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Game Design

Example of new dialogue style

Second of two blog posts scheduled for September 25, 2022.

To kind of help get me into a groove with how I want to write dialogue, I've been using a fantastic website called Trails in the Database to get a feel for how the dialogue in the Trails games flow, given it's one of the major inspirations for my writing going forward. If anyone's curious, one of my others is AdmiralStyles' Love and War, which is equally as verbose (and I love it).

In that vein, I've been working in Scrivener (a fantastic tool for writing if you're at all interested) creating "game script files" of NPC and story dialogue. It feels like Falcom kind of just kitchen-sinked the writing in Trails in the Sky where they have seeming drafts of interactions along with the actual text that gets called in the game. So I've also been writing multiple versions of the same conversation in kind of a drafting format.

As one of the major inspirations for the dialogue is the Trails series, every NPC has a name and has their own life outside of the player talking to them. So because of that, I've been writing different dialogue for each NPC depending on when in the narrative the player talks to them, who's in the party, what other NPCs the player has talked to, whether the player has actually talked to that NPC before in the first place... Though it's not necessarily the machine learning dialogue branching that Emily Short posits as the true evolution of dynamic narratives, it's closer in state to the dynamic authorial leverage that Jacob Garbe puts forth in his PhD dissertation (and more succinctly in his article about the same found on his GitHub).

In layman's terms, expect every NPC to be unique and have not just one line of dialogue, but many based on progress and player interaction in the world.

tl;dr, here's an image example of one such exchange with a character from Vera's past, while being accompanied by her civilian childhood friend Amiee, if the player has not talked to said character the first chance they're able to. Note: This is still draft dialogue and is subject to change in the final product.



I hope this gives a neat glimpse into the writing style and eventual feel of Sagawind going forward!

Announcement

Decision to move to RPG Developer Bakin

First of two blog posts scheduled for September 25, 2022.

For those of you who remember, I had originally planned to move Sagawind into the most recent Kadokawa release at the time, which was RPG Maker MV. However, after experimenting with it a bit, and then the release of RPG Maker MZ (which I still don't have access to anyway), it didn't feel right for the vision I had in my mind of Sagawind. I'll be honest, there have been some times when I've imagined it more in a style like Tales of Vesperia, with the full 3-D environments and models and the watercolor look, or maybe something more akin to a game like Atelier Ryza, though I think when I had imagined it, I didn't know anything about Ryza.

We then enter 2020, when I had more free time on my hands than I knew what to do with. And what did I do with this free time? I absolutely no-lifed nearly the entire library of Nihon Falcom. If you're unaware of Falcom, they're the studio that created both the Ys series and a much more involved RPG series called The Legend of Heroes, the most recent arc of which is called Trails for short. I played through every single Trails game leading up to the release of Trails of Cold Steel IV in October of that year. And I absolutely adored it. This was what I was looking for for Sagawind -- an immersive and engaging world that evolved over time, with well-written characters you cared about, both playable and non-playable.

With that in mind, I've actually been writing much more dialogue than story beats lately, as I've actually already finished up the basic outline of the entire plot. Now, that's not to say the entire plot is set in stone, because every time I re-read it, I find more holes and more "huh, that's convenient" bits, but the general ideas are in place.

So then comes the task of what to develop the game in. I actually looked pretty hard at GameMaker Studio 2, after the success of Stegosoft/BadLuck and their newest rendition of Ara Fell. And given the "history" between Sagawind and Ara Fell, I thought it behooved me at least to give a look to the tools that Stegosoft used for their enhanced edition. Unfortunately, again, it didn't really fit the vision I had for the game. The SNES-inspired visual style of a top-down overhead view felt like it didn't work for what I had in mind. There's a double-edged sword in gaming research where the more games you play, the more inspiration you have, but at the same time, it creates conflicts in what exactly you feel the vision of your work should be.

I took a long, hard think, talking with other development friends in Discord channels, workshopping and hashing out how things looked in my head, inspirations, and ideas for systems over and over. Wouldn't be surprised if they were tired of my stream of consciousness ramblings about the game. But it then occurred to me: I wasn't looking to re-capture the 16-bit era of RPGs that most remember fondly (and with good reason). I was actually looking to re-capture the 32-bit era that contained so many of my memories -- games like Wild Arms 2, Final Fantasy IX, Tales of Destiny, Grandia, and Xenogears, and even into the PS2-era with Tales of the Abyss and Star Ocean: Til the End of Time and their narratives. Thus enter the Trails series -- a modern rendition of that era of gaming that I so adored. Its style echoed Grandia and Wild Arms 2, the kind of thing I was trying to capture so desperately.

