Game Making Drive Feb 2014

● ARCHIVED · READ-ONLY
Started by Archeia 790 posts Page 9 of 40 View original ↗
  1. Hollow said:
    ...Hm, this seems kind of short, but I definitely worked the whole of my four hours. OTL
    I can emphasize that feeling. .-.
  2. Day 2: F*CK THIS COLD and teary eyes and low energy.

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  3. Day 2

    Today, I finished off the main brunt of a music commission now I've gotta master the track then it'll be ready to send to the commissioner :D

    and made an ambiance track as well :D
    Alongside this I started working on video trailers for the Steam release of my resource pack, and also the second almost complete mini resource pack, and also updated and relooped a few of my old tracks (which I had completely forgotten I had :D )

    Nearly finished some other bits and bobs, but sadly I can't upload them, because my internet is having a bit of a temper tantrum ^_^

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  4. Worked mostly the entire day on nothing but databasing, and script editing..ugh. Anyway, after much exhaustion, I got the hp/mp values/trance bar setup rather nicely(or at least they look nice/simple to me.. ;_; ). I'm not...too happy about the names though, so I might end up taking 'em out, since like in Peridot's case they eat up a lot of space. Either that, or just shrink 'em a bit.  >_>

    (That battleback's just a placeholder; Mainly just showing how I made the numerical stuff. And, the positions aren't adjusted right yet either, but I'll tinker with 'em.)

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    (And the same thing, but in the menu~...Just noticed I hadn't resized the gold/time, whoops! :headshake:  )

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  5. February 6, 2014:


    So uhm, not much progress right now, my mind can't still finalize what will be the other new mode I'll add to CG before I release version 2.0. Plus my sleepiness struck again... So just tinkered with the scripts a bit... and making a Picture script that allows you more control on showing pictures, mainly showing picture from any folder. :)


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  6. Day 2

    Ok, well today I did quite a lot, alpha, alpha and alpha tested like a mad dog! Fixed up some events and grammar errors, tested one long ass event and still working out the chinks in this boss battle and I started mapping the first map of a flashback scene. OH and I finished that picture I started last night. Here are screens for proof/ interest~

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  7. All right! Time to switch gears for the rest of the evening, so here's what happened game dev wise!


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    Day 2


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    * Did an extensive playthrough and made a bug report and list of what needs to be done for the closed demo


    * Tackled about 10 small, silly errors on that list


    * Edited 2 existing sprites a bit


    * Made 3 new sprites; the Snow Queen, Witch, and Flower Sorceress


    * Drew two new battlers


    * Threw children in the snow


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  8. Day 2

    *Fiddled around with game mechanics, database, etc

    *Worked on some maps, and new protagonist sprite sheet.

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  9. Might as well keep track of the days:

    Day 2

    I spent some time figuring out my character's backstories, and like a tree, branched off from their stories to create other characters who are a part of them. I have their pasts completely figured out and in turn have given the two main characters a way to meet later in the story.  I'm not going to relay everything about it, since I want you guys to play it someday! But, let's just hope actually writing emotions doesn't become my downfall.

    Also went to listen to a bunch of music on Newgrounds trying to find the style I want to base the game's music around. My first project's music (and the whole game idea actually) hinged on the battle music I found for it. It looks to be a similar trend here; today was a good day for music.

    And I continued slowly trucking along with my tile work. Tomorrow I'm going for the ultimate test, a tree, but for now I made more floor tiles and a few ground objects to match my grass so far.

    Here's the floor tiles I made today; the bottom three were just me thinking about the fact this game is supposed to take place in the future, so I had fun with what I'd assume would be futuristic tiles. They are just a test for fun; the designs were sure fun to iron out.

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    Here's the grass tiles image I posted before updated to show my brick wall's roof + ground object tiles:

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    What I learned today: Making repeating tiles is a challenge in itself when you don't have any sort of reference.

  10. Day Two
    • Fixed various minor visual script-based errors that have existed for a long time, whether known or not.
    • Tackled many of the event bugs from Maki's playtest
    • Added a transfer effect for certain maps
    • Started the scene after the end of the demo. Got about halfway and then got sidetracked with one of the above mentioned script errors. I no longer have the required brain power necessary to finish it, so I'll have to come back to it tomorrow.
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  11. Day 2


    This was a really small day game dev wise, but I managed to finish the dialogue for a sidequest, and also start the dialogue for a guild. That's good enough, right?


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  12. Day #1

    Didn't get nearly as much done as I wanted but I still got a good chunk of work done.

