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Found 5 results

  1. The Timed Challenge ​​The Goal of My Challenges: To give new and long time devs a short project to stretch their creative muscles on. I want you to actually FINISH a game and have it in your portfolio. The Theme of the Timed Challenge: Firstly: the game has to FINISH within 30 minutes. It can end earlier, but a Victory/Failure condition must occur at the 30 minute mark. Secondly: The game must feature some kind of timer - up to you what that means. The Rules: ​You can use the built in timer in MV, or modify it anyway you want. YOU CANNOT use someone else's timer plugin or event. Anything to do with the timer, must be done by you through eventing or coding. ​Must be a new project started and finished within the time scope of the project. Number of devs on 1 project is limited to 1. Not to say you can't get advice/critques from other people before turn in day.) All resources, plugins etc used in the project must respect terms of use, but you may use anything you can pull together. ​I'll be posting this contest in number of locales; however, I will manage the contest from a discord server. https://discord.gg/rZPyy4y ​The Timing: ​​February 17th, contest first posted; Updates and changes to the parameters expected until contest start date. ​March 5th, 12AM GMT: Contest starts. ​March ,18th 1145PM GMT: Contest Ends. All games must be linked and shared on this thread by this time. ​March 23, Judging will finalized and results posted here. ​The Judging: ​​I'll be judging. Obviously it will mostly be my personal subjectivity - but I'll try to keep it as objective as possible. I will play the game for up to 30 minutes, or until a game crashing bug. There will be a total of 50 points. ​Use of Timer (15 points) - creativity, design, completion ​Thematic elements (10 points) - ​How unique was your vision?, How cohesive were the game elements in relation to the theme of the game? ​​Execution (10 points)​ - Bugs, spelling/grammar, game balance ​Overall fun (15 points) - how driven was I to finish your game ​Single tier bonus points (​up to 5 total) - Art, music, eventing, etc - did any of these one elements stand out and if so bonus points. This can't take your score over 50. The Prizes: ​I'd like to have more prizes; however am limited by own resources. I have a couple of people who said they'd donate to the cause. If you want to help out, PM me and let me know. Officially, the winners and prizes will be rewarded as follows. ​There will be 4 winners total; Only one unique winner per category. ​All top prizes will be shown on my stream separate from my judging. (​Don't get too excited, my stream has a pretty low audience.) Overall (wins $20.00 worth of RPG Maker resources of their choice) - ​Grand Prize winner with the highest objective score ​Honorable Runner up ($10.00 worth of RPG Maker resources of their choice) - ​ Second place winner with the second highest score ​Best Story - (Choose one of the following game keys) goes to the most moving or creative story. Best Art -​ (Choose one of the following game keys) the standout for non-map art of the game, (battlers, character design, icons, etc) FAQ: ​Can I enter after the start time? Absolutely! As long as you start and finish your game within the parameters, your entry will be allowed. Please leave a comment here so we have an idea how big this has gotten! More exciting that way! Do we have to make a game within 30 minutes? ​--The length of the game should be capped at 30 minutes. The game can have a victory condition or failure condition that is less than 30 minutes if you like, but the game itself should last no more than 30 minutes as per the rules. --The time it takes you to dev it merely has to be within the two weeks. You can take 1 hour, 10 minutes, 2 weeks. Put as much love and work into that 30 minute game as you want. Does the game have to contain a timer? Is the timer the main theme? ​-- Yes. How prominent the timer is in your game is up to you. Where its located - also up to you. BUT the game must feature a timer. AND 15 points of the judging will be based on your use of the timer. ​Can I use other people's resources? ​-- As long as they are free to use and ARE NOT timer related. ​Is this a commercial project? -- umm...? I don't think so? Does contest = commercial? If you plan on selling your entry or using it as part of a commercial project I guess it would, but otherwise I think you're ok on terms of use for non-commercial resources. Don't know exactly. Maybe someone else can clarify for us. ​​This contest brought to you buy Fusegu Productions and Gamers Incoming - if the mods will allow it here are the links.
  2. philteredkhaos

    So much done. So much to do.

