Game Making Drive Feb 2014

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Started by Archeia 790 posts Page 31 of 40 View original ↗
  1. More scripting and otherwise unscreenshotable (totally a word) activities today TT.

    Worked on some script customizations and did a bunch of brainstorming for chaining skills together. Also more database work. I'm starting to think that RM databases are black holes that absorb time and developer tears ;n;

    Also @Sharm - okayy D: *goes to practice because I can't take the easy way out*

    Go, Blue Team!

  2. Day 3:

    Not all that much done, to be honest. I'm feeling kind of bad about that. Did more work on the map by which players leave the mountain cave, but not much else. I feel as though I've been under attack recently by the elements (namely, all the friggin' SNOW), and work has not been cooperating with me as of late. Pretty rotten feeling. Hopefully next week will be better.

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  3. I really need to update my screen shots before I launch a new build.

     

    Okay, so today was much better in terms of production at least.  


    I took the RTP outdoor elements and made them into trash with some editing.  For starters I de-saturated everything.  I also feathered the selection tool around the moss in order to make it less defined.  If you have ever seen rot, it is spread much further than you can see and well defined moss/mold is not good.  Lichen is more defined and that is on watery rocks. To show the difference in color levels I left one pile of pottery fragments vibrant and the others dull to show age.

     

    My resource artist showed me how to "Bump Map" the cart tracks and did a sample for me, so I have a new type of overlay like the cathedral window lights to use to spruce up a map or two.  While it isn't a game making/breaking change it's a nice little effect to show people actually do business live here.  He said he 'alpha-to-selection'd the tracks layer.  Made a new layer, inverted the selection and filled with white.  Inverted, grew selection by 4, inverted and cut'.  I'll have to try it for myself.

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    The poverty level is steady rising.  I've got broken pottery along with a few barrels for collection of pliable wood to do those makeshift repairs. Anything the humans throw away the beast men will salvage for their own use.  I still need things short of human waste in the streets, and as accurate as that would be for a mid-evil setting I cannot go that far considering the weak stomach some of the players have.  Houses are now equipped with barrels and ditches since they have no well access and need rainwater/storage to survive.  Since they have no water to waste, removed dirt is kept in bags to allow them to deal with constant fire outbreaks.



    I'm trying to make a statue of St. Cuthburt but I can't seem to get it like the praying man on the pillars.  Ah well.  I'll give it another day before I drop the idea. Gotta get drawing with the time I apparently have while my car gets repaired.  It was towed today >>  Berf.  Back to eventing the new content.  Intro will get some time I am sure since I am off till Monday, not by choice though.  May as well make the best of it.

     

     
  4. I spent a great deal of the day working on more skills and magic for the classes that use Arcane as a source of power. I have three "Types" of characters, people who use TP, people who use AP, and those who use items in exchange for the ability to use a skill. It's not much of a "balance of power" as it's a "pick your poison" as each type of role (for lack of a better word) regains power in different ways,
  5. My health went sour last week and couldn't get on to work on my project. Forgive me, but I have returned, feeling much better. So, here comes Day 4th:

    - Completed planification for Chapter 4. Chapter 5 may wait a bit, I got a demo to make beforehand!

    Spoiler
    ...after getting Bachinamaru, the party leaves for Goza's Shrine, upon Jake's request...
    - Sketched ideas for a new character, still unnamed, that came to mind during last week. He will wield a dagger-axe with two distinct fighting stances that changes this character's gameplay.

    Ain't much but it's progress!

  6. alright!

    today I brainstormed out the last two sidequests, and evented up one of them.

    I also continued shrinking maps! a little while ago I borrowed an idea from a fangame forum - enable the map grid, make sure it's the size of the game screen, and you can see what a player would see while you're mapping. it's really useful for making sure that the player can see where to go/what to do, because of course the player hasn't spent months seeing the whole map. so having since done that, I've realised that pretty much all my maps are a lot larger and emptier than they need to be, especially the houses, so I've been slowly working on tightening my maps :)

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  7. February 21, 2014

    my last post was in page 27, and this thread already has 31 pages?! *gasps*

    I have been neglecting on working on our game (haven't finished designing the characters yet. *cries* )

    But there's hope! this is what i've done for today. 