    * Finished up mapping the starting area for the game, mainly have to do the eventing for the gathering areas now.

    * The games story has a general foothold now, revolving around a traditional evil god resurrection scenario.

    * The games being designed to be somewhat similar to the Atelier games series, with crafting being a core component/focus on the game.

    ** At this point though, the only thing that can really considered similar to Atelier is the somewhat decent equipment modifications that can be done.

    ** The same modification system can't be applied to items at all.

    * The party have been named (some still lack a last name) and their backgrounds have only basic footnotes.

    ** I tried to pull a naming scheme like the default actors in VX and Ace, didn't work out too well.

    * The battle system at it's core is basically done. It sports a 3-man battle party using sabakan's Ao no Kiseki's battle system.

    * The Job system, which is giving me all kinds of hell only consist of 13 classes.

    ** Classes are designed in a similar fashion to Etrian Odyssey with some nods to Final Fantasy 5

    ** The issue at the moment is primarily me. I keep loosing my focus and wind up designing the skills in a way that's incompatible with this project.

    * As far as music is concerned, there are no issues. Everything falls under creative commons, which is by all means a good thing.

    Eye Candy (not really, just two pics of the same map, in game and in the editor)

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  13. Day 2:

    Did some cutscene stuff, mainly dialogue and toyed with the method of having duplicate maps used purely for cutscenes, to see how well it makes workflow easier. Also did some more scripting and sorted scheduling issues with my voice actors.

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  14. Feb 6th

    Storm hit again keeping me home bound.

    A nice little addition of this resource after wanting something for sometime to be staring back from the darkness of forests.


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    Since it's so simple it will work with most styles.  This way empty spaces or repetitive tile sets

    won't be so boring.  They can be clumped together as well or put into a different set of 'blinking'.

    I saturated them as much as I could so they would show up against black.

     

    Mushroom needed more girth and a nicer base.  I also started to redo those old XP mushrooms to add some detail and variety.

    Here is a preview of the mushrooms.  I've got a bulbous and shelf mushroom to go with it as well.


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    I used various artistic resources for their desgin.  They are fantastical in nature.

     

    My resource/scripter gave me this today.  When it comes down to getting rid of unnecessary graphics in the tile sets and such this till help us single

    out what needs to be trimmed on which sheet.


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    It's still a ways off, but I trust it will be something that will be tedious =D

    I've been informed we updated it to a normal grid for each of the A1 through BCDE tiles to make things a bit easier when the game reaches that point to 

    reduce the unused graphics from tile sets to reduce on file size.

     

    I made a much larger egg sac, capable of housing a character or monster sprite.


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    Portrait work will be updated later at the usual time if power holds out.
  15. I've started working on the first main town in my game.  I don't have an actual name for it but its my first project with RPG Maker VX Ace.  Its based on an adaption from the Heroquest board games (names, places, etc changed to my own vision, avoid copyrights).  I'm using the High Fantasy resource packs and have gotten the bases of a couple of the shops done.  I realized as I am getting a feel for the tiles that I'm having issues with creating tabletops/counters.

    I've basically laid the groundwork and will fill in details later as I'm aiming to get the base game down, so the look is somewhat plain right now.  I plan to go back and improve on things as I get more comfortable with the software and the tilesets.

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  16. Day One

    Worked a bit on the starting map.  Covered the basics as far story is concerned.

    Story Outline:  My project covers the experience of two individuals: Joseph and Petunia.  The year is 2139, recent graduates from the University of London, both decided to travel to Prague before settling down in the lives.  Through an unexpected turn of events, they stumble upon the forgotten ruins of a castle and undergo a series of horrific events.  Most of the events are played as Joseph.

    Closest genre would be survival horror but mostly telling the story of the events they go through.  The castle is based on Houska Castle (http://en.wikipedia.org/wiki/Houska_Castle) which is rumored to have been built on a gateway to hell.

    Current graphics are just placeholder at the moment as I intend to work towards using this to learn to create custom graphics.

    Starting Map: Hotel Room

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  17. that was the Modern Day pack right? it's not the RTP... :)
  18. @Engr. Shana - Modern Day + Celianna's tileset.  Definitely wanted to stray from the RTP somewhat.
  19. well, I just replied coz you said: "RTP is just placeholder at the moment"
  20. Oops guess that can be misleading.  Eventually I'm planning to try to make everything custom in someway.  Gonna try to learn to become somewhat self reliant making my own resources if possible.