Hi, everyone! I know it’s been a while, but I am still here and working on stuff. And I’m working on it quite a bit more than I have been for some time.
I left my day job a few weeks ago. Money is a bit tighter now and I know I’ll probably have to get something at least part-time soon, but right now… I’m happy. I just want to enjoy being happy and doing work I love, even if I’m not getting paid yet (though getting paid would be really nice) and even if no one is watching. As for what I’m working on, right now, it’s a project I’ve had in the back of my mind for a while: an updated version of She Who Fights Monsters. This will be a paid version, and I’ll try to make worth it.
I’ve migrated the game over from RPG Maker VX Ace to MV, which means I can make it multiplatform now. An Android version is in the offing as is an updated Windows version, probably one for Mac, and possibly one for Linux. The Windows update will come first; the others will be released when/if I sort out how to do them properly.
A lot of the graphics have been redone and some areas have been completely overhauled. Some gameplay elements I wasn’t quite satisfied with have been tweaked. Some music has been changed. Most of the bugs in the base game have been worked out, and not just ones the from the original version. The MV migration introduced a lot of super-fun new ones. :p As I add and change more stuff, I’m trying to keep on the look out for any further unwanted surprises.
The biggest change, though, is that I’d like to add a Free Day/New Game Plus mode that becomes accessible after you beat the game. Poor little Jenny has been through so much. It would be nice to give her free run of the house for a bit–and maybe a chance to complete some imaginary adventures she didn’t get to enjoy before.
Finally, some screenshots from the old and new versions. Like I said: there have been changes. And more are in the making.
(As for why I’m working on this and not my other project, the honest answer is that 1)I want to do it, so why not and 2)it won’t take nearly as long to maybe earn some money from this–even if it’s just pizza funds–as it would if I made something starting from scratch. Hopefully, this and another potential remake will help make other games more feasible. And if not, at least I tried.)
I know there are a handful of people who like what I do. I’m happy to have those people. But the simple fact is almost no one plays my games. The one I’m working on is vastly different from anything else I’ve done… but Raziel was vastly different from the ones that came before it, and it basically got no attention since it couldn’t be readily linked to an issue or cause. (Though a friend did do a Let’s play of it. Thanks, Friend. :)) What I’m working on is even more “just for fun” than Raziel was (and probably less unique in gameplay terms), but it’s going to be an action-y game instead of RPG Maker. The latter might give it a boost; the former might doom it to even greater obscurity, especially without the media connections that would bring people to it. I also hate this feeling I get that I have to make games about IMPORTANT SOCIAL ISSUES for people to think they’re worth mentioning or playing. And I do know it’s possible that what I do just isn’t that special.
Basically, I’m trying to figure out what I want from all this and how much effort is worth it. I have other projects going, too, namely writing–and writing is my first love, something I’d do anyway whether or not anyone sees it. In fact, for some time now, “or not” is mainly what I’ve done. :p Maybe it helps that the results and rewards of writing seem more instant while game development (especially the kind that takes a lot of pre-planning) takes more patience before you get anything useful, especially when you have to learn a new dev tool to get going.
I’m pretty sure I’ll finish the game just to prove to myself that I can. And besides, it’s the kind of game I’d like to play. I just don’t see what difference it makes if it’s next month, next year, or next decade. So I probably won’t be posting much about it for a while.
Just to let everyone know I’m alive and still (slowly) working on stuff, I thought I’d throw up some concept art from my current project. It’s going to be something wildly different from what I’ve done so far; instead of an RPG maker game or a Twine text project, I’m using Game Maker for this. It’s the first game that I’m planning out in advance instead of just playing it by ear. I’m making all the art assets myself. And it’s going to be much more classically “game like” than it’s predecessors. That is, assuming I can actually pull this off.
I refuse to announce it officially until I’ve gotten a lot more work done, but for now… here’s this. Click to view full-size.
About a week ago, I tried to play through Undertale’s Genocide route, a common name for killing EVERYTHING. Toriel wasn’t too bad, even though I liked her. It might be because she handled things like I expected: shock, betrayal, even a bit of bitterness. Killing the Dogi… was not fun. Mowing down a loving couple isn’t exactly my idea of a good time, especially when one is so heartbroken over losing his partner that he loses the will to fight back. The rest of the battles ranged from “Meh” to “This sucks, but I can do it. I must stay DETERMINED.” I wanted to see for myself what story secrets this path revealed; I wanted to fight that crazy-hard battle at the end of it, just to see if I could. And all I had to do to get there was keep going.
Then, I ran into a roadblock I wasn’t expecting: Papyrus. (more…)
In Raziel, you help a hacker called Glitch who was called to Otherworld (a virtual realm that shines brighter than life) to slay a fallen angel. A fallen angel named Raziel who was once a human being. But if you end his suffering, what might you unleash?
This game is short and sweet: you can finish it in a few hours. Features surreal scenery, a thought-provoking story, two different endings and NO random battles. Exploration is highly encouraged.
(This game is donationware. Donations are appreciated (especially if you like the game), but they’re not required to play it.)
I can’t believe I’m saying this, but Raziel is basically done. Sure, I’ll be checking for dents and kicking the tires a few more times before I send it out on the road, from the looks of things… it’s done.
I’ll be making a pre-release video soon and posting it by Saturday. In the meantime, here’s a short teaser I put up a while ago.
Making this game has been quite a trip. It started with a very short, very simple Twine game made for my first game jam, the Cyberpunk Jam from… last year. Along the way, I’ve learned a lot: more about how RPG Maker works (and how much I’ve already learned from making She Who Fights Monsters), more about the design process (short version: I probably need one), more about myself, and definitely more about the infamous “feature creep.” I had so many BIG IDEAS for this game that, in the end, it didn’t actually need — and getting wrapped up in all that stuff only made me want to work on it less.
Technically, I could’ve stuck with my original idea of just expanding on the Twine I made. But what I have now is very, VERY different from what that would have been and I have to say I’m proud of the results. A few small details about the upcoming game:
I am indeed on track to get this done by the end of the year. Yay!
There is no karma system, but you can make choices sometimes. They just might not have the effect you’d expect.
Somewhere along the way, Glitch became more than a player stand-in and developed a personality. So s/he got to keep the name Glitch.
Veering from the original plan, Glitch’s gender affects the ending and some small things along the way. But their capabilities are identical and their personalities extremely similar.
There isn’t much combat in the game (and no random battles), but there is some towards the end.