Graphics update (finally)

As promised, here is an example screenshot of the battle gameplay for Snitsa-Grezit:

Current WIP for Snitsa-Grezit's battle system

There are a couple of things that you should notice.

1) Battlers do not currently appear on screen. I would much like it if their sprites appeared somewhere (it would be interesting if I could get them to fit in between the HP/AP & actual HP/AP amount columns). I would also like it so that the battler would raise his or her hand when his or her turn is up. Right now RMXP doesn’t do a good job (or any job) of telling you whose turn it is when you make use of the horizontal menu like I have.

2) The magic/skills icon is now in play, color coordinated with skill element types (‘Cleanse’ is water-based, so it is blue, etc.).

3) I spent about 5 minutes making the Madstump.

4) I spent about 5 minutes making the battle background.

5) Both 3 & 4 are placeholders, NOT final products (lol).

6) I have tried retooling the system so that S-G can be a low numbers game. It’ll be tough to get the monster stats workable. You’ll also notice that Serval has an incredible amount of AP. He won’t be able to deal that much damage either way, physically or magically, but he’s got a lot of status-effect abilities that should make battles more interesting.

6b) I’m also interested in having AP reset after battle. This will make sense later.

Cleaning things up a bit

On Friday, I started cleaning my bedroom/office from top to bottom. Part of the cleaning process on Friday, however, meant unplugging all of my electronics, including my computer and moving everything out of the way so that the floor could be thoroughly vacuumed and whatnot. Once I got back around to rebooting my machine, I decided to leave everything else off for a bit…everything but a text editor, that is. Then in a matter of minutes, the first 15-30 mins of Snitsa-Grezit became clear and realizable, so I jotted all of it down. Suddenly, I had really good idea of how many maps, approximately how tiles & sprites, and how much dialogue I would need for a proper introduction. In my mind, the introduction also comes to a close at a ‘mini-chapter’ which could easily be expanded by another ‘mini-chapter’ if time and patience allowed (basically more dialogue, story line). It is such a relief to be swinging at such a smaller target than before.

Something else I did on Friday was sign up at a RPGMaker community where I asked about my battle background issue that I mentioned in my last entry. With the help of one of the users there, I was able to resolve that issue. This made me realize that I need to start keeping a list of “special thanks” for this project…!

Another update to come tomorrow!

Graphics update for Snitsa-Grezit

As promised, an update on the graphics of Snitsa-Grezit!

#1) I have created a emblem specifically for magic, one that can be colored based on the element of the spell. For instance, “Refresh” is a water-based curative skill, so beside its name in the skill list would be a blue-colored magic emblem. For “Fortify,” an earth-based protective skill, a brown-colored magic emblem, etc. Ideally, I would like to see that emblem appear in the battle animation sequence when a skill is used. I think that would be quite classy; however, right now battle animations are currently one of my lowest priorities.

#2) The first enemy encountered in the game is “Madwood” and is an evil tree stump- I might end up calling it “Madstump” (ha). This raises questions such as how that stump is portrayed graphically in and out of battle… I never in my life thought that I would actually be studying pictures tree stumps for any reason, let alone for a video game project. It’s an odd thing to find yourself doing, I’ll tell you that much.

#3) I’m struggling with color selection. In my mind, I would like to limit the total number of colors used in the game to 128, not only to make the game simpler, but also to make my life simpler. Hand-picking those colors is another issue entirely. On a related note, I don’t want any 32×32 sprite to ever contain more than 8 different colors and I want to make sure that sprite colors don’t clash or fade into the environment. For example, one of the main characters, Kersh, wears an abundance of blue and I certainly don’t want him to become some sort of chameleon next to a waterfront. I’ve put both Dragon Quest V and Final Fantasy Mystic Quest (and some Terranigma) to study in order to get a better idea of my dos and don’ts for the purpose of maintaining a “classic” feeling without subjecting the player to visual noise. Terranigma is such a pretty game, though. I don’t want to set my goals too high now!

#4) I have had to remind myself to focus on the graphics that would be displayed during the gameplay demo. For instance, one of the main characters, Gogi, would not appear until 1-2 chapters after the intro sequence. As excited as I am to develop that character, I have to remind myself that no one is ever going to see him really until a demo is officially released many months from now. On the other hand, I will need to develop sprites for the main character’s family. It has made me realize why SNES/NES RPG developers seemed to copy and paste sprites and just change the coloring so that they could call it a different person. The idea of creating individual sprites for every remotely significant character is daunting at best.

