IGMC: Daily goals/progress thread

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Started by mlogan 511 posts Page 8 of 26 View original ↗
  1. Goldstorm said:
    Then visit the sewer fairy
    "Sewer Fairy"? o_O
  2. Looks AMAZING, Goldstorm! :)

    Per my father's request, I'm working on more things to startle the player... and a few things to scare the crap out of them.  Sorry, I have to. It's a survival game! :D   It'll also give me a chance to use the soul-shattering zombie-awakening scream from Island Quest... Hehehehehehe
  3. Goldstorm said:
    I made a sewer puzzle, and by puzzle I mean you jump for a good minute or 2, get 3 treasures. Then visit the sewer fairy. Then answer some pirate quizes about...hmmm....what type of questions should they ask?

    HERE'S THE MAP (Incomplete...missing some pipes and pirates. But I'm too tired to go on).

    http://i.imgur.com/GiGOQTD.jpg

    Learned a lot about mapping and scripting today. Will apply this knowledge to future projects.
    VERY much like the look of it!  

    Don't know why I've not thought to lay out my dungeons in multiple rooms instead of from map to map...  Might need to look into that approach.  *Nods*  

    Tomorrow we've got a family reunion, and then game making for the next 72 hours interrupted only by sleep and eats.

    I'm excited!
  4. Yeah Xenos2112, details are only in the way.


    At least you got optimistic attitude towards this.
  5. Cadh20000 said:
    "Sewer Fairy"? o_O
    It's corny but...It's a dirty job but somebody's gotta do it.
  6. Clord said:
    Yeah Xenos2112, details are only in the way.

    At least you got optimistic attitude towards this.
    It's like Eric Idol sang once, "Always look on the bright side of life!"  And the way I see it, at the end of this, I'll have made a TECHNICALLY award-winning game (Bragging rights, man-my 10 year reunion is coming up, the look on them what HATES me's face when I say "Yeah, I made an award-winning RPG," will be worth all the blood, sweat, and tears I've put in), and who knows?  I might get darn lucky!

    Plus, POWER OF POSITIVE THINKING!  Negativity is just not welcome in this project.

    PLUS, my sister just won a song-writing competition (well, she's one of the five finalists, which means she gets to perform at NAMM this year), so I figure "Why not Zoidberg?" ;)

    TL;DR?  OPTIMISM!!!  IT'S ERRRVRAHTHAAAANG!!! 

    Goldstorm said:
    It's corny but...It's a dirty job but somebody's gotta do it.
    Does the Sewer Fairy have a Poo-Choo?  Or maybe a Seven Turdy Seven? ;)

    EDIT EDIT EDIT!!!

    PROGRESS!!!

    I had not planned on making ANYTHING in the game today, mostly due to the fact I was not going to be home.  Well, over the past hour and a half, I mapped out the (basically) final area of the game (I do non-linear development-I work on what area strikes me at the time, that way if I'm not feeling inspired on one area, I can just work on something else-basically a way to stay productive).  I've got it pretty much all mapped out, added in a few dead NPCs (and one you can "put out of his misery"), and even evented where and how the final boss fight takes place.

    What I'm going to be doing TOMORROW, is mapping out the last space port, the landing area on the moon, and the subsequent areas you'll visit on all the planets.

    Once the mapping is done (and I hope to have it ALL DONE TOMORROW), it's just a matter of eventing out things, adding NPCs, and setting up my various system mechanics I want (i.e. day/night system, mining system, potentially a craft and weather system).  That is to say, that HOPEFULLY, after tomorrow, it's just a matter of putting in the fiddly bits (yes, I consider eventing, the VERY CORE OF THE GAME, the "fiddly bits," because mapping takes up the most of my time!).

    I WAS going to make the final area the PINNACLE of technological development, but instead, I went with a slightly post-modern industrial feel, making it very, VERY dark and foreboding.

    I'm very pleased with progress thus far, and, unless my lovely wife is ready for bed, I MAY get even MORE mapping done today/tonight.

    So far, I've logged a total of 42 hours working on this game in the past two weeks (this last week was not as productive as I would have liked.  As I usually only work on it Tuesday-Saturday (5 days), that's an average of 4.2 hours per day.  I was hoping to have 5 hours per day, but, due to yesterday and the day before being NOTHING DONE days, my average suffered dramatically.

    I've also taken the liberty of making a Facebook page for my "Game Studio," as the goal at the end of this is to actually make games as a PROFESSION.

    SO, I'm going to throw the link for that in my signature-y'all be sure to go check it out, give it a like, and share it with your friends!
  7. Goal for the day. More of the same. More maps. More music. More battle. Systems, go!
  8. Goal for the day. Sprites for Craig and Noreen, finish the sewer, and laundry!
  9. Goals for the day: 1) Get back into this pronto!!! Too much time off! Hopfully Father's Day plans won't derail it too much. 2) Start working out what elements of the crafting system present in the other pieces of this series will be present and start implementing them.
  10. Goals for the day: Do anything! I'm having a tired and lazy sunday, so if I can just get something done on the game, I'll be very content! :D
  11. Today, my goal would be to get a demo of my game out for my testers (only 1 so far) so I can get it to the public for feedback.
  12. I'm probably going to be working on some facesets at some point today along with just finishing up some eventing I started yesterday (nothing real big considering I probably won't be able to get tons done)


    Also, I have the basic backbone done so it's pretty much down to linking stuff together, now.


