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The original vision of

CURRENTLY IN THE PROCESS OF BEING REWORKED BACK TO ITS ORIGINAL CONCEPTION. EVERYTHING FOLLOWING THIS NOTE IS NO LONGER THE GAMES DIRECTION, AS IT WAS NEVER THE ORIGINAL VISION. EVERYTHING FOLLOWING WAS OVERBLOWN FROM THE ORIGINAL VISION TO THE POINT WHERE THE CONCEPT BECAME TOO SERIOUS. WHIMSY WAS THE MAIN GOAL OF THIS GAME VISION WISE.


PLOT(WIP)

You play as "SATURN", Summoned to defeat the masked Phantasm and it's monsters in this Diablo-Like, bullet-hell styled adventure game.

The game will mostly rely on environmental puzzles to defeat bosses.

WHAT IS COMPLETED

  • Base Game Mechanics(Basic Gameplay)

    • Eight Directional Movement
    • Bullet-Hell Style Bullet Spawning
    • Shooter Mechanics "Player/Enemies"(Ability To Shoot Damage Dealing Bullets)
    • Free Movement(Non-Grid)
    • Dialogue System
    • Player Transformation
  • Character Models/Sprite Work
  • Prototype Maps(Measure and plan Layout of actual map design)

WHAT IS BEING WORKED ON CURRENTLY

  • Extensive Character Animations
  • Extensive Gameplay Work
  • Story
  • Level Design
  • Map Shift Mechanic
  • Soundtrack
  • Key Imagery Design

SOME BEHIND THE SCENES STUFF

I have been trying for over a decade to actually create something serious with RPG Maker. The workflow, using the engine was always so rigid; as an artist, trying to wrap my mind around making a tileset still bugs me, but I have finally taken the time to understand how "I" personally could have worked with RPG Maker. Being that I am not that bright, it took a decade for me to understand the concept of parallax mapping... That's pretty much what I wanted to do from the start. So with new found confidence and knowledge in both Blender and RPG Maker, I am going to try to make RPG Maker MV an Integral part of my game development pipeline, and This game will be the first out of the gate.

It's a pretty modest production, but one I'm comfortable with. The game is planned to be small, but I'm not great with plans(In a positive manner).

WHEN WILL IT BE DONE?

The typical time frame I can give, if any for its completion, is about four to five months give or take; that is based on my past projects, having been waaay more complicated. That is just an estimate though, I tend to put a lot of care into what I do once I land on a Prototype that speaks to me, and you can never really say with this stuff to be honest, being that production always evolves the more you develop... sooo eh; but I will be as open and communicative as anyone who is interested wants me to be about this. So, feel free to shoot me messages about this project, I would be more than happy to talk about it.

HOW MUCH WILL IT COST ON RELEASE

There is no price at the moment, but it will have a price on release... I'm thinking pretty cheap.

HOW FREQUENTLY WILL YOU POST UPDATES?

So, I love to let anyone whos interested know how the project is going... typically I keep my development private out of fear of just... no one being interested; but I do occasionally take steps away from that... like this for instance. In cases like this, I do it to post frequently being that this is a project's development I have confidence in.

In short... Very often, at most twice a day or two, never less than once a week.
An easy way to follow development is to check out my Instagram.

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1-23 Progress

News

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Super happy with the #optimization of these #game #mechanics hopefully will b done with this one specific thing soon so I can move on to actually #leveldesign 🤗🤗🤗

Finally Landed on an Art Direction for the Cutscenes :3

Finally Landed on an Art Direction for the Cutscenes :3

News

So, after a long day of experimenting with model optimization and shader styles, I finally landed on an Art style for the cutscenes that is fully supported...

Progress Status(Jan-15)

Progress Status(Jan-15)

News

The first "Progress Report"; -All Base mechanics are done as well as environmental hazard Scripts. -All Gameplay player animations are completed(There...

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