Game Making Drive Feb 2014

● ARCHIVED · READ-ONLY
Started by Archeia 790 posts Page 14 of 40 View original ↗
  1. Day 5

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    Today I did eventing. Yay! I'd been reading old comments on Seer Dell: Dragon and decided to revisit the game and give it some love - nevermind that I should have been working on my boss fight for the event. So, one of the most mentioned issues was the random encounter rate. Granted, at the time I used the default which has... issues.

    What's a girl to do? I went on in there and worked on creating my own random encounter system instead. Seeing as the dungeon is on one map, it was easy enough to implement. I did have some trouble because I had referenced the wrong variable in one of the checkers so had battle keep popping up after one another. I eventually sorted that out and woo~ Finished it!

    It works pretty well. I can add more to it - like making an item that cuts encounter rates in half (which is something I've got to implement still) but currently it allows me freedom that the default doesn't. So the basic setup is every 60-80 steps you get one random encounter (a variable randomly picks a monster mob to battle). If you escape battle the rate is instead set to 30-40 steps - so fighting battles will be a lot less annoying if you're trying to get through the maze faster.

    Another thing I did was add another two cutscenes. Both are for the express reason of guidance and short-cutting. One will add a bridge for an extreme shortcut and the other directs you where to go after this, so you don't get turned around in the maze as much. The aforementioned item that halves encounter rates will be usable after this event, so getting back to the plot point in the dungeon shouldn't be as much of a pain as it currently is. (It basically makes the encounters 120-160 for after battle and 60-80 after running. Fighting battles is definitely the preferable route if you want to get out fast~)

    Lastly I fixed up some text-box cut-off, a teleportation issue and gave it another play through just to double check everything. After doing the last few bits and bobs I'll put it up in the topic and count it done. Then I can get on with the other projects begging for attention.

    Oh, and I drafted a cutscene/battle/cutscene plan for my contest entry. It'll be a little different but still -technically- play by the rules~
  2. Day 2

    Totally a very lazy development day due to Pokemon X and Y and Pokemon Bank lol...

    The Seven Tower

    - Added 2 Maps

    - Creating Cut-scene

    - Polish Some maps

    - Created 3 "Tool" Characters

    - Started to Work on the Preview Version

    - Still finding a script for Online Features (Data Backup, Online Achievement, Etc.). (Can anyone tell me if there is a good one)

    Spoiler
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    Sorry for being so late!!!, I will have to pm to change my schedule.

    Today I worked on plot documents and characters backgrounds. I got very distracted since most part of the history was written on my phone. Never tought that connecting 18 different backgrounds was so hard (lore styled and giving motivations to the characters on the history and to the player so it gets a reason to play with them.

    Removed some scripts from the engine that were outdated and I'm not sure that I will use those features.
  4. Day 5

    Went down my todo list and just did the first thing that my immediate reaction wasn't "yuck, don't wanna". Mostly that ended up with me doing a lot of little things and not actually finishing any one thing.

    Made a wood pile, didn't add it to the tileset.
    Outlined pauldrons for a bust, didn't shade them.
    Made a blanket chest, didn't animate it.
    Started an ocean tile that won't even be included in this set. Put one wave in and got bored.

    I hate being manic.

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  5. Working late tonight, so posting quite a bit earlier than usual.


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    Day 5


    Finished this.


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    It's the image for the title screen. The title screen will be dynamic however and elements of the image will change over the course of the game. This is where it starts.
  6. Day 5

    * May have finished song searching, got a bunch of similar style songs put away in a folder that marks each composer; it'll be fun listening to them while I make more of the game's assets.

    * Jumped straight into making some tiles for later in the game where planet exploration is involved; made some of the surface graphics, like so:



    * Worked a bit on the modern interiors, just a couple of walls and a lot of floor tiles. I'll just put an image in a spoiler to show some of it off:

    Spoiler
    What I learned today: My A5 Tiles don't necessarily need to all be 32x32, some can branch out a bit to be a little less repetitious.

  7. DlVvXPo.png

    I'm doing so many things right now and I don't have time to update much. But here's one of them.





    You'll see the other stuff later, for now SPAGOOTERS!
  8. GMD Day 5 - February 8, 2014

    Today I started to work on the protagonist's faceset, which I should have enough done to show tomorrow. Other than that, I worked on sprites for his various outfit changes throughout the game:

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  9.  Day 5 

    Today I carried on with the Battalion theme from yesterday, caught up with my commissionee he enjoyed the finished track I wrote I'll probably upload it later on today, on top of that I also started work on this: 

    https://soundcloud.com/jonnie91/a-ladies-lullaby-wip-for-gmd

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  10. Entry 3, 4, and 5.

    I'm sorry for not getting my times correctly. I've been on Valium for anxiety and I don't get to stay awake as long anymore. However, here is what I've been working on for the past few days.

    1. I went ahead and redid the port town I was speaking of a few days ago. I wasn't able to take a bigger screenshot because my dual monitor isn't hooked up to my workstation but I digress. All of the extra green around the edges will be filled in with flora by the end of the day.

    Spoiler
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    2. From the menu, you can access the Notebook that I've used from this script and I've modified it to make a little information page for characters, events in the story, and lore within the realm of the game world. Don't mind Nico- he's not supposed to have AP. *Takes note*

    Spoiler
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    3. Another script that has been taking a great deal out of me is from our very own Vindaca and his Variable Gauge script. I converted it into sort of a loyalty system in which you can see how favored you are with your subordinates and officers. It will come into a great deal of play in the main game.

    Spoiler
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  11. Day 5: CURSE THE DAY FONTS WERE INVENTED.

