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I am a gamer, an artist and a hobbyist video game designer. When I'm not doodling one resource or another, I love to read books, make paper crafts (cards) and bake yummy goodies.
Showing posts with label Twice Upon A Hero. Show all posts
Showing posts with label Twice Upon A Hero. Show all posts

Friday, April 25, 2014

VX/XP Characters (NPCs 1)

Wow, it's been ages since I updated...

One of the last things I did for TUAH before I got super busy is to start converting NPCs into a mix of VX-Ace and RMXP. Basically, I took the VX-Ace heads and stuck them on RMXP bodies. I do like very much how it turned out, and I'd like to eventually have a huge converted database, but it might be a while before that happens.

I figured I'd share a few of the sprite sheets anyway, just in case they're useful to someone out there.

Terms of Use:
Free for use in non-commercial games made with RPG Maker products.
Please note that you must own both RMXP and RMVX-Ace in order to legally use these sprites.
Do not repost/redistribute! Link to this blog post instead.
Credits: Lunarea; Enterbrain


 Young Adult Female

Young Adult Male

Senior Female

Adult Male

 Female Child 1

Female Child 2

Enjoy, and let me know what you think. I can post a few more when I find a free moment. :)

Wednesday, April 10, 2013

Party Sprites

I've been working on more party sprites. I'd like to finish them in the next week (or so), and then move onto the NPCs.

Claudia's new sprite

Cordelia's new sprite

Other small tidbits that got done:
- Got the graphics for some enemies for the beginning area. Nothing huge, as Thalzon's battlers are incredible by themselves, but a few little touches to make them a bit more unique.
- Started conceptualizing the puzzle for the beginning area. It's an ice zone, so I'm trying to decide between a slider puzzle (player or objects) and lighting torches.
- Finished conceptualizing the first mini-game - complete with how it will be evented (in theory anyway).

And that's all for this update! 

Friday, April 5, 2013

Features and Portraits

Robin asked about the features that I've cut from Twice Upon a Hero. It's a somewhat lengthy list, thus another blog post was in order. I also want to take a moment to post the ideas that I decided to keep, so the two can be compared.

Ideas/Features that were cut:
1) Tournament
 Originally, at the beginning of chapter 3, Alistair and co. find themselves as prisoners in a pirate town. They are forced to compete in a tournament, gladiator-style. That particular tournament is rigged and basically a long quest chain rather than an actual tournament. Several people liked the idea of competing, however, and I'd planned to make a real tournament (prizes and all) for it later in the game.
However, outside Alistair's ultimate weapon, there was nothing significant to be gained from the tournament. It was a completely optional section of the game that would have involved heavy eventing, balancing and testing. With a lot of time and feedback, I probably would have managed to make it interesting enough for the player. In the end, however, I decided it was not worth delaying the game completion for.

2) Field Skills
This was probably the toughest feature to cut, as I love the idea of using skills to interact with the environment. Originally, I was going to use field skills for things like reaching chests on high ledges, opening up shortcuts between areas or skipping certain puzzles. Two problems arose. The first was that having field skills sometimes forced the player to have a specific party members with them. Those party members may not have been as useful in the rest of the area (i.e. battles). To make things easier, I also planned on having key items that accomplished the same skills as the characters.
The second problem was that these skill places involved creating custom character poses, as well as creating somewhat elaborate movement and effect mini cut-scenes. Given how much graphical and eventing work already has to be done, I did not want to add even more.
So, I removed the idea of field skills, but kept the special key items. The environment will still play a role, but the player has more freedom with the party make-up.

3) Crafting System
The crafting system was predominantly done for upgrading equipment and for creating some potions via alchemy. Sam is an alchemist, so it made sense story-wise to give him a laboratory. However, Sam doesn't join until a little later in the game- by which point the player has received a ton of potions and money that can be spent on potions, on top of having characters that can heal. After working out the equipment and the items for the database, I realized that there really isn't a big number of items that would need to be crafted.
Instead, there will be side-quests that upgrade equipment or reward the player with consumables.

4) Party Camp
Specific spots on the map would allow the player to teleport to a camp where the party members are. You could talk to party members and give them gifts - basically, a way to further the idea of relationships.
Player can do the same thing in the base, however, as well as in towns where the party is split up. So, the party camp idea was removed for redundancy.

5) Trade Market
I had the neat idea to have trade markets instead of regular shop. The player would basically trade certain items (ex. random monster loot) for useful consumables or even equipment upgrades. While it's a fun idea, my major concerns were that it would either not be used or that the player would feel like they have to grind to get certain items.
I've gone back to regular shops, where the player can choose when and how to spend money. I will still have at least one side quests that will have the player trading items, but it will be optional.