I had attempted to play around with other engines that could give me a style like that PS1/PSP generation, such as Unity and Godot. But the tools proved to be a bit more abstract and requiring of assets that I didn't have the skill at the time nor the mindset to really work with. SMILE Game Builder came extremely close, but the limitations of the engine with regards to battles and stats made it feel like not a good fit. Well, would you look at that, Smileboom is making a new engine called "RPG Developer Bakin." And every single screenshot, video, and blog post I've seen about it seems perfect. A focus on 2-D elements within a 3-D space. Advanced lighting engine. Fully customizable camera. The ability to import plug-ins written in C#. It was like a lightbulb went off in my head.

So! That basically sums up why a) it's taken so long for me to do much of anything with Sagawind, besides the fact that it keeps infecting my brain space and won't leave ever probably, and b) why I'm moving to RPG Developer Bakin. The actual engine doesn't come out until October 3, 2022 in an Early Access state, but given that it's going to have a launch discount and a discount for users of SMILE Game Builder means that I'll be able to hit the ground running, especially if I continue to work like an actual game developer and do proper pre-production. Been reading a lot of articles lately from developers, as well as actually reading game design documents (GDDs) as a frame of reference. It's serious this time.

On that note! I will be going to school full-time this coming week in the pharmaceutical sciences, plus I have a part-time job so I can actually pay bills, so my time will be extremely limited. But I feel more serious than I ever have about trying to get this project finished. Do I have a team? No, but I'm very not opposed to one. Am I okay trying to do all the assets by myself? If I have to. I've gone through old sketchbooks and I wasn't terrible so in my opinion the talent's there, just unpracticed. I've always been into composing and improvising music. And my writing has only gotten better over the years with more knowledge and research.

That being said, if anyone, and I mean anyone, is interested in becoming involved with the project and joining what I'm tentatively calling "Sanctum Games," please let me know either through RMN PM or via my e-mail at trance2.interphase@gmail.com

Here's to more regular updates and actual serious work!

Announcement

Goodnight, sweet Prince. Greetings, fair Maiden.

It is both with a heavy heart and with hope for the future that I close the book on this chapter of Sagawind. As of today, I'm officially concluding production on the RPG Maker 2003 version of the game. You can find a download of everything I've done in RM2k3 with the game. Feel free to poke around in the editor, try it out, all sorts of things. There's about an hour and a half of gameplay from intro to how far I got, so there's certainly a small amount to do. But it's all I'm going to be doing with that version of the game.

I will, however, be porting the game into RPG Maker VX Ace, which this project page will reflect. Screenshots will start appearing as soon as I'm done with all the base work on the game.

I ended up getting gifted a legit copy of VXA, so that along with the ease that many of the systems I wish I could have implemented in 2k3 are able to be used in VXA, I felt it best to move on and use the most recent maker legally available to me. Feels kinda strange, really. Like a small part of me is going away. But I'm sure it's all for the best in the long run.

I'm glad for everyone's support and I hope that I can finally deliver with this new avenue in which to channel this universe that's been trapped in my head for the past 10 years.

Progress Report

Progress? Say it ain't so.

When I don't change the status of the game to "Cancelled," there's a reason for that. Because it's not. Even if I only come around here once a year it seems.

First off, I wanna thank the people who contributed things to Media Madness Month for Sagawind. I honestly didn't expect anything (I didn't even know it existed lol) due to a) not being around and b) it's a decade-old game with a horrible demo and in an outdated engine. But, still, you guys surprise me again and again. So thanks, I mean it.

I was actually streaming working today and I actually got past most of my mapping block by basically telling myself "make it pretty later." So... even though Windfield Castle isn't DONE done, the places where story take place are, even if they're not particularly pretty. I kinda blame BadLuck and just how pretty he made Ara Fell with FirstSeedMaterial's stuff for my hankering to make the maps as pretty as possible, even if they aren't nature setting like Ara Fell.

So we're up to my next roadblock of dungeon design. I don't wanna push it TOO far being the "first" dungeon that's not a tutorial, but I don't wanna make it mind-numbingly easy either. Once I get past that, then... actually, I think other than mapping, I'm home-clear for Chapter 1, besides MAYBE more dungeon design (there's at least six more besides the two in existence right now).

Perhaps... once I get past the Cape Lighthouse for reals, I'll release another demo. It's definitely chock full of more stuff than the RSE demo, that's for freakin' sure.

