STRAK'S PROFILE

Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
Bloodstained Hands
Read-on Classic RPG with an artistic approach.

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Does anyone even use RMVX any more? I feel like all the scripting knowledge I've gained is irrelevant now.

Huh. I thought all the newer engines used JavaScript, not Ruby. I guess it's not that hard to pick up on another language, they all function pretty similarly.

Why are these forums relatively inactive?

See, and I would personally disagree with most of that, seeing as I only joined this community last year. I had my game posted on itch for over a year and barely got any downloads and almost no feedback, but within a handful of months of joining the community, I got over 1000 downloads, a great review, tons of feedback and support, and I got to know the community a lot better as well. There are some great people here that make it really enjoyable to check in, and I don't even use the discord. Never was attracted to rpgweb, used to use RMRK back in the day, and coming here kind of felt like coming home in a way, because everyone seemed to be so supportive and have a common passion in indie game development. I never found that on itch or any other gaming communities that I've been a part of since RMRK. I think there's a lot of people who could find a warm welcome to a unique community like this.

Having said that, maybe my experience isn't exactly the norm. It's hard to say what experiences other have had.

Why are these forums relatively inactive?

I mean, we could do a Kickstarter or go fund me to raise money to hire a web designer or web design company to overhaul the website. Make it mobile friendly, modernize the website, improve the search engine optimization to drive more traffic here, etc. I would gladly fund it myself if I had the means, but a fundraiser could go a long way, and it would help band the community together. Just a thought.

Kind of a shame that the IRC channel no longer exists. I've never made a Discord account and I never will.

author=kentona
RMN is fucking cutting edge... for 2008

The A is for Anderson? But that's my last name.

Kind of a shame that the IRC channel no longer exists. I've never made a Discord account and I never will.

What's discord? Doesn't everyone still use MSN Messenger?

Development Underway

That's an excellent point. In that case, I may just polish up the final puzzle, finish the mechanics, and release a beta of the game for people to test, then see if it makes sense to adjust from there. In the mean time, the mapping is essentially complete! I do have a little bit of work left to do on the lake, but I'm fairly content with the result so far. It looks better in-game, as there are layers that I couldn't simulate with a static image, but here's the final result on a 1:8 scale!

Completed Map

Development Underway

Time for a weekly update!

The game is still coming along nicely, I've got the map about 95% complete at this stage. I still have two mechanics left to program, but that'll be a simple task. This game could actually be released considerably sooner than the projected release date. Except...

Well, there's a slight problem. The game is intended to last for close to one full hour. My intent was that if it's your first time playing, and you don't know where all the puzzles are or how to solve them, that the game will last around 45 minutes to an hour. If you don't complete the game in an hour, you'll end up with a game over (sort of), so I wanted there to be some time pressure for the player to deal with.

The problem is that my puzzles are not exactly the most creative or difficult to solve. Testing the game myself, I was able to complete the full game in about 10 minutes. Now, I know where the puzzles are and how to solve them, but that's still not very encouraging. So now I'm faced with a dilemma. Do I artificially extend the game time somehow by adding more puzzles, or various other objectives? Personally I'd rather not, as I feel that would be extremely tedious for the player. Do I shorten the length of the game so that it's approximately half an hour instead? Well, given the title and the gimmick of the game, that wouldn't be ideal either. Half An Hour doesn't quite have the same ring as One Hour. Do I make the puzzles harder, or more obscure? Maybe. That could work, but then it also can frustrate players if I make the puzzles too obscure or difficult to solve. What about bonus content? An incentive for the player to go off the beaten path? Given that the game gives you a very limited amount of time, I feel that players may not want to waste time with frivolous activities. So what do I do?

I'm still brainstorming ways to make this game work and come out the way I've intended, but if anyone has any ideas for how to embrace this challenge, I'm all ears! Post a comment below or on the game page, or send me a PM! I'll gladly take any feedback into consideration. In the mean time, I'll keep chipping away at this, and hopefully I'll have a beta release soon for players to test and give feedback on!

Ouch. Hey, 2022. Knock it off. You're not being any fun.

I'm usually pretty thick skinned and tough minded. I barely let the pandemic get me down. But this year so far has been a giant suck-fest. Really hoping for a good turnaround in the next little while.

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Thank you, I think!

RMN Tagline Thread

Am I the only one who noticed the typo in the MacGuffin tagline? Video Game is spelled "Videro Game."