    Have you ever been working on a project so long past the date you thought you'd finish it that you just wanted to drop an F-Bomb and walk away from it? I keep having the urge to do just that on my very first title, 'The Passafist'. I got RPG Maker almost 2 years ago now, in September 2014 and I thought I would whip out this game to learn my way around the engine before I started in on my masterpieces. My rules for it were: If I didn't make it, or it wasn't included in the RTP, it wasn't going into my game, and I thought I would have it done in a week. I had a lot of bad reasons/ justifications for these arbitrary and limiting rules, but I blew way past my 1 week mark and I am now wanting to just put it down and walk away. The problem is, I can't. I have had some good feedback on my game despite these drawbacks (from the Internet! *gasp*) and I was told some more backstory would be appreciated. So I started adding backstory. Then I personally wanted more content, so I added more content. Then I realized a couple of ideas absolutely needed a script to work, so I added (just a few) scripts. Now I need to just finish what I have and stop implementing new ideas before I finish with the old and reaching burnout. I keep making more work for myself and then I think about what needs done and I just want to quit! I'm sure you know that feeling too. Don't let it take you down and persevere. It might take a bit, but you can push yourself over that hump and motivation will come flooding back. I like to keep a notebook of things that need to be done, and I work on 2-3 games at any point so when I feel bored with one game, I can start implementing the ideas into another. Sometimes, I'm really naughty and I sit down with pile of steam games and wile away some time... Otherwise, work is going nicely on my titles, both public and secret. I am working hard to have a christmas themed demo (at least) game ready by December, and a trailer for said game hopefully ready by next month. We'll see. I always bite of more than I can chew. How about you? Do you have any games in the pipeline for the holidays? Do you make more work for yourself than neccessary?
  3. Hello everyone. Through most of last month I had a poll up for people to choose the top 4 characters to be in my MV project. Well. Now that I have MV, and have had time to get familiar with it, I have finally gotten around to starting the project. This blog will be either bi-weekly, or monthly as a way to keep you guys up to date on the progress of the project. I don't really have much to say for this entry, so I'll just leave a completion percentage for each chapter. Chapter completion percentages. -Chapter 1 completion: %10 -Chapter 2 completion: %0 -Chapter 3 completion: %0 -Chapter 4 completion: %0 -Chapter 5 completion: %0 -Chapter 6 completion: %0 -Chapter 7 completion: %0 -Chapter 8 completion: %0 -Chapter 9 completion: %0 -Chapter 10 completion: %0 -Chapter 11 completion: %0 Anyway. Good day to you all, and I look forward to working on the project.
  4. Mnemomancer’s Development #2 Well, it has been some time since I last updated this blog regarding the progress of my project. The situation is the same – it’s still on paper, because I don’t own a PC, and while I can do a lot of graphic stuff on my Mac because of GIMP, I still can’t actually make my maps in the software just yet. I wish getting a cheap computer is an option, but I’m still lacking in the salary department of my life. I’m hoping for my dad to return one of my old PCs, because the software itself doesn’t take too much to run, even using Steam as a platform, and any games I really wanted to play on the computer, I can just play on my Mac anyways. Anyways, this has currently left me with a bunch of graph paper filled with drawings and markings for my events on the map, as well as a bunch of white paper detailing a rough map regarding which maps transfer to which maps, etc. and yes, I also have a bunch of lined paper with notes such as enemy names and location, items, merchants, and stuff. The actual number crunching, I just placed in an excel document, because it looks a lot neater when recorded digitally, and it’s ultimately easier on my eyes. Anyways, because of my interest in at least announcing some progress on my project in my blog, my next entry for World-Building, if anyone is interested, will be delayed for just a little longer, probably when classes end and before finals week. Yes, academics is also catching up. Anyways, I have made a first draft of my project’s logo, although I actually really like it despite the awkward spacing for the Korean words on the bottom. My knowledge of the language is actually fairly sub-par: I had to run the words through a translator individually, and I had to check it with what I knew and a dictionary to be okay with what I had. The text roughly translates to “Phantom Storiesâ€, if you’re curious. The main campaign for Mnemomancer is fairly short in length – well, at least I planned it for to be as such, but based on my map drawings on the graph paper, I can at least promise that the dungeons aren’t going to be super lengthy. While there might be replay value in the sense that the campaign is going to have multiple endings, I honestly didn’t design the project with multiple cycles in mind: in one hand, I adore the idea of having the players the control of choosing their own path during the adventure, but on the other hand, I never wanted the project to be so big that I wouldn’t be able to handle it. I feel like this is an opportunity to discuss the revised list of features I have at present, as well as mention some influences I had while doing as such. While I wouldn’t say the planned