#5) The reason I don’t have a screenshot to share of any of this progress today is in part due to my frustration with not being able to adjust the size of the battle background image. I went to the trouble of making a ridiculously over simplified forest battle background and a hilarious “mad wood” mockup (a two color tree stump, ha), and inserted the aforementioned skill icon into the battle scheme…yet the background image has this disturbing black bar at the bottom because RMXP doesn’t like the fact that I made the battle menus smaller than it planned on. A) I’m not sure how to fix it, but rest assured I’m trying and B) I realize how ironic it is that even when my sketch artwork is rivaled only by 4-year old finger paintings and that I’m self-conscious about a 32×480 black bar that bisects my battle menu.

It’s my party and I’ll cry if I want to. That’s all I’m saying.

Burnout Prevention in Game Design?

In my last post, I mentioned that my endeavor to beat Dragon Quest V by the end of the month was cut short by burnout. I will now here tell my story and what I learned from that experience.

At some point in the game, your main party can be joined by monsters that you fight- not by all monsters that you fight, but rather by some. If you want to be joined by a certain monster, you A) need to know which monster you want to join you, B) go through the requisite steps to get there (which include being at the right level and fighting that enemy at least a certain number of times) and finally C) luck- you need a great deal of luck.

My dilemma arose where I wanted to be joined by a particular monster, but despite being at the proper level and having fought the enemy a bazillion times, it would not join my party. As a result of this maddening Pokemon-like episode, my party became so experienced that after I decided to give up on the quest for this monster’s affection, I was so leveled up that I went through the following dungeon exercise practically unopposed.

This made me wonder about a few things. For one, I know that the Dragon Quest series is known for its focus on grinding if the player ever wants to make any real progress in the games. But what struck me about this experience is that, A) the bestiary in DQV is quite diverse and B) perhaps either incidentally or purposefully, the monster collecting process acts as a psychological shield for a process that is normally only seen as an excuse to rack up experience or gold (or as seen in modern RPGs, for rare item drops).

On a similar note, I remember when I was younger, collecting Beanie Babies was pretty popular (tiny collectable, bean-stuffed toys that were given cutesy names). When you stop to think about it, the difference between collecting Beanie Babies and stamps is purely psychological…

To drive this point home, I should say that collecting stamps and Beanie Babies, as with collecting monsters in DQV, is optional. You can win at life without collecting things and you can conceivably beat DQV without investing in any monsters. “All things in moderation,” they say. In the case of my most recent gaming experience, I must say that the forces of moderation were not present; the disincentives for over-leveling were not strong enough and those disincentives that were present were easily overpowered by the side quest.

That is a dangerous combination of factors. Side quests ought to be fun and incidentally make the game easier for the player in the short term, but with certain limits. I would have never set out to get that monster to join my team in DQV had I have known I was going to become so powerful that the game would not even be challenging. To move on and say to myself, “Well, if I just keep going through the game without trying to get much stronger, I’m sure it’ll get more reasonably difficult,” the next time I encounter a side quest, I will say, “Hey, if I spend too much time or effort trying to complete this side quest, the game will lose its shine.” This mentality destroys any incentive to attempt to get better, a real serious enthusiasm handicap.

To be fair, I played about 2/3 of the way through DQV when I was in high school and enjoyed it greatly. I enjoyed what I have replayed so far; however, one of the shortcomings that was exposed during my most recent experience was that if my patience withstood the task, I could make the game way too easy way too quickly.

As far as what this has brought to light for the Snitsa-Grezit development process, I have decided to limit experience gained from battles to 1-point-per-enemy (except for significant battles); however, experience will be awarded through complete quests and story line features. Enemies will drop items that are necessary for the completion of these quests and those quests can only be completed once, so at some point in the game grinding will NOT inflate experience. Furthermore, it’ll mean that the player must engage every NPC to the maximum extent so that they can attain the most experience possible.

The economy of the game will have a similar structure: only enemies who could conceivably hold gold will drop gold; those items that they drop that are sellable can be sold for gold. I realize that engaging the player through a bartering system is threateningly realistic for an RPG, but it is this human quality that I feel will prevent A) the exploitation of the system by the player and B) the grinding that the party does will have tangible, limited, but purposeful quality. What I mean here is that if a player sets out to collect deer skins, he or she will have to fight a certain number of deer- this is the player’s choice: if they want to do so, they don’t risk an abundance of strength or money as a result and therefore are doing so strictly for the merits of the quest.

