through, yet they could find an item that greatly raises their melee damage, or a skill/action that allows them to more easily flee from unwanted combat.
6. Areas
While the maps may be the same, some smaller areas may not be accessible during each play through. This allows the player to experience different content. In one play through, there may be a sewer you can access, and attempt to find items or NPCs there. In another play through, there may be a cavern you can enter that you couldn't get to before. The player will not be able to access all locations in ever play through: it's to add to your content to enjoy as you play through the game more than once.
There's plenty of more to come, so stay tuned.
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