Day 6

Posted in major arcana

There is one moment, in particular, that sums up today perfectly. I took a screenshot of it so that I could share it with you all.

I could explain why this was a problem for me, but frankly I don’t want to relive the whole thing. Suffice it to say that the engine was not lying to me after all; it really and truly couldn’t find the file it was looking for. As usual in situations like this, it was Microsoft’s fault.

Aside from this, I spent a good deal of the day programming. (Actually, it would be more accurate to say I spent a good deal of the day playing Clean Asia – what I’m really referring to is the proportion of the time I actually spent working, I guess). I fixed a bug in my engine that had been bothering me for a while, and I implemented a simple way for the engine to output a file with debug information. Most importantly though, I managed to strike something pretty major off my to-do list.

from a few days ago:
Here’s what’s left to add to the “general” side of the engine:

– Battle animations
– Reading battlescripts and itemscripts from a file
– Full implementation of all the target sets
– Status effects

In summary, this was quite an unproductive day. I got a whole lot less done than I really should have, and wasted a lot of time trying to get my head around that stupid filename problem.

I’m not going to whine about it though. It’s still early in the contest – I should easily be able to pick up the slack tomorrow.

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Day 5

Posted in major arcana

Today was my first day working full time on Major Arcana. The thrill I was getting from not having to get up and go to work caused me to arse about and not actually get anything done until about 4pm. At that stage I started working on some new graphics for the game.

First I had to create a blank template. Unfortunatly, the template that I outsourced to an artist from the pixelation forums used selout shading. That meant I had to make some modifications before I could realistically use it – after all, having to do a selective outline on each sprite would double the time it would take me to design and colour my own sprites. While it would certainly look better than just doing simple black outlines, I have a deadline to think of.

So today I first spent about an hour or so drawing flat borders on the template and tinkering with a few pixels here and there, particularly on the head. This is what I ended up with:

From there, I started working on a main character for the game. I wanted to go for something a little gothy, given the theme of the game, and so I gave him dark clothing and long, straight black hair.

I had a little time after that, so I started on a second character. Seeing as the game has a gothic theme, I thought I’d make one token “out and out” goth character. I gave him frizzy black hair and bondage clothing, but when I finished, it looked awful. So I drew a cloak around him instead.

I’m going to be honest here. Graphics aren’t my thing. They never have been.

So I’m simply not going to worry about it. Even when I think I’ve got them looking ok, I stand back and notice something else that’s out of place, and I’m back to where I started. As MRK helpfully pointed out to me, even with the changes I made today, I still managed to miss something blindingly obvious. The arms are too short. Way too short, now that I look at them objectively.

So I give up. It’s crazy that I should waste what little time I have to work on this project nitpicking on every last pixel of these drawings, especially when I don’t really have any flair for this kind of work anyway.

For the rest of the contest, I’m simply going to rush together whatever graphics I absolutely need. If I can’t have them “good”, I’ll at least try to have them presentable. When the contest is over, I’ll see what I can do about saving up some real money and hiring a professional to do this properly.

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Day 4

Posted in major arcana

As expected, I’ve had quite a slow start. I did make a plan today though. I’m going to use these two weeks to focus on the creative side of this game – the music, the graphics and the dialogue. I’ll then use the final two weeks (while I’m back at work) to focus on the more technical side of the game – level design, engine work, balancing the battles, and so forth.

However, I don’t think I’m going to be able to keep things that separate. Before I do that, I’m going to try and get the first hour or so completely playable, which means doing all the code, art and music that I need for that short portion of the game.

I need to finish the engine before I can do that, so that becomes my first priority. Thankfully, it’s almost done, even still it’s probably going to take a day or two to get right.

So for the next couple of days, I’m going to mostly focus on the engine. I have a lot of the “general” work done – what I don’t have are specifics. I need to design a shell that this game can use.

Here’s what’s left to add to the “general” side of the engine:

– Battle animations
– Reading battlescripts and itemscripts from a file
– Full implementation of all the target sets
– Status effects

When that’s in place, I can start working on the specific part of the engine for Major Arcana. I’ll need:

– A new battle style – i.e. I’ll have to replace the Chrono Trigger style thing I’ve currently got going for something a little more traditional.
– I need to add battle transitions. That shouldn’t be a big deal.

After that comes the hard bit. I need to implement the junction system, which is going to require some exact planning of how the game’s gonna work. I’ll also need to put together a menu system to go with it.

I should have something more interesting to say after tomorrow, heh.

