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Ghostly Roses

  • zDS
  • 02/26/2016 02:21 AM
  • 620 views
I gave a good summary of my developer commentary on the game page, but I feel like there is a lot more to say. Three Ghostly Roses is quite the important project for me. It is a complete remake of one of my older failed projects that I could never quite get out of my head.

It's a turn based RPG based off one character tackling a bunch of horrifying monstrosities in a terrible nightmare of an afterlife. It's really a game all about gameplay but I could not help forcing my imagination into it. It's a huge reason why I love making games. Freedom to express the type of nonsense I think in the boring moments of the day and turning that into a story.

When I made the first version of the game back in 2013, I told myself: Never making turn based RPG again with only one character. I had a lot of fun with it, I got creative at times, but in the end, I felt it just did not work. Then a year later I go and make Cope Island for 2014 IGMC. The gameplay mechanics and overall design style was all based off my own complaints of the original Ghostly Roses. It actually worked.

I'd given up on Ghostly Roses for a while. I always wanted to make it again. I actually considered it first for the IGMC 2014 but I decided it would not work as a super short game and scrapped it completely. Since Cope Island I've been focusing all my effort on Cope Island and trying to take the solo character turn based rpg into far places. I've had plenty of itches for Ghostly Roses but kept ending up declaring it pointless now that Cope Island was being made.

A couple of months ago, I came up with a bunch of game design ideas about how it would work and be its own thing. I told myself I wouldn't do a solo character turn based RPG again, yet here I am making two now. There's really a lot of ways you can do it. It's definitely not what I want to stick to, but for now I really want to nail it. It's the beginning of getting a bunch of my backed up ideas finally made.

I have been working on this version of Ghostly Roses since early January this year. Progress has been going very fast, especially since most of it has been spent on UI stuff. I seriously wish I had Luna Engine a long time ago, it's a god send. Though I still have plenty of UI to get down, such as the main menu and the skill menus.

As far as the actual game goes, I got about 1/5th done and I feel like I just started it. It's going fast. I feel like there's a lot of room for polish regarding graphics and UI, but everything else is going smooth. Once I'm 1/4th done I will post a demo. I want the UI to be done as well before that.

I wanted to make a few blog posts about various sections of the game development, but I think it'll be best to show that with a demo somewhat soon. I'll try my best to get that out working well soon.