I realize that this could turn off a lot of traditional gamers who are used to having to level up to get anything and everything they want out of a game. At this point, I am willing to risk their disapproval at least in the short term- I am confident that I can design a game that promotes exploration without exploitation, and retooling traditional experience/gold acquisition, I believe, is one of many ways to accomplish that goal. Expect another update by Sunday on the progress of the graphics development!

Snitsa-Grezit update!

I have spent a lot of time tweaking Snitsa-Grezit this weekend, including modifying battle menus, skill sets, the elemental system and how all of the above relates to the overall story. I have all but given up on the idea that a playable demo can be released by March; however, I do want to at least have a video gameplay demo by that time. What that means, though, is that I’m going to have to hard transition into making tiles and sprites over the next two months…

On a related note, I am no more than 10 hours into DQV and have sorta burned out. I know why I burned out and I’m going to have to make sure S-G doesn’t run players into the same snag. I hope to pick up the game again sometime this week, at which point I’ll go into more detail about why I decided to put the game down for a while.

Tips for writers

While I am not a writer, per se, in my previous entry on Snitsa-Grezit, I mentioned that I would be spending some devoted time to the story line of that game (which I have)- and even though I post here in this blog and even though I compose music, for some reason it hadn’t dawned on me until I read this article that if I am at all to be successful in my endeavors, I am going to have to learn to accept and overcome some of the same challenges a professional writer. Someone recently shared with me a link to an article (which contains a bit of profanity, I might add) that tackles 25 of those hurdles, which I feel compelled to share here as well:

25 Things Writers Should Stop Doing

On a side note, I recently started playing Dragon Quest V (SNES), thinking maybe if I put an hour or two into that each day, I’ll have it finished by the end of the month. I played maybe 2/3 of the way through the game in high school, but stopped for reasons I cannot recall. As far as SNES RPGs go, it’s pretty “classic,” which was/is ostensibly the style I was shooting for with Snitsa-Grezit- I’m picking up a lot of ‘do’s and ‘don’t's from the experience, especially in terms of graphics and story line. There’s much to appreciate about a game with a good storyline; also much to hate about a game that forces the player through a ton of unnecessary dialog. I’ve got to make sure I don’t cross that line!

Nanowrimo

This past week and especially this weekend have turned into a period of serious reflection on my life, what I want to do, and how I want to do it. The resulting revelations have given me great pause, especially in regards to the Snitsa-Grezit project, which is not to say that I have reconsidered the project totally- if I could put this into perspective with an analogy, I would say that someone who has devoted a great deal of time and energy to studying water tables ought to have a pretty clear idea of whether he’s above or below ground and peering into or fully encompassed by some body of water. This does not mean that either one of those perspectives is good or bad, but rather that not realizing the important difference invites failure to the process.

On a much related note, the month of November is National Novel Writing Month (aka Nanowrimo). Earlier in the year, I had considered participating in this world-wide event; however, November has turned out to be unpromisingly difficult and time-restrained. What I have decided to do instead is to devote a considerable amount of time to writing out the script for Snitsa-Grezit. I think that taking this chunk of time to devote strictly to story line elements would be wise. I am torn over how much of the story to ultimately share before the demo is actually released, but as the month goes on, I will of course have settled on a much more firm decision on the matter…!

Serval, the wandering mask

I was recently inspired to include in the main cast of characters for Snitsa-Grezit an illusionist of sorts who goes by, “Serval.” He sports a cat mask, but it is not altogether obvious whether this is more of an expression or repression of himself. His mastery of magic skills will allow the party to sneak into places once unreachable and unknowingly get into situations once kept at a safe distance. In my mind, I see the character as somewhat chaotic neutral, like a cross between Shadow and Gogo from Final Fantasy VI, but much more “intense.” Over the course of the game, individual members of the party will get to see different sides of Serval, but none will ever get to see what he’s hiding behind that mask…

As far as the demo is concerned, I am not sure that we will have any more than a slight cameo for Serval (not joining the party, not even sure he’ll have a speaking role); however, he will be popping up in odd places around the game, in a coincidental way like Neko from Secret of Mana. I quite like the idea of the party getting to know someone they’ll never really know. Makes you question how much of our own narrative we invent for our own friends, etc. Furthermore, there is an intense power that comes with that misunderstanding, so while Serval won’t be spending a lot of time in the party and fighting in battles, he will have a profound impact on the story line, even if that story line is ultimately carried out by the party and the things that stand in their way.