features I had in mind really shifted in terms of purpose, I do feel that over the past couple of weeks while working and thinking on this game in my spare time from life, other video games and academics, some things ultimately did change, but I don’t consider that a bad thing at all: the game just evolved as I put more thought into it, and that means that the end result will have a bit more content to it. Anyways, to the current features! Features A list of updated features to be shown here, as of today (April 20th, 2015): “Open-world†setting: I will still be retaining this feature here, and although this particular feature has a nature of being flexible in practice, my idea of an open world in video games is fairly strict in definition when compared to what other developers have in mind. I see open-world as being similar to what FromSoft’s Souls franchise had in mind – minimal load times except when teleporting/reviving. Basically, the entire world is compiled in one “roomâ€, so to speak. You don’t have to enter a room and be sent to a loading screen while the game retrieves the data of the room you’re entering. World maps can be useful for a lot of JRPGs, especially in terms of transport functionality – it’s a lot easier and convenient to control a boat and airship on a world map when compared to an open world. However, I am still not using a world map, because the region where the game takes place isn’t that large to begin with, so it’s not like it’s out of my abilities to simply connect the maps together with transfer events. Mnemomancy: Originally, I felt like I implied this feature to be similar in practice to typical alchemy features; the beauty of alchemy features is that it provides a creative and potentially enjoyable avenue to integrate gathering and crafting features into a function of the game that may produce incredibly useful and rewarding items, especially if some items in the game were exclusive to alchemy. Mnemomancy is nothing like that. There is a recipe, but because there is a limited amount of encounters, which means a limited amount of opportunities for drops, and therefore an even smaller number of changes to get the items needed for the rituals, mnemomancy is not something that could be performed often, anyways. Ultimately, this feature was more of my own personal solution to turn my protagonist’s innate talents into a gameplay mechanic, even if it’s a rarely used mechanic, at best. Dynamic and relevant side-quests: Originally, I had eight or so of these in mind. However, a thought occurred to me to encourage the players to tackle these even more, so as a result, my mind invented several more of these side-quests to accommodate my incredibly genius plan. The idea of choice in determining an ending in video games is a frequently-used element, so I wanted to shift some of the determining qualities into the side-quests. In a lot of video games, quests such as defeating a secret boss usually results in a treasure trove of experience, some awesome loot, and bragging rights, but I feel like most cases of side-quests can taper off into forgetfulness, because it rarely adds into the story. Recently, I was reminded of a side-quest I enjoyed from Legend of Zelda: Majora’s Mask: that’s right, the Anju and Kafei side-quest. Plot-wise, it didn’t hold much relevance to the crisis at hand, but it introduced a narrative that provided an important reminder for the player – even in the face of impending doom, life must go on the last second. I decided that I wanted to take it a level further, and have certain endings be attainable only through the completion of certain side-quests: for example, one of my planned endings is impossible to obtain without having gotten items that is dropped by the ultimate boss in my project. Memorable NPC’s: A really common design in a lot of role-playing games is the ultimate treatment of townspeople and villagers; often times, they don’t have a name unless they offer some sort of service or minor plot point. However, the inhabitants of a world can really expose the flavor of the setting a lot more. From a developer’s perspective, there is little reason to actually give each NPC a unique identity: in most cases, they give off some boring one-liner, occasionally give some hints as to what direction to head, but let’s face it, the players just dig into their drawers and steal the valuables for themselves. In the past week or so, I’ve been seeing a lot of things in life that’s been giving me trips to my memories of an online game I used to enjoy playing, Mabinogi. Hindsight is always going to be 20/20, but after I stopped playing the game for good, it really dawned on me how flawed the game really is, but it didn’t tarnish any fond memories I had of it – one important thing to remember is that although a lot of the NPCs offered services or quests in some manner, they also had a unique appearance and background, especially in the earlier regions of the game. This sort of design really appeals to me, so I wish to achieve a reasonable number of unique personalities for my virtual inhabitants as well. The good news for me is that when compared to a lot of other projects, I probably don’t have too many NPCs to begin with, but my ultimate goal is to offer each NPC a personality and an identity, because every virtual life at least deserves a unique background. The rewards of exploring every nook and cranny: As mentioned in earlier posts, one of the major balance elements I wanted to explore in this project is that of a dynamic dungeon – that is, certain switches that are pulled within a dungeon can influence the flow of major encounters later on in the dungeon. Especially because of the somewhat