2024 Goals and Progress Thread

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Started by bgillisp 149 posts Page 8 of 8 View original ↗
  1. Forgot to post updates for a while, but here is where we are:

    24 Hours:
    -All Hour 10 main maps are done. I still got some side areas to do but that can be done later. You will get to go through the plains, a small forest, sunflower fields and a swamp. And here is a pic of the sunflower fields:

    Sunflowers.png
    Man I hope we don't run into whatever pollinates that!
  2. Working on an point&click adventure game involving a complex decision tree and time tampering shenanigans which influence different paths in said tree. I had the whole decision tree in my head for something like 8 years, but every time I wanted to start writing it down I realized how incredible difficult this is and how much of the story in my head did no work out once you actually write it down. Got very demotivated again and again and again over the years, but never stopped trying. Finally, over the course of the last 2 weeks, I made exorbitant progress, cleaned up the story and actually mapping out that decision map.
    It's still super hard to do and sometimes I only get to add 2 or 3 nodes during a 2-hour-session, but it really helps to give all the thoughts in my head finally structure.

    It will probably take at least another 2 weeks until I have somewhat finished that and can start with revisions, but looking at this map makes me so relieved because FINALLY I'm doing it :D

    1730773876955.png
  3. Been awhile since my last update, but I have a few significant matters to make note of.

    RPG Maker Development:
    • Scouting and acceptance of MV/MZ projects has resumed. Windows/Mac only due to no longer being able to adapt these engines for console porting, but I am willing to put that matter aside.
    • Although not a direct subject for this particular portion of the community (mainly because of the established matter of publishing differences), RPG Maker Unite has been added to the list of development options.
      • This does mean that some rebuilding is in order for certain matters (which after seeing the massive number of differences compared to MZ/MV is no longer surprising) although the matter of moving the assets themselves into the new base (combined with the 3D sprite generator) ain't as big of a deal.
    General Game Development:
    • Decided on the specialties of my next two characters.
      • Asuka Shinji is a ninja assassin and is consequently secretive by nature of her clan's traditions. Because of this honor code, it's not surprising that she doesn't place trust in just anyone (with the exception of those who she maintains frequent contact with, though she is also expected to reject that contact in the event of an outright betrayal). As she almost always requires her work to be carried out without identification, she is rarely seen in public without first having a secrecy veil tied over her face.
      • Triton Krakena is a tactical diver with training in SEAL combat. Though as much a secretive operator as Asuka is, the limited disclosures are due not to honor codes but by the fact that his military assignments are almost always classified by the imperial guard as "Level 1 Confidential." As with Asuka, he wears a mask to conceal himself (though for a more functional purpose, as it connects to his life support pack for the purpose of an encapsulated oxygen supply in order to remain submerged for extended durations).
    • Settled on the general direction of skill unlocks. Without regard for genre, I plan to have things set up to where mission completion determines what skill elements are available.
    Character Designs:
    1000001163.png
    Asuka Shinji​
    Triton Krakena (1080p).png
    Triton Krakena​
  4. Updates for December

    RPG Maker Development
    • Anticipating that the beta build of the project that I signed for publishing (yes, it's back on even with the limitations) will be ready in the near future. Testing requests will be posted once it's ready.
    • Continuing to experiment with the Unite provisions, particularly the 3D conversion tool. I anticipate that the conversion tool alone will save time with translation of the concept materials to their in-game counterparts.
    General Game Development
    • Two potential concepts have been identified for safety provisions during the volcano mission. Option A utilities filtration masks to protect against the sulfur and volcanic ash, while the alternative is built around encapsulated oxygen supplies. The former is set up to where the cat girl uses a special battle helmet that's made specifically for these situations by contrast to the human officer's gas mask, while in the latter case the two characters both utilize the same protective implements.
    Concept Materials
    Option A
    Nefersila Hazard Response Portrait.png
    Kyla Riot Control.png
    Option B
    Nefersila Hazmat Portrait.png
    Kyla Hazard Response Portrait-OmenDesk.png
  5. Almost end of 2024. So how did we do? Here is my lookback:

    bgillisp said:
    2024 Goals:

    Shipwrecked:
    I need to decide the fate of this game. This will mean one of three things:
    1: Polish it up and release it in the ACE version, I hesitate as ACE is dated now and with resolution sizes increasing the 640 x 480 limit is starting to hinder players some.
    2: Port it to MZ. I started some work on this earlier this year
    3: Cancel the game.