6) Extra Languages/Currency
There are actually several different cultures in Caeta, so I wanted to add a touch of realism by giving them various languages and currencies. It would have been something akin to the Al Bhed language in Final Fantasy - over time, the text would be translated as the player gets dictionaries, etc. The currencies would operate via currency exchange. The player would go to the bank in a new area and exchange their money for the local currency - with some variation for the exchange rate, etc. The local merchants would only sell items if the player had enough of the local currency.
Although the idea was very fun, it would become a hassle to have to switch currency on various continents (especially in quests that carry over several areas). Given the nature of the plot, the player would have also occasionally found themselves with money they can't spend.
The language required a script that I was not able to make work. I thought about doing it via eventing, but the event would have been complicated and I'm not sure that the player would have enjoyed the idea enough to justify spending extra time on it. Instead, there will be other languages peppered in the regular chatter and a translator will be provided for areas that do not speak the party's language.

7) Training Dojos
Nic's skills revolved around animals and animal forms. Originally, the plan was to have her visit various dojos around the world where masters would teach her animal forms- mainly via a puzzle section and a boss battle.
The problem with this idea is that Nic was the only character that had to train like this, and that these dojos were entirely optional. The rest of the party learned through levels or through equipment. I was worried that having a completely different way to acquire skills would be too much work for some players and that they'd end up not using Nic - which is definitely not something I'd want to see.
Instead, Nic is going to be learning all skills the same way others do, and the dojo idea is getting tossed into a different project.

Ideas/Features that were kept:
1) Party Relationship System
I kept it because it allows for more characterization, for a more individual play-through (and possibly adds a touch of replayability) and because it's the simplest way to create multiple endings. It's also one feature that was consistently praised and enjoyed by players.

2) Home Base/Lab
In the later half of the game, this becomes the major quest hub. Most of the quests that further the story will start and end there. It will also be the place to change party members, talk to party members (and give them gifts), upgrade equipment and shop. I'm hoping to have it be an evolving place that is decorated over time.

3) CTN (teleport system)
There is a long quest chain involved in unlocking and maintaining this system, but it will allow the player to quickly get from one place to another - and it will be usable from virtually anywhere. Since I don't have a conventional world map, it's an excellent way to avoid having to run through maps multiple times to get somewhere.

4) Artifact Museum
Completely optional area where the player can display treasures, trophies and other artifacts. The main purpose of the museum will be to have all historical and religious tidbits in one place. Though I'm planning to add a lot of information via NPC dialogue and bookshelves, I wanted to have a central place where the player can learn more about the world and past events. Time permitting, I may also have a kind of video-viewer that shows past cutscenes.


And, lastly, several of you wanted to see the party portraits. Here we are:
(From left to right: Cordelia, Claudia, Penelope and Nic)
(From left to right: Alistair, Sam, Ian and Ruben)

And there you have it! Phew, thanks for reading this giant wall of text.

Thursday, April 4, 2013

Work~



I've been driving myself insane with going back and forth on the graphical style. I'm still very much torn between wanting completely custom sprites and making life easier for myself by reusing RTP. The sprite you see above is my latest effort, and I think I'm just going to stick with it. It's a combination of my custom template and XP RTP with some heavy editing.

I think it looks unique enough to be memorable, but I'm not going to be spending the next 5 years making all the sprites I need for the game. It also has the added benefit of looking exactly like the portrait and the faceset.

Other than that, I've finished the last and final versions for all party portraits, as well as all the emotion facesets for the girls. Still need to finish the guys, but that shouldn't take too much time.

I've also gone through the game plan again and cut out some of the mechanics and features I was planning to incorporate. Though they would fit into the game well, they would take a lot of time to develop and implement - and they might not bring as much fun as I was thinking. The list of ideas is much smaller now, but definitely more manageable.

I've set a very loose release schedule for myself. I want to try and complete a portion of the revamp (first town and dungeon) by then and have a demo for everyone to play. It will be a lot of work, but I'm more motivated than ever.

Sunday, February 10, 2013

Download Link

I have added a new download link for chapters 1 and 2 of TUAH:
Click here
(you will need to be registered and signed into the official RM forums)

Note that this is still the VX version and that I'm in the process of remaking the project in Ace. It's still a couple hours worth of play, though, and I think it's pretty fun.

Other than that, this week's updates are being delayed slightly. It was a very busy work week. Also, I'm fighting some kind of flu or cold (or something). Trying to rest, but it's still pretty miserable ...

Sunday, February 3, 2013

Weekly Progress: Mapping

I've slowly started putting together a tileset for the inside of buildings in the starter town (Burgunda Port). It's still very much a work-in-progress, but it's getting there:
I've still got to change the floors (they're a bit too matchy) and the drawer handles on the cabinets.