simplistic nature of the software, despite the potential RPG maker can truly offer in the hands of somebody well-learned in its scripting features, people who lack that sort of knowledge (like myself) can only work with what is available, especially since this is the first project I’ve really been wanting to share. Consequently, this meant a lot of boss battles could be seen as dealing with a health sponge that can dish out some pain, but the strategy of “attack, heal, maybe use the boss’s weakness against it†is more or less the universal tactic in a lot of games. I noticed that a lot of people complain about the lazy design of it, and it’s understandable – it can come off as being really lazy if the boss is ultimately no different in strategy than that of a normal enemy encounter. I’m a humongous fan of the idea of integrating the environment and lore deep into the gameplay – I think the most rewarding bosses to defeat are the ones that have a legacy behind them, a reason to be encountered in this dungeon instead of this dungeon, etc. I don’t feel like I’m alone in that either; why else do some people like the idea of encountering a rival or recurring villain? The approach offers more weight to the encounter, and there shouldn’t be questions lingering behind after the battle, such as “why am I fighting a fish in the depths of a pyramid?†As an example and minor spoiler, one of the bosses I had planned out is a multi-stage boss. Drop the boss’s health past a certain point, and it begins to release clouds and clouds of toxins capable of instilling pretty much all kinds of terrible status effects on your party in small intervals. However, if the player had explored all of the dungeon, and pulled some mysterious switches that seemingly had little to do with the puzzles in the dungeon, the boss room begins to ventilate airborne elements that effectively neutralize the toxins, thus rendering the trump card of the boss completely moot. Of course, if you want a challenge, feel free to take on the boss without pulling those switches. Strategic Use of Items: Items in this game, for the sake of fulfilling my standard of “edginess†in any project I do, come in pros and cons. Because healing potions and other restoratives are basically medicine anyways, I decided to design them with the idea of prescription medicines in mind – side effects. At lower doses (as such, lower tiers of healing/restoring), the side effects are so minimal that you could just ignore them. However, within the next two, higher tiers, the effectiveness of the healing potion grows exponentially – often nearly triple the effect from the previous tier. However, the side effects also become apparent; taking a more potent healing potion would cause the character to have disturbances in magic regulation, causing the user to lose a certain amount of mana to gain a certain amount of health. Items meant to cure status effects often have a health cost, mainly because of how flexible they can be. More offensive items, such as items to be used against enemies, may prove to be more effective based on the current status effects the enemy is suffering from. Items are also fairly limited, although not so limited that you’d be cursing me for not putting enough items in the game – this translates to shops as well, as they’d be selling a limited amount of items as well. Oh, and to really round out my need to add “edginess†to my projects, my healing and restorative items come in the form of syringes. I may not care for needles much, but some people do~ Party Member’s Backgrounds are worth looking into: I split party members into two categories – companions and followers. Companions are more like “guest†characters – they stay with you for a certain period within the plot of the main campaign, and then leave. However, certain companions are required to access certain quests and areas, so be sure to explore everywhere so you don’t miss those opportunities. Followers, on the other hand, are the products of mnemomancy, and are permanent up until they die, whereas you’re going to have to do the ritual all over again (between all of us, I’d just say start over on your save file). Followers offer unique abilities for battle, but the important thing is that all of their equipment are unique – you can’t use the same equipment between followers or the player character. However, exploring the world will take you to spots that are important to the past of your followers, which will trigger a “memoryâ€: this is the unique ability of a mnemomancer when compared to a necromancer, for they can active experience the memories of their followers. The purpose of the memory comes with two ideas in mind: to offer background into the follower, as well as reward the player with more equipment for the follower that is obtained after the memory instance is completed. The tl;dr is that you should really go exploring the world I have to make, because there are opportunities everywhere to really get the most out of my project. I may post up the dialogue from the beginning of the game later today or this week. Until then, happy developing, community!
  5. Hokobishu

    Research and Dev

    So I've been spending the past few days researching....and I came across a book recommended by a friend. It's dreadful to get through when you're distracted, which due to my ADHD, is all the time. It's a great read if you can get a hold of it. Full of Samurai Wisdoms and such. However, I find that it's a tad bit stuffy if you're not in the mood to read it. On that subject, anyone know a good book on Japanese Weaponry? Also if this is not where this topic goes will someone please move it?
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