Progress Report

World maps, story outlines, and randomness, oh my!

*takes some time from playing Project Diva*

I always seem to be working in spurts, don't I? Albeit really sparsely placed spurts, but spurts nonetheless. Regardless of how often (which isn't often enough), I'm not dead yet. Even if trying to finish up this last semester makes me wish I was. Either way, progress!

I'm actually sitting down for once and writing out an even more specific timeline of events for the game, going from Chapter One all the way through. Not only will this help set a timeline of stuff I need to finish, but it'll also help figure out where things go, exactly where in the story certain things are, and... finish off the item database I guess? Key items might have something to do with it, but I'm sure puzzles help with that as well. So far, I've had little bits of pieces of just about everything written down and/or floating around in my head. With this, I'm consolidating everything together into one document. So it's not just "oh, random story spoiler happens." It's "this is what leads up to random story spoiler."

In that vein, I've been actually working on the biggest map - that being the world map. Though, after playing a couple of times with what parts have been filled in by flying over in the airship, it's not as big as it looks in the map editor... Either way, pretty much the entire landmass for Chapter One is finished. I've just got to make some parts a little less open and also fill in a couple of blank bits. After that I might actually *gasp* work on location maps, then start filling in the dialogue and scenes to go with it. By my estimate, Chapter One should probably be about 6-7 hours? There's six or seven "dungeon" areas to be had, so that makes for some decent content, I suppose.

Otherwise just plotting stuff out like I should've done years ago, as well as STILL not being done the stat curves... I've got everyone's AP done and I think most everyone's HP. ATK/STA/MYS/RFX stats are still in the works for about... three characters, though. And finishing Lucien's HP. Very confused why he only goes up to L23 with that...

Anyways, have a picture of a late-chapter town on the world map. Still thinking of adding a time-of-day indicator of some sort to the upper-left and the world map on the bottom-right is still a little WIP since as I fill in stuff, I'm also trimming and adding. As well as adding major rivers which may or may not show up on there.

Progress Report

What the crap is this

So I started going through what I have. And... wow the intro is still really broken and I'm still trying to figure out exactly why and what I was thinking about during it. Something tells me that the intro cutscene I have is supposed to lead into Vera sneaking out of the castle OR she's already in the main part of the town sneaking around the guards. But for some reason it teleports to the Residential District and the event is the old fashioned birds flying over thing.

So I'll figure this out and get at least a half hour done so I can upload something DECENT. I'll probably work on more stat curves too. I know the first three characters are done, but other than that... I should also have a docu somewhere about it too. So updates to come.

Miscellaneous

List of achievements

So as a way to possibly get me more inspired to work on the game, I’ve decided it might be a fun and beneficial idea to come up with “achievements” for different parts of making the game, a la the XBox 360 rewards of the same name. It’s a quantification of the work I have to do to get things done, so here’s a list, for all to see — think of the Gamerscore here as a progress bar of sorts.

And no, these don't show up in game. Sorry to anyone who's expecting to add to their GS (lawl).

20G - Discovery - Complete Chapter 1.
20G - Journey - Complete Chapter 2.
20G - A Way Home - Complete Chapter 3.
20G - Desecration - Complete Chapter 4.
20G - Angel - Complete Chapter 5.
20G - Heaven’s Call - Complete Chapter 6.

10G - Bow Collector - Acquire all the Bow type weapons.
10G - Dagger Collector - Acquire all the Dagger type weapons.
10G - Glove Collector - Acquire all the Glove type weapons.
10G - Sword Collector - Acquire all the Sword type weapons.
10G - Axe Collector - Acquire all the Axe type weapons.
10G - Lance Collector - Acquire all the Lance type weapons.
10G - Staff Collector - Acquire all the Staff type weapons.
10G - Gun Collector - Acquire all the Gun type weapons.
15G - Clothes Collector - Acquire all the Clothing type armor.
15G - Armor Collector - Acquire all the Armor type armor.
15G - Hat Collector - Acquire all the Hat type armor.
15G - Helm Collector - Acquire all the Helm type armor.

20G - Scholar of Creatures - Collect 50% of common monster data.
30G - Sage of Monsters - Collect 100% of common monster data.
45G - The Boss - Collect all boss monster data.