    *i'll draw more later. bwahahahah

  8. Day 18

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    Even more game playing! Woo~ Yeah, so there are some pretty promising ones in this lot. I guess I started with the less-than-best ones. Now I'm in the chunky richness that is neat-o games. So, yeah, more playing and judging. Also! Did some more video editing for the long-ass LP that still needs to be put online in completion. (I... have to admit that I did some of it the other day but because of the sudden power outtage I lost all my progress so wiped it from my mind as a way to deal with the trauma. >.< )

    Anyway, might leave the computer on overnight uploading all dem vids. orz
  9. Feb 21

    Yesterday was a disaster... Something unexpected happened that made me missed a day.

    Well anyway.

    - Still currently making the introduction scene for the game.

    - Making New Maps.

    - Testing New Scripts for the game.

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  10. Day 14
    (at least for me since I only do workdays)
     
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    Go, Team Red!

    A word for the wise, don't start something completely different on your project as long as you haven't finished the task on hand. Even if the task on hand is boring. I was so fed up with this river frames that I thought it would be nice to add the Weather and Fog Effects I wanted to have for my project. I searched for scripts, implemented them, edited graphics and it kinda seemed to work at first glance. Kinda. Because I experienced errors with both scripts, I'm now stuck not only on one task, but on two. Hooray!

    So stick to one thing unless you want to have multiple unfinished construction sites that suck all motivation out of you.

    I'm sticking to my river :D
  11. Hey, if you didn't do anything that day you don't get a +1!  You get a Chain Break.  You'd think 3 weeks in people would know this.

    Day 12

    Remade a shirt for my bust generator that had gotten accidentally deleted.  Finished the female bust base and started making a whole lot of parts.  I will probably be making generator parts every day from now on since I offered personalized busts as a donation drive incentive for OGA.  In the end it'll be worth it because I'll get some really great diversity, but right now all I can think of is how crazy I was to do that.

    I felt I had to do something that was actually tiles before the end of the day or today wouldn't count so I animated a fire to go in my fireplace.

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  12. During scripting, I have hit a wall today, so I took a rest by creating some more default mapping arena. Couldn't get much done today. ;_;

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  13. Day 18

    I didn't think it was going to happen while being excited about my project, but I've hit a designer's block and work on graphics is going to be slow until then, so I did what I always do and jump around some more. I'd never get anything done otherwise as it'd be too monotonous.

    I finished a couple walking frames, and another face while working on the second before I realized I was going nowhere with her hair. (Dude got a bowl cut)



    I've decided to put my ideas into practice and spent the rest of my time in the database. Instead of classes, in the beginning the player chooses an element for their main character. The element acts as their class and gives them their starting stats/skills + bonuses depending on the emotion associated with that element.

    For example: The fire element will give an attack boost whenever the main character is angry, which factors into the story or whenever someone they care about is killed in battle. Probably some other factors too. So I made eight different elements into classes and gave them each an emotion that they feed off of.

    The elements will also have a different effect on the main characters. For Orion when that element is fueled by the right emotion he'll have the chance to unleash his magical potential, but doing so may change him into a monster at the game's end. For Kacia it determines which enemies she's better attuned to recruiting while giving them an extra skill + stat boosts while in the party. So if she's Ice element and recruits an Ice enemy, it'll be stronger than if she was Earth, and the enemy will even get an extra power.

    So to recap in my winded explanation; I finished creating the base class stats and have begun working on unique skills for each one.

    What I learned today: No matter how gung-ho, I still have limits before I burn out. Luckily there's so much to making a game that I can still work on it!

  14. Entry #8

    I don't have anything large to update. I finally finished the hallway room that I have been stuck on for a few days. It's nothing fancy or special, it was just a hallway. But it took all that time! I finished another room too, a simple study that connects to the Envoy Guestrooms. Nothing fancy or special, nothing to write home about so it probably doesn't need a picture. They're both kind of meh actually, not as good as my other maps. Also moved a preexisting room to branch off of another, so I flipped it the other way. I started doing dialogue work again, fixing the few events I have for this first part of the game. Have a bit of trouble as one character is invisible part of the conversation haha. So I've been fixing that. It's been a good while since I've done eventing so I'm getting back into the rhythm of things.

