ZDS'S PROFILE
Game designer, music composer, and pixel artist.
Avatar Credit: unity <3
Avatar Credit: unity <3
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Where do we go from here?
I fear, I truly fear, that it has become much harder for the type of games we make to have any sort of similar success to the stuff we released even a couple years ago.
To me, that's okay.
With Cope Island, I released a game that I knew I'm happy with. So if it picks up in popularity in 2 weeks, it'd be awesome. Or if it picks up in 3 months, it'd be awesome. All I know is, no matter how much time passes, I am still happy with Cope Island.
I like to believe that being the same for your games you released. If Yuusha is quiet now, who knows, maybe in a few months (years even) it will pick up. Yuusha is at a place where it is GOOD and you made the game you want. That means you can sit easy and do whatever you want to do next.
Who knows, Crescent Prism may be popular and actually give Yuusha the boost it needs.
For devs like us, making a game we are happy with is more important. Our games are rather niche and I think the only way for us to succeed is for people to clearly see that we give a shit.
Profit would be very nice, but we have integrity enough to not spam short games with tons of achievements and big anime boobs on the cover. We're trying to make profit off something that's honest to ourselves and I hope that's something that will work eventually.
Commercial or non commercial, to get people to play our games is actually one of the biggest challenges. I think marketing forces one to be relentless and a bit shameless at that. Which for me personally, it's haaaaaard haha. After some time has passed, I'm going to write a detailed article about marketing and what I did wrong, what I did right, and what I will do next time.
Either way, I look forward to Crescent Prism. I believe you do deserve cash for the effort, but I get the reluctance to do commercial. It almost feels like much more likely to succeed at the free thing, as weird as that sounds. I wish you luck with everything, good sir. Slowly may we improve rpg maker's reputation. *thumbs up emote*
To me, that's okay.
With Cope Island, I released a game that I knew I'm happy with. So if it picks up in popularity in 2 weeks, it'd be awesome. Or if it picks up in 3 months, it'd be awesome. All I know is, no matter how much time passes, I am still happy with Cope Island.
I like to believe that being the same for your games you released. If Yuusha is quiet now, who knows, maybe in a few months (years even) it will pick up. Yuusha is at a place where it is GOOD and you made the game you want. That means you can sit easy and do whatever you want to do next.
Who knows, Crescent Prism may be popular and actually give Yuusha the boost it needs.
For devs like us, making a game we are happy with is more important. Our games are rather niche and I think the only way for us to succeed is for people to clearly see that we give a shit.
Profit would be very nice, but we have integrity enough to not spam short games with tons of achievements and big anime boobs on the cover. We're trying to make profit off something that's honest to ourselves and I hope that's something that will work eventually.
Commercial or non commercial, to get people to play our games is actually one of the biggest challenges. I think marketing forces one to be relentless and a bit shameless at that. Which for me personally, it's haaaaaard haha. After some time has passed, I'm going to write a detailed article about marketing and what I did wrong, what I did right, and what I will do next time.
Either way, I look forward to Crescent Prism. I believe you do deserve cash for the effort, but I get the reluctance to do commercial. It almost feels like much more likely to succeed at the free thing, as weird as that sounds. I wish you luck with everything, good sir. Slowly may we improve rpg maker's reputation. *thumbs up emote*
Remember when I literally asked RMN to make me a 500x500 forest map for free
Remember when I literally asked RMN to make me a 500x500 forest map for free
Screenshot Survival 20XX
Reading about the Mary Sue in literature has made me super paranoid about the characters I write.
author=Sooz
"Mary Sue" originally referred solely to a particular type of character in fanfiction, and was never meant to be applied to regular fiction. People are just dumb and want to legitimize their antipathy most of the time.
Write whatever the fuck you want.
Mic drop'd this whole status.
Release
Thanks for the kind words my good friends! (and brother)
I still have this irrational fear that you will be like "2014 VERSION HAD BETTER MAPPING" haha.
It's all good! I added the steam cheevos carefully and while they aren't 'needed', I found it fun to find them all myself. So if that does add to your experience I'd be cool with a bit less profit.
