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Scripter looking for Project Partner

1. Who am I?
I'm a guy in my mid-20s who's fiddled with amateur game making from time to time for more than a decade (though there were some large gaps). I have no aspirations to go commercial with game making but I would like to make a decent finished project at some point.

I specifically like working with Sphere (and now miniSphere a remake of the sphere engine). I'm a somewhat skilled scripter who can make battle systems, menu systems and game mechanics of almost any kind, my abilities in most other game; I also like coming up with new ideas both plot points and mechanics. I have a tendency to make any idea I'm involved in continually grow in complexity and extravagance unless someone else keeps me grounded however my skills in other ares of game development are average at best.

For a variety of reasons some of which should be obvious from the above my own game projects never tend to get finished or even to the point of being a playable demo; however working with someone else I'd like to think I could assist in making something great.


What am I looking for?
I'm looking for either:

A) Someone who'd like to partner with me to work on my current game project (a tactical RPG themed around defending the last surviving human town from a monstrous invasion)

OR

B) Someone who has their own idea for a game that would be best with custom systems and would be happy to work in Sphere to make that game, I will work with them and make their systems/scripts and assist in other ways too.


What's my past experience?

No completed games unfortunately, I'll bring out 3 things I've worked on for now:
1. Porting the Sphere Engine itself to run on Mac (both the original sphere engine and the newer miniSphere - though miniSphere was super easy to do)


2. Pokemon Odyssey - this was a game being made about 8 years ago now for which i was the coder/scripter only, working on this I wrote most of the script for a fully working pokemon battle system, menu system and other things; unfortunately the project collapsed as it emerged that the main developer had stolen someone else's custom made tilesets from their game.


3. My current project (unnamed) as mentioned above this is planned to be an SRPG themed around defending humanity's last surviving town from a monstrous invasion - the project is not far along at all BUT in my progress so far I've made:
- a custom map engine (Sphere's built in enginge didn't do all I wanted)
- most of the battle system including:
-- animation handling
-- zooming in and out
-- pathfinding (for fire emblem style movement)
-- stats so you can attack and kill things (or not if they have too much HP)
-- QTEs for determining if you hit or not
- a 3d animation system (currently used to display spinning rings moving in sort of brownian motion on the title screen
Here's a video of me demo-ing the above:


Potential FAQS:

1. Why Sphere?
Sphere gives me a blank slate so I can make custom systems of various kinds without "default systems" getting in the way. I almost am sufficiently experienced to do basically anything with Sphere (well nothing fully 3d beyond simple animations) but anything else :P

2. Does a potential partner need to know Sphere?
No, no prior knowledge of sphere needed to work with me; outside of eventing/scripting and a few appearance related points the rest of it will be largely the same as RPG maker.


Further information
Any questions ask below if anyone is interested in joining me for my current project and wants more details feel free to ask; alternatively if anyone has a project or project idea that that'd like me to join for give me some details and we'll go from there.

Screenshot Survival 20XX

author=Tuomo_L
author=Kaempfer
@Tuomo:
That grass has the same problem that pretty much every VX/MV parallax ground I've seen has: absolutely no depth. All the sprite and tile based stuff has black in it to give it shape and show detail, but the grass and dirt look like a perfectly flat, smooth plane. Look at those leaves that lay on the bottom of the tree truck to the left, there; real grass, in the wild, has ample length, long enough to obscure what rests atop it. I'm obviously not suggesting you change everything, and I think the overall balance between the grass and dirt is good, but all I can see when I look at this type of parallax mapping is a bunch of detailed objects sitting on a painted pane of glass.
Thanks, I tried to actually give it more textured look there's multiple layers to those grass and the dirt. I thought it looked kinda pretty. I'm not sure how to improve on it though.
The same point stands out to me, and I'm not sure how feasible it is to fix - the point is that the parallax background has no black in it and just looks a whole flatter than the tiles as a result.

Could you perhaps darken the lower layers, or even add some transparency to some of the layers and add a full black bottom layer?

(I'm not an artist and have no guarantee that the above won't look worse rather than better...)

Whatchu Workin' On? Tell us!

author=Aegix_Drakan
author=Rhuan
- Trying to decide if I should implement a zoom in/out feature; not sure if I can think of a 2D sprite based game with one but...
PRETTY sure that Trails in the Sky, a 2D sprite based RPG, has zoom in-zoom-out...

So yeah, if you can implement it, go for it, it sounds like a fantastic little addition.
Well I've set it up and it works - got a slight "balancing issue" around how fast a zoom in/zoom out to make it, currently allow one percent per frame - which can feel a little rough, but if I go much lower it will probably feel too slow - i should perhaps add a time based control rather than just pegging everything to frames...

author=Aegix_Drakan
author=Rhuan
That's better than it being too easy though, surely?
It's not that it's too hard, it's just that it kind of feels like it takes too long.
Yeah I've always found overly long fights annoying - unless they have some kind of tense challenge going all the way through; "rocket tag" is far more exciting IMO than protected heal fests.

Edit: Thoguht I'd add an update on what I've been now... I'm trying to make a decent looking status window for when a character is selected this sort of thing:

Though probably with a little more information and no picture, tweaking text drawing functions to put it together is painful...

New Developer Mapping Help Thread

Let's see what happens....