    I didn't get much done, but I feel worn down anyway. Fonts suck I tell ya. (or at least I'm horrible at them)

    Basically shifted through font sites and tried to choose suitable ones...now I'm left with a dozen or so and I have no idea of which one to choose.

    Also tried to work on a window. Custom work went south very quickly, so I adapted the simplest and most neutral I could find, because stuff it ;-;

    Also resized and sorted the big ass (and delishus, oh god Marimo arts <3) portraits into custom size faces and tried to make the text script work...and failed. Still needs work to do another day.

    I hate this sort of fuzzy detail work. I have no idea of what I'm doing, I'm not a graphic designer OTL

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    If you have a moment I'd be thankful if you guys could help me with the font choosing, I made a topic over here.
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    Today I decided to give it a go at spriting. I have commisioned art work for the main characters, and was planning on hiring someone to do the sprites. I've spent a good portion of today doing these. And yes, I'm such a newbie at it that it took me all day to get just these two poses done, lol! However, I'm pretty pleased with them.


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  13. DAY 2 - PJBsfCi.png

    Today I did similar things to what i did yesterday, I worked with the Database some more finishing the general weapon concepts.

    I also worked on an outline of what I want to be in my first demo.

    I created 2 battlers using Paint.net (Wasn't much work but I thought it was worth mention).

    Lastly I turned another one of my maps into the XP Style.

    Spoiler
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    (I'm learning how to use Gimp for the Parallax Mapping... its a process.)
  14. Day 4

    Hmm, didn't get much in the way of RMing done. Didn't work today for stupid reasons so I jotted down some movesets on the train and wielded by tablet pen once again to drawwwwwww~ So yeah, that was me today.

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  15. My resource artist/scripter helped me out with something for the Druid Dungeon, and I recolored some torches from the XP materials:


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    Reminds me of Superman >>

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    I'm continuing to alter some RTP elements to fit the slums.  I am trying to think of everything hicks do like liter beer bottles,

    patchwork houses, and have clutter/debris all around.  It will take a while to adjust, but I want it to be convincing the beastmen are 

    poor.  Rather than just leave them in normal RTP box houses smeared in black with lots of cracks I can do do one better with

    having a variety of different colored materials bound together.


    Still very much WIP

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    Tomorrow I'll be working on finishing up some portraits or the intro pictures.  

    Dad is still in the emergency room, so once he gets back I can focus more on my work.

    I didn't wanna draw if I had to rush out to the hospital and spoil my 'in the zone' while I stress out.
  16. Day 3 (sorry for my times being off, but work is a drag)

    -Reorganized my game to work with victor engine.

    -bounced ideas off my friend and decided to start working on the skill system.

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    YAY GREEN!
  17. Today was more work on the RM Venture!

    I realized that I suck at spriting so I did kind of a different take on existing RTP elements:

    Spoiler
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    Also some parallaxing:

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    I managed to get most of the story work outlined, and did a bunch of the opening sequence/cutscene, as well as some eventing and scripting on small things.

    Blue Team, がんばって!

  18. Seemingl becomming a habit.. In my defense, this late night post is due to being sick. Wasn't too sure if I should just steam for an hour and crash.. But! I know my team is counting on me! So I wet to work on this beauty. I was very satisfied after the hour and a half or so that it took. Enjoy. ^^

    Spoiler
    Aura (Province of Light)​
    History:

                Aura, the Light of Order. No one has ever seen Aura. Yet it's existence is undeniable. From Aura hails the Vigils. Sentinels of the Light,  humans burdened like no other. Some say that the Vigils are no longer human at all, but rather, extensions of the Light itself. No one knows how they come or how they go. Wanderers of the land, dictating right and wrong with a fist more than just iron, but absolute. Their voices rarely heard, though when words are spoken those who listen know, defiance is hardly an option. All the great wars, corrupted rulers,  devious conspirators, all halted by these infallible obelisks of the Light. Only when dictated to do so, by the light itself.

    Weather:

                Aura is not a land in the typical sense of the word, as much as it is a plain of existence. There is no weather. Light shines eternal.

    Landmarks:

                Lights Rest, where the light resides to constantly watch over its children. The Chamber of Life. A Library with books and scrolls of immense power. The Illuminated Plains, an area that would almost seem to be, perfect. Where Light Souls, not of the Vigil variety, reside. And live their seemingly perfect lives.

    Housing:

                Low Income - N/A

                Medium Income - N/A   

                High Income - N/A                                                                      

                Those of the Light, are nearly all created equal. An image of perfection. All living within the same nearly identical sort of quarters. Compliments.. Of the Light.

    Inhabitants:

                Aura's inhabitants are a very odd people. Never having lived war, plagues, deceit, untimely lose. Each inhabitant knows the day they were born, and the day they will die. A span of exactly 30 years. This knowledge furthering the odd mindset and ways of this lands people. All of which share yellowish hair, and yellowish eyes. Their innate element never diminished, or sealed away. Naturally almost as fast as light. And eyes with the ability to look further then your person, but, into your Soul.
    GO RED TEAM.png Woo Red team.. You're a good people... /die
  19. Day 5

    *Did some writing

    *Recoloured some tiles

    *Worked on some concept art

    *edited sprites

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  20. Day Five


    Work is still kicking my butt, but at least a day off is coming up soon. Only had time to get a little bit done.

    • Fixed a whole bunch of transfers (read: every one in a dungeon) after we changed an area.
    • Made some small script changes to the title screen.
    • Fixed a couple more minor hiccups here and there.
    • Created and organized a music spreadsheet because my memory is lately. Just like forgetting I even did this until this edit.
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