I'm 22 years old, just graduated college for Game Design. I focus on narrative design in my games, and hope to begin making games within my own universe!

I prefer RPG's out of all the genres, but love exploration and puzzle games.
Perspective: Extended Ed...
Exploration Puzzle game, spectate the memories to find clues!



Super RMN World 2: Yoshi's Archipelago

I edited my snow level with changes and re-submitted it. Thanks for the feedback. I'll look into my desert level next, but I'm already thinking I don't like it and will probably give that one up. For now, I'd say the snow level is my one and only entry.

Just Do It! - Anti-Procrastination Initiative

I finished my goal! I posted two SMBX levels to the Yoshi's Island event; https://rpgmaker.net/events/srw2/

The proof is the two entries tied to my account.

Uhm, I think this goes on another week? Just in case, my next goal is: Set-up and Test Level 3 of my RPG

Super RMN World 2: Yoshi's Archipelago

I just handed in my two levels, if anything needs changing, let me know. I had a lot of trouble, two levels swiftly drained me of creativity so I've decided to stop there. I was so excited to make a level for each world, but uhhh... I don't want to force myself and end up making something bad(or even worse if these two levels are considered bad. And I call myself a level designer sometimes, yeesh). I'm pretty satisfied with them as they are simple levels, probably not very long for most people. My desert level is kinda harder than the ice one from what I noticed from testing. So a desert level and snow level will be my contribution.

Super RMN World 2: Yoshi's Archipelago

Edit: Wrong forum

Just Do It! - Anti-Procrastination Initiative

I got an image of my editor, testing a battle that wrecked me into oblivion.

My goal was to test levels 1 and 2. I tested level 1 one last time, it holds up. The battles have been balanced for a while, and testing through it again leaves me confident we're done with level 1. All I'm always worried about is narrative, and I was happy with all the dialogue, provided information, pacing, as far as I can know right now, it's done.

I tested level 2, making improvements to the intro narrative sequences, working on the introduction of the shop, and went through the level. It started out perfectly balanced and I might have accidentally gotten the perfect exp gain rate from these enemies down. As soon as I entered the underground portion, things went from perfect to "I NEED TO CHANGE THIS NOW". Seiromem might have used the bee enemies a little too much, their poison does A LOT of damage, and the spiders are multi-hitting, AND the ants are basic enemies on top of that. I barely won that battle up above.

So huge progress with level 2's battling, narrative as well because I ended up using this test to write the majority of the dialogue.

My Next Goal: Finish 3 SMBX levels

Just Do It! - Anti-Procrastination Initiative

I completed my goal, I think for this next goal I'll try not to confuse myself with the wording, cause I spent some time trying to figure out what I actually meant as the goal. I had to set-up levels 3 and 4 in terms of battle details, so here's an image of the troops, there were a couple more down the list that I just couldn't fit.

Otherwise, the goal also meant that I had to connect all the maps correctly, place scenes where they will be, for right now there is just a summary of what happens. I'm saving the narrative work for later so we can just test the battles, so I'm pretty sure we can get all the way to the end of the fourth level. Testing will see if it works correctly.

For my next goal: Test/Update Level 1/ Level 2

Level 1 is already good in terms of battle gameplay, I just want to make the changes I've been meaning to make narrative-wise and test, and then do the same for level 2 but try to make it on par with level 1. I'll do levels 3 and 4 next week.

Just Do It! - Anti-Procrastination Initiative

I think I finished my goal for this week. Each monster, there are 8 and I'll go over them, work the way they are supposed to and have some role in battle that makes them special. All the troops are set up for the level and after testing I mixed the enemies around after noticing some compatibility problems between enemies, which I'll get to.

I should mention that the goal of this battle gameplay is inspired by Final Fantasy 10, it uses CTB and will eventually be tough enough to where you need to switch out party members mid-battle, but for now you're just learning the new characters bit by bit in act 1. My goal for the battle gameplay is to invoke the feel I get from FF10, where I found that strategy came from assigning certain characters to certain monsters. A battle would come in that game with three monsters, let's say a wolf thing, blob thing, and flying thing. Immediately upon looking at the enemy, I brought out Tidus, Lulu, and Wakka. Tidus is fast, can hit and kill those fast wolf things in one hit. Lulu use the opposite magic of the blob thing, dead. Wakka can reach flying things best, dead. Was there a heavy defense enemy? Use Auron. Don't want to use wakka for the flying thing? Use Lulu. See that robot? Steal with Rikku, dead. That's kind of how I'm setting this game up, but not necessarily ending battles in 1 turn.

First, to go over what the party was like for level 1, for comparison(you don't have to read this part if not interested of course):

Seamus: (The Tidus inspired role)
In the previous level, he was your "Slash" weapon guy and is also fast. He can affect the CTB and boost his own attack power. You would send him at "Fera", these wolf-like enemies are weak to slash. Slash weapons have a specific bonus: they cause bleed, have a good chance of it. This makes Seamus useful for "High-Damage" enemies, so if he's not attacking the fast Fera, he's attacking the Ursus. Ursus has high-hp and damage, so the goal with that enemy is to try and bleed him, kill him first and fast.(It's a team effort, this would go alongside slowing the Ursus with Adam, lowering defense with Davien).

