Warning: the following post is not a development update. But I had wanted to share how I got into gamedev stuff for a very long time (and when I say that I actually mean since I started this blog!), and today is that day. Read on if you're curious or close the tab if this kinda stuff just bores you, 'cause this one's gonna be wordy!
Welp, it's been a while again. So after half a year I have made up my mind in regards to Project Parfait. I will finish it in its current incarnation, no matter how long it will take. One of the many reasons why I put it on hiatus were some issues concerning the creator of the graphic's private antics. Looking back, that was fairly dumb, since there's always a huge difference between what a person creates and what a person does behind (semi-)closed doors.
Anyhow, while these last couple months haven't been the most productive ones, I did make some progress on the game, mainly in mapping out some new areas! And since that's likely all you wanna see, have some screenies.
Not much more to say for now. See you in another seven months!
Welp, it's time for a new year, so what better way to start it than to share some bad news! The tl;dr version will be at the bottom, but I'd like to take the time and explain a couple things and talk about the future of my projects. Here's a timeline of things that happened:
Tl;dr: no gamedev from me in the near future.
Oh, and before I forget:
Happy new year 2018 to everyone! I hope it'll be the greatest one yet!
Now that work on the contest project has wrapped I was finally able to work on Parfait juuust a little bit more. I haven't really talked about the game's story yet, so I'm gonna do that right now.
When you start up the game, you get to choose between three different prologues which you can play in any order. They all take place at the same time and eventually lead into the main story.
The Clerk is a highly indepted young man trying and failing to run a shop. He then learns that the hot new thing on the market are ultra-rare gemstones which can only be found by spelunking. So naturally he grabs his pickaxe and starts getting serious. This chapter is mainly about dungeon diving.
The Inventor's prologue is about a (real shocker incoming) wandering inventor who gets kicked out of the town she's currently staying in due to blowing up the major's house. This chapter is less about fighting and more about puzzle solving.
Finally, there's the Healer's chapter which is about a man having to escape his hometown due to reasons I won't reveal just yet. This chapter will be mostly about stealth.
There's more to it all, obviously, but that's all I'm gonna share for now. If I can keep up the current pace I might very well be able to release the demo, which contains all three prologues, before the end of the year... but we'll see about that. Been busy with the mapping for now. Have a sneak peek of an unfinished map!
Obviously needs more bells and whistles, but the ground work is there. And that's all I have to show today. Catch you all next time!
I guess you could say I'm kind of a ninja dev. It wasn't like this when I started this blog, but nowadays I just prefer to work on my projects in the shaaadows! But worry not, because I bear great news:
I MANAGED TO GET SOMETHING DONE!!!
My incredible partner Zeigfried_McBacon and I entered the IGMC 2017. And we actually completed a short game! It's called Lakeholt's Dragon and has gameplay similar to Legend of Zelda. It's about an hour in length and definitely on the goofy side of things. More details and a download will be provided as soon as the evaluation is complete.
Development on Project Parfait has been somewhat slow due to abovementioned contest, but will resume shortly. One of the problems I encountered was the font choice. I had found one I liked, mind you, but it was rather unpopular with players who (rightfully) identified it as too fancy to read all the time.
I looked literally all over the internet for a good replacement, but most of the pixel fonts I found ended up looking like poop above 18p or had weird spacing issues. After something like four months, I stumbled onto a new font by complete chance, and instantly fell in love with it. This is what it looks like now:
This gorgeous typeface is called Romulus and was created by the amazing Pix3M on deviantart. So yeah, that's one thing finally off the table. I'll post more details about Parfait in the coming days, so stay tuned!
Oookay, I won't beat around the bush here: I got lazy again. Or rather, after having worked on Project Parfait for a while I suddenly didn't like the build anymore!
Sooo everything has been redone from scratch. Again. So here I am, reassuring everybody that this time the project will be completed. And it's actually very likely this time around: development has been going smooth, 75% of the database stuff is finished and this time I have a plot that (hopefully) doesn't suck.
This particular incarnation of the project has been in development since November 2016 and I hope to have it completed by the end of the year. More will be revealed in the following days, so I'll just leave you with this:
Any and all feedback and improvement suggestions are welcome! If possible as a YouTube comment since this site suffers from a constant spam barrage.
Happy new year peoples! Even if it's the 24th already. After all the festivities were over I did work on more stuff for the game. I actually finished two dungeons! Well, finished one and streamlined another to be precise, but who's gonna care?
First is Deuil Forest, a story dungeon where semi-important stuff happens. Maybe. Anybody who knows me also knows that I'm pretty bad when it comes to mapping, but I've been practicing a lot recently and I do think that my maps have improved compared to my past projects. This dungeon has a bit of elevation, something that was supposed to features in Disillusioned Strategies long ago.
Second is Deuil Mine, an optional dungeon where you can get your first monster party member. The place was originally much bigger and more open, but I decided to redo most of it to reduce the navigation tedium.
And yeah for now I'm trying to focus on one update per month. It's not optimal but still better than only updating once or twice a year.
Well, later peeps!
Whoah what? Two monthly updates in a row?! Yeah, I'm trying. Promise. You all know I'm lazy.
Nevertheless, progress has been made! I finally found a simpler way to keep the slick design of the custom menu, lovingly provided by a SkyDX!
It's even got particles. Particles! Also, now that the main cast's stats have been finished, I experimented a 'lil bit. The following is the result:
Reeecruuuitable mooonsters! I had the spritesheets finished, so might as well. Monsters will even have their own unique magic and limit skills! When and how to recruit these critters is classified for now! (Because I don't know yet.)
Daaayum I'm lovin' this new menu. *COUGH* Um anyways, yeah. Working on this game is still a lot of fun! I'm probably not quuuuite gonna make that 2015 release, but maybe we'll have something playable before the new year after all. Maybe. I mean, this blog has been going on for over five years and there has been pretty much nothing playable. Meep.
Progress has indeed been made! Although it's mainly concerning the database. Stuff I finished so far:
You should know this by now: I never manage to update regularly. But I haven't been lazy! Get ready for another presentation video.
This footage mainly exists to prove that development is still going on. As a rule of thumb, whenever a developer starts updating infrequently and only says stuff like "the game is still coming" without any visual evidence, you can be sure that it's dead and that the formal cancellation is coming soon.
...But I digress. A couple things shown in the video that still need adjustment:
Merci beacoup for reading this blog♥
A cool Japanese artist
Hayate no Gotoku! Dream Apocalypse