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Day 3

Posted in major arcana

The only thing I’d planned to do today was to make a plan. It’s 11pm now, so I guess I’ll just have to leave that till tomorrow.

All I did today was think about the game’s story. There’s a lot I haven’t decided on yet, and a lot of background that I haven’t thought about at all. So today I did a little to change that. I got a clear idea in my head about what’s actually going on in the game. I thought a bit about the characters and who they were, and why there were in this situation. I thought about the game’s villain.

As it turns out, it was pretty productive. Naturally I don’t want to post any plot details here – after all, I could change everything before I actually do any real work. And anyway, I don’t want to spoil the story… Oh, and I’ve named the characters! I’ve called the passive male Gladius, the active male Virga, the passive female Stella, and the active female Crystalus. This balance of personalities is my attempt to reflect that they’re based off the Minor Arcana. In fact, the names are simply approximate Latin words for the relevant suits – Gladius means Swords, Virga means Wands, Stella means Star (closest I could get to pentacles without calling her “Orbis” or something dreadful like that), while Crystalus means “Chalice” – or something close enough to it. It’s a little nerdy, and very cumbersome, but as I’ve already gotten used to them I won’t be able to change them, heh.

I think I’m going to try and draw the main character graphics as soon as possible. I hired an artist a couple of weeks ago to create a template for some sprites for the Project Distraction engine. The idea was that I was going to make a new feature demo, seeing as I’m so sick of the old one. I probably won’t be doing that now, but his graphics will still definitely come in useful. Here’s what he came up with:

It’s a perfect base for my own character graphics. Not what I was originally intending to do with them, but I think things have worked out better for it.

Tomorrow I’ve got music practice so I probably won’t get a lot done. I’ll try to at least make a plan for the next month though.

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Day 1

Posted in major arcana

I knew I’d regret saying that I was going to update on each day of the contest.

With work today dragging on for an extra two hours thanks to month end, when I finally got back to the house I didn’t really feel like working on anything. So I didn’t.

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Lilith’s Enticement begins tomorrow

Posted in major arcana

The new RPGDX contest has been finalised, and starts tomorrow.

Lilith’s Enticement
Timespan: February 1st – March 1st
Theme: Gothic/Horror
Premade graphics and music and not allowed (you have a month!)

To keep myself from slacking off and not finishing, I’m going to update this website every day while the contest is taking place, with an update on what I’ve managed to do.

Unfortunately, I expect I’ll have something of a slow start, seeing as I’m working for the rest of the week. By next monday, though, I hope to have a lot of the basic preperation and planning done. At that point I’ll have two whole weeks with nothing to do but make this game, so I’d better not squander it…

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Within a Deep Forest 2

Though this site is probably the last place anyone would go for indie-gaming news, a couple of weeks ago I mentioned the excellent Within a Deep Forest on this blog – so I thought I should mention this little piece of news here.


One of the game’s puzzles

It looks like the sequel, Within a Deep Forest 2, has been cancelled. However, there is a rather nifty preview available, showing four potential new levels, and all the new ball types. There’s one that sticks to walls, there’s another that hovers, another slows down dramatically when you press “A”. Plus the game looks really pretty, still managing to capture it’s old atmosphere, even without the awesome soundtrack to accompany it.

Check it out here.

Regarding my own projects, I’ve decided to take half of my annual holidays at work consecutivly in the month of February. No doubt I’ll regret this in a few months time when I’m knackered and losing my sanity. From Saturday the 3rd until Sunday the 18th, I’m going to be working full time at Major Arcana.

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I don’t understand – there’s only supposed to be one in each pack!

So the other day I said something a little outrageous – “this year I’ve gotten more done on the engine than I did in all of last year. That is, believe it or not, completely true, but only because last year was so unproductive.

Basically, because of my finals, I spent the first half of the year doing nothing more than scribbling down ideas and making short, guilty additions to the engine. I was literally counting the days until I could put my last exam behind me as start working on a new RPG. And then, of course, I got writer’s block.

I spent the rest of the year hating everything I tried to put together. I couldn’t program, couldn’t write any music, couldn’t draw a pixel that didn’t look strangely out of place, couldn’t come up with a single line of dialogue that I didn’t hate. In fact, all I have to show for my hobby in 2006 is a crummy GBA remake of a game that wasn’t any good in the first place.

Finally, thankfully, this creative drought appears to be at an end, though I’m terrified that things are going to go back to the way they were. That’s why for the last couple of weeks I’ve been spending practically every minute of free time I’ve had working on the game.

