Hello, I'm the developer of Ruins of Rydos. I've worked in the Game Industry for about three years now as a Quality Assurance Analyst. Projects I've worked on: Disney Think Fast! (PS2, Wii) (US/Europe) // HSM Sing It! (PS2, PC) (US/Europe) // Hannah Montana The Movie Game (Wii) (US) // G-Force (PSP) (US/Europe) // Disney Sing It! Pop Hits (Wii) (US) // God of War: Collection (PS3) (US/Japan/Europe) // God of War 3 (PS3) (US) // Toy Story 3 (XB360, PS3) (US/Europe) // Epic Mickey (Wii) (US) // Uncharted 3: Drake's Deception (PS3) (Multiplayer) (US)
Posted by reynardfrost on Aug 7th, 2012
So yesterday I spent a majority of the day creating new armor and weapons for each character (as the old amount wouldn't cut it for the full game). This entailed with creating new names, descriptions, prices, and stats for each individual item (about 5 of each per character). Needless to say it took many tries (mostly due to the math) until I got a formula that worked. However, I went to bed fulfilled knowing that there are now enough equipment upgrades to last the entire game (and to handle the powerful enemies the player will face). It was an interesting experience, figuring out a pattern to rise the prices in increments that fit a certain flow. Finding the pattern for the earlier prices and applying that same pattern to the later prices.
The day before that, I had completed the dungeon layout of one of the floors including some unmentioned challenges (which I'll keep a secret for now). With the layouts improved and a good example set, I can now go to subsequent floors and apply these changes much faster.
Today, I'll be working on completing the story events that lead up to the player entering the dungeon proper. They're looking pretty good thus far, a decent amount of choices so far, and writing the dialogue is ending up being a bit of fun. The different reactions that Gerald or Brenda make (depending on how you're playing) are interesting to make (and hopefully will be interesting to see while playing). While the concept of having one character with a gender swap available (a la Shepard) worked for NaGaDeMo, for the full game I really want to have the two options stand out on their own to encourage multiple playthroughs. How far apart the two choices will branch the story remains to be seen, but I'm confident in my ability to make it an entertaining experience. Once all that is complete I'll have the choice of adding additional story content to the intro area or just dive in and start fleshing out the dungeons. The latter is looking more likely, but I'll cross that bridge when I come to it.
As always, if you have any questions, comments, or otherwise, feel free to comment below!