5G - Giles’ Ending - View Giles’ ending sequence.
5G - Phoebe’s Ending - View Phoebe’s ending sequence.
5G - Hermann’s Ending - View Hermann’s ending sequence.
5G - Alden’s Ending - View Alden’s ending sequence.
5G - Daphne’s Ending - View Daphne’s ending sequence.
5G - Melanie’s Ending - View Melanie’s ending sequence.
5G - Flora’s Ending - View Flora’s ending sequence.
5G - The Wedding - View Vera and Hermann’s ending sequence.
5G - New Adventures - View Vera and Giles’ ending sequence.
5G - To Continue Training - View Vera and Phoebe’s ending sequence.
5G - Brother’s Legacy - View Vera and Alden’s ending sequence.
5G - Heart of a Dragon - View Vera and Daphne’s ending sequence.
5G - Cat’s Ears - View Vera and Melanie’s ending sequence.
5G - Another World - View Vera and Flora’s ending sequence.
5G - A Child’s Tale - View Vera’s solo ending.

20G - Treasure Hunter - Open 50% of all treasure chests.
30G - Lord of Chests - Open 100% of all treasure chests.
20G - Item Hoarder - Collect 99 of every common item.
20G - Bookworm - Collect 99 of every book item.
20G - Diligent Farmer - Collect 99 of every food item.
20G - Restaurant Critic - Collect 99 of every meal item.
20G - Jewelry Fanatic - Acquire all the accessories in the game.
20G - Bodybuilder - Acquire all the stat aids in the game.
25G - World Walker - Explore all of Erioa.
25G - Steadfast Explorer - Explore all of Aethen.
20G - Experience Overlord - Reach L99 with all characters.

20G - Scroll Scholar - Acquire every scroll in the game.
20G - Skill Master Vera - Gain all skills acquirable by Vera.
20G - Skill Master Giles - Gain all skills acquirable by Giles.
20G - Skill Master Phoebe - Gain all skills acquirable by Phoebe.
20G - Skill Master Hermann - Gain all skills acquirable by Hermann.
20G - Skill Master Alden - Gain all skills acquirable by Alden.
20G - Skill Master Daphne - Gain all skills acquirable by Daphne.
20G - Skill Master Melanie - Gain all skills acquirable by Melanie.
20G - Skill Master Flora - Gain all skills acquirable by Flora.

30G - Pinpoint Accuracy - Complete Gunner’s Passage with the fastest time.
30G - Bringer of Light - Complete the Shrine of Fallen Light.
30G - Time Lord - Complete the Chronos Maze.
40G - Holy Seraphim - Complete the Archangel’s Keep.
15G - Felling the Wind - Defeated the Wind Dragon.
15G - Felling the Earth - Defeated the Earth Dragon.
15G - Felling the Tide - Defeated the Water Dragon.
15G - Felling the Flame - Defeated the Fire Dragon.
15G - Felling the Light - Defeated the Light Dragon.
15G - Felling the Shadow - Defeated the Dark Dragon.
30G - Angelic Slayer - Defeated Seraphic Zerachiel.

Total GS: 1100

Miscellaneous

Balancing (and bugs)

So when I did the latest stat curve, I found out AFTER doing all six of them that the character in question had, well, godly stats because of the numbers I had chosen. Therefore, I have to go BACK and redo the curves so that she's not as... broken, I guess.

But after that, I'm not sure whether to just continue making stat curves to get it over with or to start on other things.

I've also been told that people cannot open the menu in the download that is available. This might be because it was stupidly mapped to the + key on the NUMPAD. Meaning you cannot open it unless you have a Numpad (alienating laptop users, I know). I'm not sure whether I'll be uploading a new version that has it on the normal cancel key or not, since to be honest, I don't really care too much about the old demo. It's old, it's crappy, and I deal with it. I just have to finish something to replace it.

Miscellaneous

Statistical caps

Partly as a way to add to difficulty, and as a way to ease balance, I have added certain caps to stats. These caps are as follows:

For characters
HP - 999
AP - 999 (default)
Attack - 500
Guard - 500
Mystic - 500
Speed - 500

For equipment
All stats - 255

As such, without "stat aids," stat-increasing items, or by stacking effects, the highest of any secondary stat (meaning Attack, Guard, etc.) can get is 755. HP can only go above 999 through the use of stat-increasing items or "stat aids." I've yet to calculate the true cap for HP as such, since "stat aids" that increase HP are rare (and their effects are only enacted through level up) and there is a finite number of Life Seeds (the stat-increasing item for HP) in the game.

Miscellaneous

Your choice? Not really.

Short and sweet.

Not dead. Just insanely stressed.

I really shouldn't be working at all. But I am. I wouldn't say feel glad, but.

No date. Just work. When is release? You'll see. Anything else can go to my contact info.

Maybe I'll say more here? Who knows.
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