    Sent from my iPod touch using Tapatalk
  13. Today is Father's Day, and my yard needs mowing.  So, what am I doing today?  Mapping.   ;)

    LOTS of mapping.

    Have to get every area mapped out today so I can start eventing tomorrow!  BIG day ahead, probably won't be done until after 2:30-3:30 in the AMs.

    *Fires up the coffee, tea, and grabs a case of brewskies*  Yup, I reckon I'm ready for this.

    EDIT:  Dealing with PayPal over what I THOUGHT was resolved ID theft is taking it's toll on my brain...  But it's OK, I can talk on the phone and map at the same time anyway!

    EDIT EDIT:

    Have made a map where every building is accessed via stairs on the surface-i.e. everyone lives below ground.  They have the teleport pads on the surface, but that's it!  Pretty well pleased with that.  Adds to the uniqueness of the maps, I think.
  14. God dammit I feel like I should do more with Densetsu no Kusoge, but I'm not sure if I need to or not.

    Ideas running through my head:

    > Switch the positions of the "PSI" and "Attack" commands in the battle menu, to disorient players.

    > Set up a parallel process common event that automatically kills off the player for no apparent reason, giving it a 1 in 5000 or so chance of happening.

    > Change the skills so that they will target a random enemy instead of one the player wants... I'm not sure on this because I think it would make the game not only TOO unplayable, but also establishes a bit too much consistency with everything else, since the game is almost 90% dependent on chance.

    > Disable use of the menu in arbitrarily chosen places.

    > Set the player's level back to the starting level after loading a game. I wouldn't know how to do this, though.
  15. Goals for the day, finish processing character voices.  Apparently, my game now features voices! Huh! Imagine that! :o

    Also, finish mapping floor one and not get sidetracked like I usually do!
  16. Ratty524 said:
    > Set up a parallel process common event that automatically kills off the player for no apparent reason, giving it a 1 in 5000 or so chance of happening.
    You do this, I can tell you straight up I'd have absolutely NO interest in playing the game.  Even with such a small chance, if I finish up beating a boss that's taken me forever to beat, and suddenly I DIE right after, no reason whatsoever, no chance to save? 

    Dude, not cool.

    That's my two cents on that.

    ANYWAY, MORE PROGRESS!  Have all but the main "battle" areas of the game mapped out.  So 6-8 more maps, and I'm done mapping!  Been at it since about 3, so there's that.  All shops for the game are in place, all the inns, all the pubs.  Soon, I'll add in shop keepers, innkeepers, and bartenders.  I'll also add in NPCs that have helpful (read: totally useless) advice.

    Game-breaking weapons (that's what I call the most powerful weapons in the game, even though they are NOT game-breaking...  mostly) will be in chests in hard to get to places, usually a mimic type enemy, or dropped from tough bosses.

    THE game-breaking weapon (kills EVERYTHING in one hit) will not even be able to be USED until you get to the last level of the game, because the level you'd GET to use it on has no oxygen in the atmo, and it REQUIRES oxygen to shoot!  Mwahahahahahahahahahahaha!!!  *Mine is an evil laugh*

    So, the rest of the night will be more mapping, more mapping, and MORE MAPPING!

    Hey, like my facebook page!  It's fun and pretty! :D :D :D
  17. Xenos2112 said:
    You do this, I can tell you straight up I'd have absolutely NO interest in playing the game.  Even with such a small chance, if I finish up beating a boss that's taken me forever to beat, and suddenly I DIE right after, no reason whatsoever, no chance to save? 

    Dude, not cool.

    That's my two cents on that.
    Yeah. I guess I should probably leave it the way it is.
  18. Ratty524 said:
    Yeah. I guess I should probably leave it the way it is.
    That would be best. In games, such a trick would be what is called a "dick move"...
  19. Iron Croc said:
    That would be best. In games, such a trick would be what is called a "dick move"...
    Indeed, and I already have enough of those in my game. :p

    EDIT: I'm surprised you guys didn't call out the level-down after loading a save file. Wouldn't that be even more dickish?
  20. Ratty524 said:
    God dammit I feel like I should do more with Densetsu no Kusoge, but I'm not sure if I need to or not.

    Ideas running through my head:

    > Switch the positions of the "PSI" and "Attack" commands in the battle menu, to disorient players.

    > Set up a parallel process common event that automatically kills off the player for no apparent reason, giving it a 1 in 5000 or so chance of happening.

    > Change the skills so that they will target a random enemy instead of one the player wants... I'm not sure on this because I think it would make the game not only TOO unplayable, but also establishes a bit too much consistency with everything else, since the game is almost 90% dependent on chance.

    > Disable use of the menu in arbitrarily chosen places.

    > Set the player's level back to the starting level after loading a game. I wouldn't know how to do this, though.
    Wait. YOU made Densetsu no Kusoge?!?!? You're my hero. Can I ask, what was your inspiration? Ms. Littlefish and I see some Mother 1 homages.