author=Liberty
Played a few hours of it, to at least get to the 'second part'. So far, noice~
I still have this irrational fear that you will be like "2014 VERSION HAD BETTER MAPPING" haha.
author=unity
Bought this on Steam before I realized that I shoulda got it on Itch so zDS would get more profit. Ooops XD
It's all good! I added the steam cheevos carefully and while they aren't 'needed', I found it fun to find them all myself. So if that does add to your experience I'd be cool with a bit less profit.
Release
Got an idea out of nowhere. As for reviewers, we should have gamerscore as well.
Got an idea out of nowhere. As for reviewers, we should have gamerscore as well.
I know exactly what he means. It would be a very bad idea hahaha. It would cause so much drama. It'd encourage way more politics than we need.
Pretty much, what two means is. 5 star review gives you x points, 4 start gives you y, etc.
Pretty much, what two means is. 5 star review gives you x points, 4 start gives you y, etc.
Mapping Is You: Personal Style Philosophy
Let's do this!
My mapping philosophy is to build everything around level design. Aesthetically I focus on a big picture. I primarily use RPG Maker VX Ace so bigger maps are discouraged via lag problems with the program. So I like to make a big picture with small maps.
I have a generalized idea in my head and set a standard map size. For Cope Island I used 20 x 15 as my standard. If I want a larger map, I add on 20 or 15 as needed.
I used to make a plan by making an image with sloppy squares to have a basic idea of what I want to do, but lately I've been doing that in my head. But when you make a map you need to know what it will be connected to so you can build the level design section around that.
I will show an example of the first section of Cope Island. I started off very basic, where you only head to different maps to the north.
First map. I have the map set the overall atmosphere. Level design is mostly non-existent, only the first battle is had here.
Second map. This one was hard because I had to introduce a bunch of mechanics here. This one had to change a ton over time.
Gradually I have the atmosphere change a bit as it goes forward while the whole thing connects. When all connected these three small maps look like one big map.
You just take it a map at a time, make the edges connect and make sense, and eventually you get a world.
Super blurry image of the top section of Cope Island.
All of those consist of small maps with a tight knit level design philosophy. I made sure it's fast paced and plays smoothly. All that takes about 25-30 minutes to complete if you take your time. I also have an underground section that ALL connect properly to the top half.
There are a ton of ways to go about mapping, I just showed the style I currently do. Which is like one big dungeon with different sections. I may post about more ways to go about mapping in the future. Hope this was enough for now~
My mapping philosophy is to build everything around level design. Aesthetically I focus on a big picture. I primarily use RPG Maker VX Ace so bigger maps are discouraged via lag problems with the program. So I like to make a big picture with small maps.
I have a generalized idea in my head and set a standard map size. For Cope Island I used 20 x 15 as my standard. If I want a larger map, I add on 20 or 15 as needed.
I used to make a plan by making an image with sloppy squares to have a basic idea of what I want to do, but lately I've been doing that in my head. But when you make a map you need to know what it will be connected to so you can build the level design section around that.
I will show an example of the first section of Cope Island. I started off very basic, where you only head to different maps to the north.

First map. I have the map set the overall atmosphere. Level design is mostly non-existent, only the first battle is had here.

Second map. This one was hard because I had to introduce a bunch of mechanics here. This one had to change a ton over time.

Gradually I have the atmosphere change a bit as it goes forward while the whole thing connects. When all connected these three small maps look like one big map.

You just take it a map at a time, make the edges connect and make sense, and eventually you get a world.
Super blurry image of the top section of Cope Island.

All of those consist of small maps with a tight knit level design philosophy. I made sure it's fast paced and plays smoothly. All that takes about 25-30 minutes to complete if you take your time. I also have an underground section that ALL connect properly to the top half.
There are a ton of ways to go about mapping, I just showed the style I currently do. Which is like one big dungeon with different sections. I may post about more ways to go about mapping in the future. Hope this was enough for now~