    I think 2024 is the deciding year for this game one way or other, as I can't sit on it forever.

    24 hours:
    I want to try to get hours 1 - 12 fully implemented and playable, and release a demo of the early hours to the forums. Ideally I'd like to go father than that, but with work and the other projects I gotta be realistic.

    Currently Hours 1 2 and 4 are fully playable, though some side quests are not implemented in hour 4 and some cutscenes are still static in all 3 of the hours. Hour 5 is also fully mapped and cutscenes are present but needs monsters and loot added.

    IATCO:
    This is that stat sim game I made for the Driftwood game jam in 2023. I do want to polish this up and release a full version of it. However it was starting to balloon too much in size so I paused it as I decided more what I want the game to be.

    I do now have a GDD of what I want this to be written out. It is going to be a short game but replayable. I would like to have it possible to beat the game under certain routes by end of 2024.

    Montagor's Legacy:
    Yep this is still in progress, but on hold while the plot gets finalized. I work on that when I need breaks from 24 hours for now, and collect assets. My goal is to finalize the plot to this in 2024. IF I get any free time from the others (ha!) maybe make Chapter 1? But realistically I doubt that will happen unless I decide to do that instead of my other goals.


    Will this all happen? Probably not. But doesn't hurt to try. As it is main focus is on 24 hours, the rest is bonus if it can happen.
    Shipwrecked:
    Originally this was meant to be a short free to play game released near release date of my last game. Its now been 5 years since release so that was missed. Decision was made to port the game to MZ and delay it for now. It may get axed, or I may still go back and do the ACE version as I kept it in another directory too.

    24 Hours:
    This had the best progress of all of them. As of this post hours 1 - 8 are playable, hours 9 and 10 are mapped and you can go through them but they explode if you sneeze. Did not get to hour 12 as originally planned.

    IATCO:
    I decided my plan for this was too much to make at the moment and I needed to practice the idea in a smaller scope, so I revised it as Harold's Island Adventure, and Harold's Island Adventure is in Alpha. So goal sort of met?

    Montagor's Legacy:
    We have a plot now! The plot was written. That is as far as it got.

    How did you all do? Also I will start up a 2025 goals thread soon as well.
  6. My Infinite Sudoku game is probably about 80% complete. So I am in a good position to finish it, hopefully early, in 2025.

    I have taken several months off from developing it so it is time to return to it in January.

    I hope everyone has a very productive year!
  7. How uuh bad is it if I say I didn't hit a single goal this year? :aswt: I got too caught up in other hobbies, but hey I did complete an Advent Calendar this year, so that counts for something.
  8. Well. I’m not gonna go into the vault of occurrences that made my goals…unobtainable this year. I’ll just hit you with a—

    1735585567642.gif

    I think I’ll have better luck next year. :wub
  9. End of year report:

    Advent Heroes: Canceled following questions of ability to change major portions without having to significantly extend development time, as well as the loss of ability to target all intended platforms.
    Story of Two: Removed console platforms for the same reasons, still on track for PC/Mac. The game's actual developer (I'm only handling the publishing aspect of this one) accepted an agreement to allow me to post the second trailer on my own branded YouTube page, but the development progress hasn't been as fast as I would've liked to have on their end.
    Tail Force: Mechanics tested in RPG Maker MV using a platform game kit but was ultimately moved to a different engine. (Agin, for similar reasons - and also some technical ones). Name finalized to close out the year. Multitude of character designs finalized, including the year-ending addition of Genni Larson (first attached picture) and a more accurate design and backstory for Alan with regard to actual neuroscience (second attached picture). The chronology of prior events is also in a near-final state, with some advanced planning for a potential sequel to help with developing the plot for what I'm currently working on.
    Ready to Rumble: Updated with behavior changes to improve its functionality.
    General Game Development: Started the process of refocusing certain aspects of RPG Maker development to target Unity, which due to the nature of the requisite product materials will require a good deal of manual rebuilding for my existing internal assets (although MV/MZ will remain in the mix due to this matter).

    2025 outlook:
    • Determining suitable uses for the remnants of Advent Heroes (in particular the part where a yellow devil sequence was planned to occur)
    • Circulation of the QA testing version of Story of Two upon availability
    • Continued implementation of Tail Force content and features
    • Searching for additional game projects to either publish or assist with development
    And finally, my last two concept portraits for 2024:
    Genni Police Armor.pngAlan Bionic Frame (Police Officer).png

    And as a bonus, here's Genni next to her squad car:

    Genni Squad Car Pose.png