So, this is the first map I've tried to make in about a decade, I'm a scripter not a mapper...

It is obviously not finished I'm just not sure what to do with it next, details:
- Map is intended to be the site of a battle in an SRPG
- enemies will start on both sides of the river, as the player your initial goal will be to clear one side of the map then to push them across the bridge and then to rout them
- no (or very few) units will be capable of swimming/flying making the bridge critical

My own thoughts:
1. too empty (but really unsure what to add)
2. too neat/artificial (but unsure how to change that without making it look messy)
3. from a gameplay perspective may need a second bridge

Map is quite large so thumbnail here, click for full image:

https://rpgmaker.net/media/content/users/13383/locker/River_Crossing.png


Screenshot Survival 20XX

author=Tau
https://rpgmaker.net/media/content/users/464/locker/Sanctuary.png
I was going through some old stuff & found my attempt at a post apocalyptic game haha. I can't even remember what it was about but it was called Sanctuary.
Well the map looks great :)

Whatchu Workin' On? Tell us!

author=Aegix_Drakan
And even when you ARE approaching it right, when almost every single encounter with my first real battle setup on this floor has the mage go into her Overload mode with only one of three enemies dead...It feels like I'm doing something wrong here...

That's better than it being too easy though, surely?

MY own update:
- fixed a bug in the mac version of miniSphere (the engine I'm using), w00t - it messed up when you tried to cut up an image that had transparency/alpha in it (a feature I needed for the custom map engine I've accidently started making)

- Trying to decide if I should implement a zoom in/out feature; not sure if I can think of a 2D sprite based game with one but...

Whatchu Workin' On? Tell us!

Roach - I feel a need to second Craze's comment here, I had looked at your post and seen "ah another RPG maker menu" and moved on, seeing that its' not RPG Maker, well I'm surprised :P


As for what I'm working on now...
Decided that just drawing a picture behind sprites isn't a sufficiently advanced map engine and the Sphere map engine doesn't have various key features I need for my project so.... It's time to start building a custom map engine w00t.... (Planning to make a script that reads in Tiled maps and works with them. (see Tiled here if interested http://www.mapeditor.org/)

Game difficulty mechanics - brain storming

I realise we've run rather off topic - thanks again to everyone for the comments, lots of useful things to think about - I won't necessarily do what people have suggested or not do what people have said I shouldn't do. BUT I'll ensure I have a good reason before diverting from advice - any more thoughts still appreciated.

Irog:
1. Sphere is similar in some ways to working in C with SDL but different in ways too, working in Sphere your functions are much higher level, there's a preset folder structure and a lot of useful high level functions e.g. to put a picture on the screen in a brand new project I can just do:
var picture = LoadImage("picture.png");//look in a folder called images inside my game's directory and load "picture.png" from there

picture.blit(10,10);//draw that picture to the back buffer 10 pixels down and across from the top left corner of the screen
FlipScreen();//exchange the back buffer with the current screen
GetKey();//wait for a key press

Also as it's all run time interpreted you don't compile it - a sphere game is basically a standardised folder structure, one folder of scripts, another of images, another of sprites another of maps etc, with a document at the top level telling Sphere which script to load on launch and what screen resolution to set. The engine is already compiled for Mac, Linux and Windows so there's no porting or cross compiling to do for a finished game.

2. I had a quick glance at your game - it looks very different to what I'm thinking of/working on - some similar concepts but a very different final result, interesting how two things can sound so similar to begin with and end so different.

Game difficulty mechanics - brain storming

author=Irog
Sphere is an engine? How does it relate to programming languages like C, Python, Java and Ruby?

author=Rhuan
turn based strategy with multiple actions per turn based on "Action points" and each action having a cost)

I'm potentially going to make this trickier than in fire emblem by not allowing your units to move through each other BUT easier by allowing movement after attacks if you have AP left.


This is exactly what I made! But inspired by:
* table-top Warhammer fantasy battles
* Heroes of Might and Magic 3 (hence the hex grid)

1. Sphere is a somewhat simple engine - it's basically a javascript interpreter with built in simple graphics/sound/file handling functions and a pre-made map engine.

If using sphere you have to script all your game logic: combat, menus, stats etc yourself (though various people have made scripts they'll share).
See spheredev.org for more details

2. Oh dear I thought my system would be semi-original, I hope it doesn't turn out identical to yours, is yours fully custom or based on someone else's?

Game difficulty mechanics - brain storming

author=Irog
Are you making a custom engine for your game?

Strategy and QTE... interesting. I picture Fire Emblem with Legend of Dragoon attacks and counters.

I'm working in Sphere, not RPG maker and writing all the scripts myself - so I guess that means the answer to the first question is yes.

The key inspirations I was running from for the combat were:
- Fire Emblem
- Shadow Hearts (a turn based game with QTEs)
- Fallout (the original from the 90s - turn based strategy with multiple actions per turn based on "Action points" and each action having a cost)

Irog
author=Rhuan
the provisional idea is to use numbers and movement and choke points so you don't get an individual hit many times
Or you DO hit the enemy multiples times this way. This is actually the best way to win battles in my game.
Well yes, hit the enemy multiple times whilst not being hit multiple times yourself, I'm potentially going to make this trickier than in fire emblem by not allowing your units to move through each other BUT easier by allowing movement after attacks if you have AP left.