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Announcement

Out of schedule but still happening!

I've been busy with this end of semester and "finals" (on my career this is called project evaluations, since we don't have exams but whatever). And what's worse, this Otto hurricane affected my country so my university was on hold for at least 4 days, and evaluations were moved one week. It's a mess, I need to visit my family 'cause they were closer to the vulnerable parts on this and... Iesus Christ.

Good thing is that I can invest all this weekend for nothing else than Solitude. So even if I'm out of schedule, demo is still for this month. First days of december at most.

I also did a quick thing on Unity, let's say I've been considering changing the engine because of reasons. But not for this demo at least.

Hope anyone affected by the hurricane is ok. This came out of the blue, literally.

Miscellaneous

A new webpage and other social media

Hi there! I'm trying to go all out in this "social media" thing I've never mastered.

First of all, I paid for a server and a domain, and now you can find Solitude at
ragnarokrproject.com/games/solitude/

There is also a Links list (erroneously labeled as Contact "orz) here
http://ragnarokrproject.com/contact/
In there you can find my Tumblr, Twitter, E-mail, RMN's profile page, Behance, Facebook and Youtube channel.

I'm writing this web in HTML because I'm always doing things the hard way, I guess. I should probably have tried out installing Django on that server or something, like this place does. But whatever!

If you excuse me, I'll go back to life and gam mak. Salut!

PD.: Also any tips about social media will be very very very appreciated!! ♥

Miscellaneous

Target completion date will be the Demo release date

Hello! It's me again! Quite some weeks have passed already.

I will get straight to the point. I've been very busy and haven't had time for the game, so I know the target completion date for the game, which is set for November 24th of this year, will be unreal to accomplish for the entire game. Also I'm considering making this commercial and overall give it some more polish, so it will take more time to develop.

This game started as a summission for a contest, but I believe I'll be stepping out of it, unless they accept it as a demo.

Because I'm keeping the completion date as the demo release date, there will be something to play November 24th. It will feature one of the sections and its boss. Keep in mind this demo will feature Kevin MacLeod's music. I'm saving money for a soundtrack, I don't want to kickstart it or anything.

After that, I believe there will be at least 6 more months of development, after those 6 months I will then update the target release date as I will know best how close the game is to be complete.

So yeah, that's what has been crossing my mind all these days while I've been with no sleep and no time for anything else other than work work work. My gam mak spirit hurts. I want to gam mak so much...

Thanks for reading!

Request

Would you buy this?

Hello! Lots of things have crossed my mind this week. Mainly, I was thinking that I should start making a move into the industry of videogames somehow. This is my main interest as a game developer, and time is running. So yeah!

Basically my interest has always been making this a living, mostly because the game industry here is weak (there is maybe around 2-3 game development small studios with some impact), and I find that as some kind of challenge. I want to help changing that, I guess.

Anyway, I was reading some controversial blog in this site, and someone mentioned Google Forms, and I thought why not ask the community about this. So, I made a Google Form questionnaire.

Here is the link.
https://goo.gl/forms/HE7WFbyTjcgtgqZu2

Anyone reading this, feel free to leave your response there. And of course feel free to leave any feedback here too, your thoughts on the matter and whatnot. Feedback about the questionnaire is also accepted, I trust the community knowledgebase, I know there is a lot of savvy people around here and that's why I participate on it. To leech all of your savvyness.

Thanks for reading!

Progress Report

Installer! Making things in the reverse order...

Hello again! So, I know that installers and all that should be one of the last things you should think about when making a game but, it's one thing that I wanted to solve because of an important change I made this week.

I've been a fan of using the RGSS3 in RPG Maker XP games (through the XPAce project that people in the Chaos Project forum host). But, I don't know if it's something with the RGSS3 itself or just some error in my game scripts or something, I encountered this nasty Protection error 103 that no one knows why exist. Because Archeia is probably the only person I've read had experiences with it. When it crashed, the windows debugger sent me to a piece of XPATilemap.dll but... you know that delving into assembly is not the solution when you're using RPG Maker!

So! I went back to good old RGSS1. No audio features, no automatic screenshots, and sadly no font folder recognition thing. So this makes the installer a necessity. Fortunately I just got Clickteam Install Creator Pro from the ongoing Humble Bundle, so yay! There is an installer now.


It's not the best installer program but whatever, it works and I fancied nothing fancy.


Sadly I've seen that changing from RGSS3 to RGSS1 actually makes a change in performance, on this computer at least it went down from 59-60fps to 40-59fps! (Windows 10 64-bit), sometimes even gets to single digits but it happens after the PC has been on for a while. In another PC (Windows XP 32-bit) it makes no difference. And I still have to try it on my other PC (Windows 10 32-bit).