Davien: (Piercing Weapons)
In the first level, he was the one who uses piercing weapons, which can ignore the "Heavy" status. That means you send him after Ericius, the enemies that naturally had the "Heavy" status, which makes blunt and slash do very little damage. If there are more than one, have Davien use armor break. He can also heal and piercing weapons have something similar to slash's bleed effect: piercing has the chance of lowering defense.

Adam: (Blunt and Wind)
His role is to slow the enemies in their turn order with "injure", bonk them in the head with his blunt weaponry, which has a chance to lower their agility. He also knows wind magic, so he's the guy for taking down "Bombicis", flying enemies with a "fly" status, similar to heavy but instead of weak to piercing, they're weak to ranged. Also wind apparently, so use Adam for now. Those guys mostly just try to slow the party.

Emela: Ranged, Healer
Finally, she was introduced for the boss. She can remove the "fly" status, heal, and do great damage to the boss and bombicis.

So right now, level 1 is fully balanced, we have been done with it, I'm very happy with it and just want the next levels to be equal or better, and that's where I'm getting a lot of procrastination. I still don't know if level 2 is as balanced as level 1. We're also constantly thinking of level 3 and 4, and I'm also worried about the writing, I have not really fleshed out the narrative in level 2 like I have in level 1, but even that I'm itching to revise. So I've been stuck for weeks. Hopefully this goal helped me get level 2 to a good point so we can focus on the other two act 1 levels, I think once all four are done, it'll be easier for me to just go in and test from beginning to end and configure the battles, EXP and equipment upgrades accordingly, and be satisfied enough to focus on the narrative.

Anyway, back to the ACTUAL GOAL. Here's the level 2 party set-up.( I should mention that each level is set-up or going to be set-up so that you level 5 times each. So by end of level 2, you should be level 10, 5 for level 1, 15 for level 3. And that's two learned skills per level, but this is just the plan for act 1 of the game.)

Seamus: Same as level 1 except he can now learn a simple "double" attack to help with the new enemies and late in the level(level 9) he can learn a move to boost everyone's magic damage, more useful for just Davien and Adam on a basic level for now, not sure how I feel about this skill. It also speeds them up, which is classic Seamus. Oh, classic Seamus.

Adam: Now he can boost the defense of one ally, not sure how I feel about this one. His second skill for this level is Crush, which is his real physical damage dealer and slows the enemy. That one is a definite I think.

Davien: He will get his first magic attack skill at level 9, and at level 6 he will already have a powered up version of armor break, which will deal some really good damage. This is different in that he's making it so others can attack the enemy, AND they'll most likely just need one or two more hits. I'm a lot more confident about his development.

Emela: She returns to the party towards the end of the level and now can revive a party member for 30% of their HP and can remove any physical-related status, including good ones. I think that'll be good for the main healer of the game for now. Maybe we should give her a good ranged attack skill next.

Eve: She's the new member you start the level with, replacing Emela before she returns to the party. She's part healer, can also use slash weapons and can regain MP through her Vim Slash and give MP to others with "Wink".

SO! With this set-up, these enemies are currently the level 2 ones. Brand new, no returning enemies.

Vorum: An ant creature that replaces the Lepus as normal creature anyone can hurt, but works with poison-inflicting enemies by targeting those that they poison.

Zzrier: A bee that can poison, and has "fly" status...

Bleetle: A high-Damage enemy that will go heavy, but it's slow so at the start of the battle you can get normal damage in before it "withdraws".

Punchroom: Works as groups, weak damage but uses double, triple, quadruple, sextuple attacks...

Arac: Spiders that work similar to Punchroom but have less frequent attacks, are meant to be bigger groups and are faster, but die faster.

Avivabarks: The healers of the enemy troops

Mustle: A skunk that inflicts status effects, combats the bleed status with some healing, but is otherwise a normal enemy. Also a support in that it can "hound" it's allies to move faster.

Slib: A slime that can only poison, does no damage. Also strong physical resistance.

So yeah, that's what I have gone over and tested this week! I can't really screenshot it so I hope describing the current state of battles, while a long wall of text, will prove the work. I'd say I'm less scatterbrained now because of it. I still have a bad, unsatisfied feeling that it's not as tested and balanced as level 1, and it's worse that I just can't focus on the narrative while working on battles at the same time. So for now, "Day 2" is thin with scenes, and once you get to the boss battle you can't move on to day 3 and level 3 so... I guess that's next before even worrying about the boss narrative scene.

So I finished Goal 2 today, the 24th. So by July 1st I want this done:
Goal 3: Add shop, optional content, and battle details to levels 3 and 4.
(This will coincide with Seiromem's goal, which has been to work on the enemies for level 3)

Looking ahead, I'm hoping Goal 4 will be: Finish first draft/run of narrative scenes for days/levels 2 through 4, maybe revise day 1 a bit. Then, goal 5 would be fully test and play through act 1, making sure it's all on par with it's first level.

Just Do It! - Anti-Procrastination Initiative

With my goal, I failed to finish mapping the level, but did have it ready to walk through from beginning to end and able to test battles in it, so I guess I was close. Ah well, this time I'll try this goal.

Goal 2: Finish Initial Battle Gameplay Balancing for Level 2

Just Do It! - Anti-Procrastination Initiative

Goal 1: Have Level 3 Done

Just Do It! - Anti-Procrastination Initiative

Ok, sign me up. This'll be useful.