Whilst the aim of this project is to create a new design for a mythic bird, its so far devolved into doodling random living birds. This is part of the research into coming up with a design I hope would be fairly unique; believable yet intangible (if that even makes sense). Unfortunately I’m going at a snails pace, averaging one doodle every business day. It’s only now that I’ve finished research & will move onto the concept/development portion of the process.
What is Saharasha? Well, some time in late December I… had a dream? More accurately I awoke & could only remember the flashing image of a great bird (like a Roc) with brown feathers & light blue highlights. A name like “Saharasha” stuck in mind. I’m not sure why, but it inspired an idea for a new mythic creature for me; a sort of Phoenix born not from ashes but the waking from a dream.Continue reading
Hello, I’ve gotten my second mini-project done for my application portfolio – an encounter card for a conceptual boardgame. I created this over the span of about twelve days, whilst I was dog-sitting in Te Anau for my parents. It was nice to hang out with three small dogs for a while, but that’s not what this post is about (there is however a weird story I may post about later). Anyway, the card…
A Gryphon encounter card.
The idea for this card stems from an adventure storytelling game idea I’ve mulled around for a long time, & have only now bothered to create something for. Whilst this is meant to serve as an encounter template, I wanted to treat it as an actual card that may appear in the game, so I chose to do a Gryphon (which might have been too ambitious for me).Continue reading
Hello, I have another in-progress system I want to share. This is for the combat aspect of the storytelling RPG idea I mentioned last time.
It is a turn-based system that takes place on a grid battlefield, separate from the world map. I wanted to come up with something where movement & positioning were highly important; something that played like Chess. I also wanted to avoid hit dice rolls but still allow the opportunity to avoid an attack, so I’ve included a reaction aspect to it.Continue reading
Hello, I’ve been playing around with an old idea for a randomly generated storytelling RPG; I probably won’t be able to implement it for a good while but it’s still fun to think about it. One thing I don’t want it to be is a pure hack’n slash game (though I won’t stop the player from choosing to play this way). I want it to be viable to play as a silver tongue pacifist & for conversing with people & monsters to be as engaging as fighting them.
This is something very few games seem to try. The majority of the time you’re dealing with dialogue trees, persuasion checks, &/or picking the right line to get a better outcome. This can be good for dealing with explicit lines of dialogue, but it doesn’t make for a very engaging system & I sometimes find myself just button mashing the skip option on replays (an infamous example is visiting a Pokemon Centre).
The only games I can think of doing something different are The Sims & Undertale. Both of these games don’t feature explicit dialogue choices but rather more generic actions, like “tell a joke”, “compliment”, or “flex your muscles”. I feel this allows the player to better personalize the experience by letting them fill in the empty spaces whilst giving them more agency over their own character; rather than deciding which line best matches their persona.
It’s based on this approach that I’d like to do my conversation system. The system I have so far is incomplete but I feel it’s worth sharing.Continue reading
Hello, I’ve had another reminder this week that I really don’t know what I’m doing when it comes to game projects. Rather than upload an informative post about task analysis like I planned to, I’ll tell you how I had an “oh shit” moment.Continue reading
Hello, I was going to do this part about task analysis but I realized there’s a couple things I missed about the requirements in the last part I need to cover. I’ll save task analysis for the next part.Continue reading
Hello, I’ve done some more work on my first original RPG Maker project. I’ve setup a couple of project pages where I’ve put the below information for future reference (future steps will of course be recorded there as well). To remind you of what this is, here it is in a nutshell:
The game is a short hack’n slash RPG about a group of mercenaries sent to reclaim a haunted town. Gameplay will be typical of most turn-based JRPG & RPG Maker games. As they explore the town, they will have to survive random encounters with spirits & the odd special encounter.
It is easy to put something together in RPG Maker & skip the physical prototype entirely, but I think it’s worth going through the process & getting some practise. I’ll explain each of these steps, & any new future ones, as I go.Continue reading
My dream recall has become really awesome lately. I’ve been recalling an average of 3 dreams for the past few days. I think I’m at the point where I can try going lucid again without the worry of forgetting about them.
Anyway, the point of this post is I dreamt about using this weird gun I found. A lot more things happened in these dreams (in most of them I teleported into & explored the same complex but as a different character for each dream, in the last one I was a magical “alien” woman O_o, & I had a fist fight with Joffrey from Game of Thrones 😀 ) but I found the gun to be particularly interesting.Continue reading
I’ve been using diagramming software to make a start on flowcharting both of my projects & creating wireframes for Lost Isles. With Lost Isles, the flowchart so far only maps most of the pre-game stuff (menu navigation, etc) but will also include the in-game play cycle. For The Spirit Child I’ve focused more on the story side of things (only the first portion so far). I’ve made pages for each of these, which are found at their corresponding project pages.Continue reading