I always check these kind of things because being able to play the game is the most important thing, so if one of these accesibility parts suffer, I feel very dissapointed and on the need of doing something about it. That's my reasoning for delving into installers just at mid of the game development stage.

So I hope you people don't mind!

On the other hand, I've got quite a lot of the first section of the game made in a couple of days. I hope to get more time to work on this, but overall I think things will be on time. :^)


It's getting there...


It doesn't really matter what part of the game I develop (in terms of places, I mean) because the game is open ended, so my plan right now is making all the "blue part" first. Including the boss of that section. And I also need to implement some new enemies, and some "trap" enemies too. I also need to focus a little more, because making interactable things is also fun. \( ºAº)/


If it looks choppy, it's because of the GIF.


Thanks for reading!

Game Design

Boss design comprised of about 20 hours of "research"

You know, some people say "inspiration comes from observation", right? Yeah! It sure does. But then you feel you're doing nothing and guilt starts to bite your toes. BUT YOU MUST RESIST! Looking these indie horror RPG lets plays is research!

(I often have close to zero stamina, so... sorry! I play very few games, I watch these gameplays just before sleeping, at my phone).


Yes! I understand! Goddamit!


I've been watching Contra, some Castlevania, Metroid, Ninja Gaiden, Shinobi, Locomalito games (his clones are superb! Maldita Castilla, Curse of Issyos, etc)... Harmful Park... Lifeforce too. I've been researching boss battles from these games. I'm looking for big bosses, and I hope to make patterns that feel organic. For one side, a pattern that lets you adapt, but also that you NEED to continue adapting constantly.


This is Locomalito's Super Cyborg. I need to rewatch it because is absolute greatness.



This is also a great source of inspiration, Harmful Park. I'm wondering how much bullet hell can I throw into a regular player... Problem will be RPG Maker's choppy movement, which is (sadly) still the base of the game. -_-


Then another aspect I've been researching is indie horror games. The intention is to achieve a good ambience. Something not all indie horrors do particularly good but since they're made with RPG Maker, is kind of looking at what has been made already. Another thing I'm planning is giving some thrills to the player, but I'm hoping to evade using some kinds of cheap jumpscares, like SCREAMERS. And of course, maintain consistency with the setting, and play around with the empowering aspect of having a working gun that can kill whatever moves. I'll be playing with passive thrills mostly, building ambience, and by the way I know what's the next thing I have to study: P.T. and Silent Hill.

Next topic, I've been designing the bosses appearances. I will share some images later on, or maybe not, I can't decide if leaving them secret or not, it's different seeing them in paper to experiencing it in-game but... anyway! Let's leave something for a next blog!

Here are some other sketches for now.


I then vectorized this in Inkscape and used it as the game logo/icon. I love fetuses! I like going to biology labs because of their specimens <3.



And this is a general outline for the map. It features all four sections, and their "intersections". I'm using Portuguese words for names. I thought it could be... funinteresting?


I don't know what else to share and I'm tired so... byes! ;3

Progress Report

Welcome survivors

Hello! This is me, Orochii Zouveleki, starting another blog.

Solitude is a game vaguely inspired by a lot of things but mostly inspired by Metroid because I recently beaten Super Metroid and I'm in love.

At the start I was going to use an old "Resident Evil engine" (script) but after trying it out I didn't liked it. Both XAS and BlizzABS has way too much things I'm not interested in. SO! I made my own thing, the only code I borrowed was an old pixel movement made by derula. It's kind of chunky but that's how I like it! And this way I feel things are made for the game, not the other way around.

So I made a shooting system which works similar to XAS: Spawning events from a "tool" map and all that. I'm ok with how it went, but since they're events bullets have a huge bounding box, so they get stuck everywhere.

Oh yes! This game has a timer! It is my entry for a contest on a Spanish community, so it's set to be made in 3 months. The game has a launch/end time, which corresponds to that. The game will be out in Spanish that day, and then I'll take the time and translate it.

I'm planning on having lowest amounts of text as possible. I'll be doing small illustrations for cutscenes or anything in order to reduce that amount as much as I can.


They're made in a kind of free and simplistic style.


I'm trying to use all kinds of cutscenes using pictures, things floating around, rotating, etc. Trying to make it stand out somehow, unlike most of my games whose suffer of oversimplification (?). Or that's how I feel.

So yeah! Thanks for reading!
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