DESERTOPA'S PROFILE

Guardian Frontier
An RPG with classic-style gameplay and a non-classic premise, inspired by the history of exploration and colonialism of the 19th century.

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Guardian_Frontier_Screenshot_13.png

The majority of my notes for this game currently consist of a translation dictionary.

I'm not a very assiduous notetaker though. The first line of my notes file reads:

"Wasps!"

I never did end up using that idea.

544Guardian_Frontier_title.jpg

I tried white, but the shading was harder to get right. It looked too flat without any, but my efforts to add it manually didn't turn out so well.

My first choice was to just incorporate a different font into the title writer function, which would probably have done a better job than I was doing, and I found instructions for incorporating it into the title writer without changing the font for the whole game, but for whatever reason I haven't gotten it to work.

I also tried various shades of gray, but they ended up looking pretty terrible, so I settled on this as the least bad option out of the ones I tried at the time.

544Guardian_Frontier_title.jpg

Well, on the plus side, since the font is my own fault and not something I got from the artist I commissioned, I'm not irrevocably stuck with it, but I'm not good with fonts and it took me a lot of fiddling with to get something that seemed not-completely-terrible. If you've got any better alternatives to suggest, I can try them out. But my attempts to get the title-writer function to accept a different font without changing the font for the whole game didn't work for some reason I haven't figured out yet, so I was stuck creating the title in another layer and adding it in manually. I'm not totally happy with the shading, but at least it's better than my first try, which you guys are probably better off not seeing.

Guardian_Frontier_Screenshot_1_library.png

I prefer to think that the bookcases are crammed clear up to the ceiling. They needed to call in a team of carpenters to get them to fit.

The edging issues should be mostly fixed now, although there's one fiddly bit under one of the bookshelves which won't seem to go away.

I'd love to have a team member who could focus on the mapping for this game, since it's by far the most painstaking part of the game making process for me, but as long as I'm doing this solo, I'm trying to achieve the level of "not too crappy" with my mapping skills. The environments probably won't be consistently polished, but I'm trying to at least keep them interesting.

Logomancer_SS05_Motality_Play.jpg

I took it that Ludro's rant does have basis in fact, but I wouldn't say the plot threads evaporated. There are other hints elsewhere in the game that Powell-Mercer is pretty ruthless and up to some sketchy stuff, but it doesn't pay out as part of the final conflict. It might be a sequel hook, but it might just be another worldbuilding detail. I don't think the author is going to respond to comments on the game page any time soon though; I had to track down his youtube account in order to get in touch with him.
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