Over Cloud 9's Blog

A boring record of whatever that comes in my mind

Game development progress

April24

Umm…I’ve got to get over whatever disturbing that happened this month and continue my work.The game is now 25% done,which means there’s much left to do.

The walkthrough writing is quite affected because of this.Since this site specially devotes itself to the walkthroughs,I thought totally pausing strategy guides composition would affect what my site is well known for.So thought of completing the ones which I had already promised to some.Currently I’d be doing Myth Xaran when ever I find some free time,little by little.After that I would do Dark Souls 2.Sorry to those who had been expecting The New Queen-Truth be Told guide because that would be an episodic game and if I do the walkthrough for it,then I have to do for all of it’s parts.This would take up a lot of time(around 3-4months),which would prevent me from creating walkthroughs of other games.I mean it is better to have 7 walkthroughs of different games than for one game…what do you think?I had promised Delmaschio that I would do one for The New Queen and had requested a skeleton guide as a head start.But since I changed my mind,I’ll make up by doing a walkthrough for his other game.That clears my commitment part I hope :P .I won’t be taking walkthrough requests for the time being,until I finish my game.

All right,coming back to the context,let us see how far we are through the game development.I’m not a pen and paper person really,so jotting down every part of the dialogue is not my cup of tea.And moreover I have the tendency to revise the existing setup very often and make it better and better.So wasting my time putting down something rigid is not viable.I’d make the dialogues dynamically while creating the main events because that would create the exact situation to perceive the game mood and recreate suitable conversations.

I’m not familiar to the sequence as to how normally game developers go about while creating games. I try to keep it non-boring for myself as I’m the only one behind this and if I lose interest,than the entire project will be left incomplete.I don’t have any particular sequence,but try to adhere to this general rule I’ve created to go about systematically without messing up things.

1)Creating the town maps

2)creating the dungeon maps

3)creating the sidequests and the NPCs/events pertaining to them only. I keep testing each event at every step to eliminate possibility of bugs for each.That would reduce my average effort correcting bugs after the game is complete.

4) creating the main quests and main sequence of the game from the beginning till the end.

5)finishing up the loose ends,adding new things in the database,doing the remaining NPCs,etc .

6)creating the monsters in the dungeons and concentrating on the battle part.

Currently I’m doing the sidequests though I haven’t completed all the dungeon maps.That’s because I got bored doing the maps and thought a change would be beneficial.I may switch back to the map making part again somewhere in between.I try to keep the main balance of the above steps intact,or incomplete parts will add extra work of doing them before I do the others.The main reason for keeping the battle part at the end is because battles are the most important part of the game,so they need careful attention to every detail. Also because I could play test the main events and side quests before I start getting involved in battles because most of the bugs and glitches are in the main game than in the battles.That would cut short my time fighting the monsters ;) .

The battle system would be a replication of the RPGmaker XP battle system,i.e. front view, mainly because me and my sister are great fans of that battle system.Most RMVX games have the side view battle,so thought of making this one a bit different. The ones which does have the front view battle in RMVX show only the faces of the characters in fight.Here,you’ll get to see the entire busts of the character.And the characters will complain if they are hit by status effects.Well lets not discuss about the battle system as I’m not doing it right now so I have no screenshots to share.

Here’s one of largest town-

The towns and villages are done completely,though I seriously hate enterbrain for limiting the number of tilesets we can use in RMVX.I’m not happy as to how I had to cram TileE with my custom tile.I know there are various scripts available to change this,but I’ve used them and they were crappy.

There will be pleasant surprises in one sidequest…oh I forgot to mention that there are around 20 sidequests in total.I didn’t want to fill up the game with innumerable sidequests neither did I want to have less number of them.The number excludes the main quest which may add some more quests in total.I had spoken to some of players as to what they would like in a game,and each had their own preferences described vividly.I’ve tried to recreate everything keeping in mind their general preferences. There will be some puzzle elements,but I’ll try not include them in the path of the main quest because some people may have trouble completing them.The puzzles will be in optional secret dungeons,which would yield ultimate weapons,armors or other exciting items.The skill system is going to be non conventional.I won’t spill more about it,but that system is not very common.You might find something similar,but chances are rare that you’ll find this system anywhere(unless I run an extreme bad luck where some developer has already implemented it :( ).

And there will be an optional mini game-pearl finding.This would be a definite relaxation from the main quests and fights.And yes,none of the fights are random encounters.All monsters are visible,in fact there would be something funny about the background as to why monsters will be attacking you.

I’m almost living a life of a hermit in recluse until this project is done.I won’t say I work day and night because if I did,then I would suffer burn out of my energies,especially because of what I’m going through.After my break up,I don’t even feel like going out anywhere.It’s just my work which absorbs my vacant heart.I take breaks often to refresh my mood and talk to myself alone thinking what would make this game better and about other elements of it.That way I’m always happy while developing it.I can’t remember when did I last read a newspaper or watched the TV…

Ok friends that’s all.Leave your opinions as to what you think about whatever I discussed about the game. That would help me improve the plot,etc….and thanks for reading this super long post :D

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posted under My Game Projects
4 Comments to

“Game development progress”

  1. On April 26th, 2010 at 8:38 am Sara Siqueira Says:

    Just to you pay attention with the people of the warfare, Raphael Delmaschio didin’t pay me, and I look for him to finish to pay and he just doesn’t respond my emails… Make something for you, and don’t wait for them pay later….
    just that! Hope you don’t mind i came here and say that.

  2. On April 29th, 2010 at 2:09 am Danniel (D-Squall) Says:

    This game is gonna be comercial? You’re doing great having Skyzen as your artist. He really made a good job on Ella’s Hope.

  3. On May 1st, 2010 at 11:11 am greath Says:

    Sounds pretty good! Its a shame that you doesn’t tell us more about your battle system. But i like the “front” view, too it reminds me on dragon quest .
    The town looks greath either so far, but making a good Dungeon is the hardest task. I wish you had played some classic RPG and not only Casual ones as there is still a huge different in quality and design.
    That you are just at 25% makes me sad how will write some ggod walkthroughs till then? o.O

  4. On May 1st, 2010 at 11:18 am over_cloud9 Says:

    The battle system will come at last,so you have to wait ;) .Walkthroughs…hmmm… have to wait until I finish it sorry :( .My next update will be done when I’ve made at least 50% of progress,so that may take time.

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