One thing I’ve been thinking about is whether or not I should to scrap the old “Project Distraction” engine that I’ve been working on since my second year in college. On the one hand, it’s the most sophisticated program I’ve ever designed. On the other, I hadn’t worked with it for about a year, and a lot of the early code is really awful. That in itself is a perfectly good reason for a complete rewrite.

I gave it serious consideration – hell, I even made a start at a new RPG engine. Eventually I just sat back and had a look at the engine I’d been working on, and decided that it would be a huge mistake to walk away from it. The engine can do some pretty nifty things – you can edit maps from within the core engine just by hitting F1, for example. The scripting engine is pretty powerful too – it currently understands about 50 commands, and supports things like variables and conversation trees, as well as supporting a simple cutscene engine. On top of that, I’ve got the whole puzzle mechanics thing. All NPCs are treated identically by the engine, and can jump, be pushed around, and stacked on top of each other. It would be pretty silly to scrap all that work, I think, just for the sake of tidier code.

Over the last few weeks I’ve been working on the battle engine. I have something in place that I’m calling the Battle participant system. All NPCs are treated the same in battle, so whether an NPC is an ally or an enemy simply depends on whether a boolean is set. It also supports alliances and different opposing parties, so three groups of heroes can be set up to be hostile to each other if necessary.

It’s all managed thanks to a simple “target” class, that works out an array of targetable NPCs given their designation. For example, say an enemy is using a spell that affects all allys – then the target set is just the NPCs that are in party 1. Or if the caster is using a heal spell that just works on himself, the target set simply contains the caster. The class assigns the set by checking the context, and everything else automagically takes care of itself.

The thing is, I won’t be making any use of this cool functionality. Over the last week or so, I’ve had an idea for a new game for RPGDX’s contest that’s dead simple by comparison to anything I’ve been working on. It’s room by room, FF style battles, and no real complications except a slightly ambitious skill system. The working title, for now, is Major Arcana.

The theme for the RPGDX contest looks like it’s going to be “Gothic”, which is fine by me. Something I’ve wanted to do for a while now is make a simple RPG that uses FFVIII’s junction system. I’ve always thought that it was a really cool system, that just didn’t quite work as well as it should have. The only real problem with it is that in order to be any way powerful, you need to max out the spells you have, which involves looking for weak enemies and drawing as much magic as you can. Of course, if you don’t do this, you’re quite weak by the end of the game, and you’re basically relying on summons to get you through battles.

There are a lot of different approaches that they could have tried, I think, ranging from simple solutions like having the quantity of the spell involved not effect the power of the junction, to more complicated solutions like having a draw fill up your stock of a certain spell, but having more powerful spells have lower stocks. (i.e. you could get 100 Fire spells, but only 10 Ultima spells).

Anyway, this approach led me to thinking about what kind of creatures I would use as Guardian Forces – and I decided on the Tarot cards. In this game, you will encounter all the creatures along the major arcana and fight against them. And if you win? You get to junction them! I haven’t decided yet what abilities you get if you junction Death, heh.

This lends itself quite easily to a good fantasy story – I’m thinking that one of the cards (probably the Magician, or maybe the Emperor) was once a powerful ruler who “enslaved” all these creatures in this form. At the start of the game, something happens to release these creatures, and it’s up to the heroes to track down the cards and save the world. (And get the girl, obviously).

I hadn’t planned on making much of a story beyond that, but the imagery in the cards has been quite inspirational. Mirroring the Final Fantasy tradition that I’m aspiring to, I’m going to have four characters, each of them represented by the suits of the Tarot’s minor arcana – Wands, Cups, Swords and Pentacles. I bought a deck of tarot cards, and I’ve been using them to help me design areas, group major arcana creatures and come up with a backstory for each of the characters, which has been a lot of fun, heh.

Where I go from here, I’m not sure. Although I’m eager to start, since it’s an entry to the RPGDX competition, I’m constrained by the rules of that contest. It may not officially start until the end of February – or they might forbid me from working on the graphics or battle engine before the start date. If that’s the case, I might just forget about the contest and get to work right away.

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RPGDX Contest

RPGDX is currently discussing the possibility of holding a new RPG contest, something they haven’t done in well over a year. You can find the details in this thread. If you’re not already a member of RPGDX, I encourage you to join in. It’s quite a neat little community. If you can’t program, you might find a programmer looking to take on a writer.

I’ve been doing phenomenal work on my RPG engine this week. In fact, this year I’ve gotten more done on the engine than I did in all of last year. It’s amazing. I wanted to make a big post this weekend talking about it, but I’m not ready just yet. Watch this space, though.

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