So there you have it, a brief introduction for the master of illusions, the peculiar facilitator, Serval, the wandering mask.

Colors (and other graphics details)

I chose this particular layout/theme for my blog here because it’s pretty easy on the eyes. Just before posting this, I inverted the color scheme and aside from the bright, light blue links, I think that would work well too. The point, though, is that I like to keep it simple. I am not a simple person and my life isn’t simple; I would like at least my blog to stand above that chaos. Likewise, I am struggling to find a proper balance of simplicity and detail in Snitsa-Grezit.

My original intent was to recapture the sort of “classic” SNES RPG feel, which to some extent I’m sure I’ll be able to do. However, one snag I’m running into is that what seem to look awesome while the game is in windowed view looks like shit when it is blown up to full screen and vice versa. So, that being said, I’m going to have to work even harder to make sure that the game retains a proper detailed/simple balance both in windowed and full screened states.

On a similar vein, I’ve been watching play throughs of various games, looking for dos and don’ts. So far I’ve gone back over speedruns of Final Fantasy Mystic Quest (which I have been fond of since a child, in spite of how horrible it may be) & Shadow of the Colossus. FFMQ more so for battle system (there are elements that I find super and others that clearly slow the whole game down too much); SotC more for graphics ideas. I’m about 30 mins into a longplay of Legend of Zelda – Link’s Awakening DX. The extent to which any of these games or these element will be a direct influence on the game’s graphics or gameplay is uncertain at this point; however among all of them in perhaps less than obvious ways is an undercurrent of simplicity (eg, in SotC, the landscapes are beautiful, but have an abundance of what I would call “shadow tones”- lots of greys, dark greens, browns, weak purples, mixed with bright yellows- the variety of colors is lacking, but you really would never notice because of how beautifully they’re worked into the game). I would like to be able to channel some of that functional simplicity into this game. I look forward to the day when I can produce screenshots of what I mean by this.

Also on a side note about “classic” RPGs: I managed to move the orientation of the RMXP status menu to the right instead of the left. I think nearly every RPG I played as a kid had menus on the right, not on the left. If there will be one thing that helps set Snitsa-Grezit apart from the majority of RMXP RPGs, it’ll be that the menu is on the proper side of the screen!

“A RPG Maker game that doesn’t suck”

Many years ago, I joined the forums at a now well-known MIDI website, VGMusic.com. Nearly a decade ago, many of its members were involved in a RPG Maker project that they called, “VGRPG”. Nearly anyone from the community who wanted a cameo in the game got put in there and the vast majority of the music was taken from the VGMusic archive. In other words, the official soundtrack of the game was shaping up to be a collection of MIDI recreations from other soundtracks.

I found this a bit odd, so I volunteered my music services and at some point or another actually led an effort (which included a handful of musicians that were and still are much more talented than myself) to create original tracks for this game to replace the unoriginal tracks. The end result was that the vast majority of the tracks used in the game were still unoriginal, that the game was never really completed, and that there was set in my mind this impression that RPG Maker games really couldn’t excel. There seemed to be something fundamentally unsuccessful about that game engine, despite bearing all of the “essentials” that a RPG designer could want (ha).

To be fair, Golden Adventure, a game that I’ve written a handful of tracks for, is a RPG Maker game and it is a good start for only having been released as a demo (and hopefully when Brett finds the time to work on it, I’ll also have the time to write more for his project!). His project isn’t bad nor are a handful of other games that I’ve tested. What I’m about to say, however, is a statement that encompasses most of RPG Maker-dom and my understanding is that most designers and players know this much to be true: most RPG Maker games SUCK. Not kinda sorta suck. Most RPG Maker games are typically regarded as vacuum cleaners the size of Venus: not only do they suck, but it’s hard to argue that they’re supposed to do anything else.

So my experiences with RPG Maker, both good and bad, have challenged me to create Snitsa-Grezit with RPG Maker (specifically RMXP). After a handful of months working on this, I have come to understand that even some of the more terrible RPG Maker games must have had hours and hours of work put behind them, and that at least I must respect. That being said, I am trying to make sure that Snitsa-Grezit has all original graphics, music, & sound effects. Furthermore, I am trying to make sure that the game doesn’t reek of the hundreds of RPG Maker games out there, which means having to become intimate with game scripts, planning, and editing them in meaningful ways…

As time goes on here I will be posting more notes on these modifications (such as what I’ve tried to do with the battle system to make it both more “classic,” but also unique)…!