    More brainstorming on a battle system. I've took the idea of two preexisting ones and have melded them together partially. I have a word document with notes. Still thinking of a lot of ideas, using other systems as inspiration but avoiding a direct copy.

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  15. Day #8 ~The Hero Candidates~

    A nice bit of work done, scattered about, but still a sizeable amount of work done
    ◆ Character Introduction
    * The Hero Candidates scenario revolves around a small group of characters who have been chosen to follow a traditional pilgrimage to be nominated as the countries hero.

    * The central character to this scenario is Sebastian Delacroix, an orphaned boy who was taken in by the an alchemist named Ulysses Delacroix.

    * His journey focuses on the trials pertaining to his candidacy and it's effects on the world outside of his homeland.

    ◆ The Elrend Region

    * The Elrend Region is the major focus for the above scenario.

    * It is a fairly large landmass that's surrounding by a ring of islands, on which elemental themed locations are located.

    * The technological level of this region could be considered to be a blend of Steampunk with fantasy elements like magic.

    * The overall climate of the region is primarily dependent on it's proximity to the islands,

    ** for example with the earth based island, the surrounding area would have a higher concentration of mountains, minerals, and other things linked with earth.

    * The general culture and history revolves around the concept of a hero being born every three generations or so to "unite" the lands, with much of it's people praising the hero as some kind of messiah or godlike figure.

    * Because of the diversity in the climates of the region, the customs and the attitudes of the people often parallel their dwellings.

    ◆ Weapon Customization

    * Weapon Customization is broken up into three separate areas.

    ** Basic customization is simply enhancing, which raises it's ATK, and/or other applicable base stats.

    ** On the intermediate level, weapons can be tempered with various materials like ores or monster parts that provide additional stats as well as varying effects.

    ** On the advanced level, weapons will have various slots (at most 8) for customization (think FFX), for additional traits that can be applied to them.

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  16. DAY 7 ~ PJBsfCi.png

    Today, I fumbled around on the database for a bit but I wasn't really feeling anything at the moment so I began searching for resources.

    I found the Mack Tiles (The Originals and the Seasonal ones), and I first thought Oh Boy more tiles to go with XP. Then I saw the comparable colors and I thought boo tiles that don't go with XP tiles.

    After that I fumbled around on the internet for awhile searched for anything I might use: Sprites, Tiles, and Scripts (Didn't find anything I found particularly useful).

    Then I decided to post a request I should have awhile ago for 4 Ace Tilesets made from the XP RTP (The Tilesets being: Field, Exterior, Interior, and Dungeon).

    Then for the last 15 minutes or so working out character concepts. (I Can't decide if for a Side Quest/Easter Egg/Joke Character I should use Ralph, Aluxes, or Alex.)
  17. Game making drive, day 16, February 21: 

       Spent way to much time staring at my computer screen. No matter how many times I tried to progress I just didn't make any progress so I eventually gave up and worked on my main game instead so that I'd have something to report since my inspiration for my side game has been fizzling out all week and is apparently gone for the moment.

       So onto that, I touched up the last map I was working on and fixed up a bit of the database, since it's been more than three weeks since I touched it last I had to re-familiarize myself with what I was working on last. worked on a map that has a lot of scenes involved in it, here is a completely unfinished screenshot:

    Spoiler


    Ignore the weirdness with sprites/events a few of the scripts I'm using make events screwy when taking mapshots and though I thought I had it set to not show the events apparently I imagined that.

  18. Played some In Search of Immortality then made the church for my town.

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    Relied heavily on shift-clicking and making the inside some what of a dungeon to achieve the effect I was going for.
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    Trying to get some things done. I've been distracted today (new camera, woohoo!). I worked some more on the main map of my game, but I am being so indecisive about everything that it's just becoming frustrating. I went back through some other scenes though and updated events with new graphics.

    I've also been distracted by sprites. I am working on a sprite for a sprite request just because. I'm also working on the sprite for my 3rd main character, now that I've gotten the concept art from him. Gosh, I hope she doesn't change too much, lol!
  20. Day 8

    Worked a bit more on the hunting lodge map.  Addressed some issues with my parallax / editor layout.  I feel like I'm getting better. :)

    Spoiler
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