Game Making Drive Feb 2014

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Started by Archeia 790 posts Page 34 of 40 View original ↗
  1. I'm going to have to change my time from 11pm-11:59pm to any time during the day. There is no way I'm going to be able to stay up that late and post. Anyway, the dungeon is almost done, along with the boss of said dungeon and the real meat and potatoes that happens as soon as you're done with that! I can't wait to relieve it on my next post!
  2. Did some illustrations for the first boss!

    Will try to make the character sprites this week.

    Spoiler
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  3. February 24, 2013

    I was sorely tempted to skip my update for today. I had a headache, i was tired, and i wanted to sleep at pm. A nice warm shower relieved me of the headache, and I decided to give 15 minutes for drawing. everyone has 15 minutes, right?

    Gonna update our devblog. :D

    *i might spend saturday facing.... the almighty adobe photoshop





  4. Day 21

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    Did some more mapping on that island. Looking for some better palm trees because those ones are pretty bad. RTP why so bad palm trees? ;.;

    Wrecked coast is coming along nicely though. I've used a lot of cliffage to limit movement and keep the player from going to places that I don't want them to go until after they get Dell, so that's a bonus. I also did some more mapping in the town. Yeah, there's one town total in the whole game. It's not a long game - just like all of the Seer Dell games, Eagle will be pretty short. This time around there's three dungeons; the Wrecked Coast leads to the Town, from there you need to go to the mines to open the way through the forest and tower (which I'm counting as one dungeon). I'll have to be careful to add a shortcut for the forest so that players can easily revisit the town when needed.

    There's also a few small safe places in-game like a lonely manor and a small camping ground in the forest, but as they don't qualify as towns... yeah. More just safe spots to stop and rest. ^.^
  5. I can't remember whether I posted my work for yesterday, I posted it at 2am yesterday, so that might make it a noo :D

    So gonna update yesterday today and also get a bit of a head start on today's post :D  

    Yesterday

    Yesterday was my first break from music in a while, and did some work on Spirit Timer, was just some rather monotonous bug fixing, which I still hadn't got around to doing...then I was trying to figure out an idea on how to block an area off from a player until they had done something, this is without the beautiful cliche of "FIND A KEY"...and also a key would be difficult to place effectively due to the fact that 90% of the people there are either dead or Watchers (which look and behave like a dementor with zombie like tendencies). 

    Eventually I decided I was going to need to remap the entirety of Sommini village, so that a wall could fall down blocking an entrance which later on he'd be able to access due to the fact that he hurt himself during an event at the beginning of the game....So I started working on that!

    Then I got PM's with commission details and then went...OOH music...goodbye day off ^_^

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    Today

    All of a sudden 2 big commissions appeared and I go...YEAY! more writing! So today's plan is finish up a few trailing commisisons, and get started on an upbeat reggae styled piece in the vain of Naruto :)

    (will update later) 

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  6. Feb 24

    The Seven Tower

    - Game's Icons Created.

    - introduction being tested.

    - Animation still being made.

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  7. Day 15 ?
    (at least for me since I only do workdays)
     
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    Go, Team Red!

    So, today I edited and created a great deal of tiles for my February ReStaff contribution. Since I will use some of the tiles for my own project as well, I'll call that working on my game, too.

    I can't show you yet, but it will probably be two tilesheets again. Which is weird, because I started for the January ReStaff with one tilesheet, but because I had so many ideas, I cut half of it for February and now I have too much again >_> So, two tilesets, but the second one will only have recolors and variations of the first one (As of right now. I don't know if they will multiply once again). You can never have too many variations, I guess :D
  8. Day 21

    Finished up the starting skills for the rest of the party members. Not touching enemy skills yet.

    Tweaked the battle system a bit more and edited my HUD to stick out more from the background.

    Doesn't sound like much, but there are 13 playable characters besides Orion and Kacia. I had a lot of fun making them stand out with their four skills each. Since their other skills are fair game from equipment I had to give them each a battle identity, and I can finally say I have.

    What I learned today: Going to need another palette for clothing/hair colors for sprites, since I don't want them to be engulfed by my roads/walls.



    Who knows what I'll be doing tomorrow, possibly start on Icons for the skills and states I have made. Then I can get to items.
  9. Game making drive, Day 18, February 24th:

       spent the last hour and a half working on our family game some more. With the story fleshed out we worked on the actual game-play, basically the game is just going to subsist of 4 mini-games and the story. The main game that is used to push the story forward uses the battle scene but has been simplified as a one on one rock-paper-scissors-ish contest, but with a few twists to it. Basically the player and opponent can use 3 techniques against each other: Charge, Harry or retreat (the dog protagonists skills are called Pounce!, Bite Ankles! and Stalk! respectively). Rather than strait winning or losing succeeding in different ways has different effects, a successful retreat for instance will increase the effectiveness of the next action if you succeed and block the opponent for using a charge next action, even though it does no damage. 

       The other three mini-games that aren't required for the story itself will increase her effectiveness with whichever of the three combat abilities it corresponds to. These ones have only been theorized so far but for the retreat ability we plan on making a mini-game where she stalks us and tries to catch us unawares and charge will be strengthened by a game involving chasing after a goat while avoiding a horse that is chasing her in turn. Not sure what to use for the harrying ability yet, something involving her being a pest (there's so many examples to choose from yet none so far that we think would make good mini games. We also mapped some more, so have an improved previous screenshot and some new ones:

    Spoiler






  10. Entry #9

    Did some eventing today! Went through old dialogue from my first version and included some dramatic pausing with a message script I had installed. I'm working on the beginning opening scene which is arguably the most important and I'm having just a small bit of trouble with the confrontation between the MC and some baddie soldiers.I just can't get the dialogue to fit just right, not sure what to include or omit and whatnot. I have a few versions copy and pasted on my trial map so I can go back edit/replace them if I need to.

    Also went back into Photoshop and edited the 'damaged' layer on a bunch of maps. Instead of a repetitive black smudge, I kind of stretched them out a bit to be less obvious, albeit only a little. That didn't take too terribly long. The plan is when another character visits the castle some time later after the initial starting 20 or so minutes, I can delete the 'damage' layer. Most of the castle won't be accessible then anywho.

    Did some maps, printscreened from inside the game to show some lighting this time.

    Spoiler
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    Room with some poor dead guys.

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    Not so nice living guys.
     

    That's all today! 

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  11. Day #9 ~The Hero Candidates -Revised-~ ~The Blackrose Chapters~

    Nice chunk of work done, but slept and worked most of the day.

    ◆ Personal Scenarios

    ■ Sebastian Delacroix: The Hero Candidates

    Spoiler
    Traditions of a country held every three hundred years dictate that a select group of individuals are to take a pilgrimage across the land of Elrend to become the kingdoms Hero. The hero, often depicted as the voice of the people is the sword and shield of the country and it's kingdom. However one candidate, a young alchemist is fairly ignorant of the world around him garnering the ire of his peers and fellow countrymen alike. With opposition coming from all sides, will he be able to manage through these trials?

    ■ Emma Verity: The Blackrose Chapters

    Spoiler
    After several brutal murders upsets the residents of a small countryside town fingers start to point towards past events that ravaged the populace. Emma, an elderly retired huntress, gets involved when the recent slaying shows similar signs to the murder of an old friend. Now aged but wiser from her experiences, will she finally be able uncover the truth behind her friends murder?

    ◆ Other

    * Weapon and Armor customizations is currently the focus and I'm having a somewhat difficult time balancing out the growth rates for both

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    Still chugging away on tiles and maps. I'm picky so sometimes I have to stop to fix one tile to be just the way I want it. A tedious process considering it has to be changed in the tilesheet and imported again. It's getting there though.
  13. Fff, guess who totally forgot to update.  Here’s the backlog anyway.

    Day 16 and 17: I farted around, meaning nothing got done. I have no excuse m(_ _)m

    Day 18: (that’d be Saturday) Evented swamp dungeon (navigation and cutscenes included).

    Day 19: (Sunday) Evented first half of the first gate temple (again, navigation and cutscenes+)-

    Day 20: (Monday aka today) FINISHED CHAPTER ONE EVENTING WOOP WOOP! It’s finally done holy . Still got to fill in the item finds and make the battles but we’re practically there already ;A;

    I swear to god eventing is this great ugly mofo to me that while not that hard once I get to work, is this horrible prospect when I have to get started. Meaning I don’t get started at all easily. Which is what happened days 16 and 17 ¬-¬

    Now I only have to pester Fomar endlessly for his work bits so we can polish a demo (or 1/5 of the game, whatever you want to call it) and we can get some proper pants on feedback!

    And I only have 4 chapters left to go. Tehee. Ha… OTL

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    +3! Maybe…? Is that correct?

    I dunno it’s 3 am and I was playing Dark souls, my brain isn’t up to anything requiring even one brain cell.
  14. Day 21


    Totally gonna have to be a Chain Break on me today. Sai crashed, I lost some work (for webstory) and along with it I lost my drive for the evening. Sorry Team D;
  15. Day 9

    Decided to forego working on my survival horror project.  It just didn't feel right in my opinion.  Might pick it up later.

    Started working on an older project from about a year ago.  Worked a bit on character prologues and back story.  Also worked towards the basic story plot.

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  16. I'm nearly done with the first dungeon! Just a few more dialogue pieces and balancing out the boss fight and I'll be finished and ready to move on!
  17. First off, I'm postponing finishing the emo sheets till next week when I have off(Blessing in Disguise with that furlough).  I've dedicated myself entirely to the introduction this week, and that means getting back to those pictures and a workable functioning explanation of the back story.  It's extremely uncomfortable to feel the vice of the deadline, but I can do this.  I didn't plan on doing full color pictures, just sepia tone so there isn't anything too complicated.

     

    I had planned to do some cut scenes, though for this version of the alpha I'll probably leave it sketched if I choose to insert any.

     

    Next up, St. Cuthburt.  Nerves of steel, elbows of macaroni.


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    I'm told he scales down well to normal RTP statue size.  His flimsy elbow will be visible to all as he dispenses justice.

    This will probably be the last custom resource we work on for this version of the alpha.  There isn't any time left

    outside of drawing and play testing now.



    There are still a few maps and transfers that need my attention.  I'm getting to them tonight, and I want to make sure the 

    cut scenes don't drag or have cut off text.

     

    I have the last materials I need for the burnt down house which will need minimal adjustments.  Here's hoping I don't get 

    anymore unexpected surprises.
  18. GMD Day 21

    Got the general idea of what I want the 2 combat demos to be.

    So today I brainstormed a bit on how I want to create the tutorial in Azure village.  I'm thinking I'll have it taught by the militia instructor, and Seiryuu will help demonstrate how everything works to the new recruits or something along those lines.

    Now I just need to create the branching section of Azure village, to the left of the waterfall in my old screenshot for those who've seen it.  Seems like I'll be heading back in photoshop again!

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  19. Today was spent playing and writing reviews for some of the RM venture entries, as well as doing some scripting!

    ... When I write it out it seems like so little. ;n; (It took a long time I promise TT)

    Go, Blue Team!