I'm also finding it more difficult to reuse the old TUAH maps because the new sprite base is taller. Walking around on the old maps basically looks like walking around munchkin-land. It's not a huge change (a few pixels here, a few there), but it's enough to have me reconsider some of the maps I'd planned.

Other than that, I've made very little progress. It's been a busy week in other ways for me, and next update will also probably be somewhat brief as well. -_-

However, I hope to make it up with some extra resources soon. I've been working on a few fun things I think you'll like. :)

Sunday, January 27, 2013

Weekly Progress: Sprites

I've started spriting some characters. Instead of doing NPCs, I figured it would work better to start with the main characters.

So, after much time and several hand/wrist cramps, here are Alistair and Claudia:
 They now match their portraits/faces (Yay!).

The rest of the week was pretty much spent on some requests/commissions and work.


Not much of an update, but I'm pretty tired today.

Sunday, January 20, 2013

Weekly Progress - Details

As last week, the bulk of my work in TUAH has been on the database. I finally mostly finished the iconset - with the exception of the little NPC face icons that will be used for the quest interface.

Screenshot of the menu:
 As you can see, I have all kinds of fun little icons that make the standard VXAce menu seem more exciting.

Next week, I plan to get into spriting. I need to get started on making NPCs - as there's a giant variety of those in the game. I will post some NPC designs in the next update.

Sunday, January 13, 2013

Weekly Progress: Cast Changes

I finished Claudia's faceset and expressions last week. They turned out just fabulously, of course, and allowed me to make just the perfect expressions for her.

This week, I was all set to start spriting when it struck me that the rest of the cast now looked kind of shabby by comparison. I mean, Claudia gets a custom look and everyone else is just barely re-colored RTP.

And so, I spent a little time and redid the look of everyone else. It was a big move, and I was pretty nervous about the reaction. But I ran it by some friends first, and they were all supportive (thanks a bunch Ronove, Volrath and RavenTDA!). I decided I'm going through with it, and now I'm happily spriting away the new cast.

New Cordelia:
She has pretty curly hair, now. 
She's also a little older, because it was just way too creepy to write her as a romantic interest otherwise.

New Penelope:
That's actually how she looks in all my concept sketches, and stuff. But I didn't find a sprite or portrait that matched at the time.

New and much-hotter Alistair:
Long hair! *swoon*
Special thanks to Jalen, here, since I pretty much used her awesome Dominic portrait.

And lookie, young Alistair:
Can you believe this young little guy saved the world?

The rest of the time has been spent organizing the database (will it ever be done?!? ;_;), making some awesome new icons and working on the inner tavern map.


Tuesday, January 8, 2013

Title Woes

Working on the title screen, not sure which version I like best.

Version 1: Mostly bits and pieces from the RTP.

Version 2: Mostly custom with RTP sword and an "old page" textured background. Also, dragons. Not that there are any dragons in the game, really. They just look cool.
Version 3: Sparkles. 'cause sparkles...
  

At the moment, I'm leaning toward 3. But that might change in the morning. >_>


----
Edit:
After taking in all suggestions and opinions, I've come up with a final version:

Sunday, January 6, 2013

Weekly Progress: Mapping and Expressions

Though I just updated on Wednesday, I'm trying to go back to my regular updating schedule.

Despite being busy, this week has been pretty productive for TUAH.

The first thing that was completed is Claudia's new faceset and expressions:
She is back to her quirky, sarcastic and flirty self. Yay!

The second thing that's been completed is yet another revamp of Burgunda Post:

I was not entirely happy with the previous version. In re-scaling for the taller custom sprites, I found that the town lost a lot of its charm and purpose. So, the town has been remapped to have more of a log-cabin look - which is much more true to the town's purpose than the previous map.

And the third thing that's been done is reworking and restructuring the town to actually include the gameplay features that the player should really see from the very beginning. So, the following changes have been made:
- You will be able to actually shop in various shops. This is a change from my original "you shall unlock special shops later on" sort of deal that TUAH's had thus far.
- Added a blacksmith shop where you can get quests for weapon upgrades. There will be one of those in most towns, as I don't want to make constant backtracking into an obligation.
- The magic shop will have a fortune teller that will tell you your relationship with various party members as well as your personality traits (which have also been revamped).
- You will actually be able to complete two side-quests in the town or immediate vicinity. I think it was too confusing to get quests that you can't even turn in until much later.

And that's the gist of my week!

Wednesday, January 2, 2013

Back to work

Now that the holidays are over, I'm slowly getting back into the development groove. Despite having a few very busy weeks, I managed to squeeze in a few free moments to do some work on TUAH.

What I've done:
- Created a concept map for one of the temples:
 Special thanks to PandaMaru for creating the awesome logo.
There's still things that need to be changed about it, such as the water flowing on the two towers. That part will have to be drawn from scratch, however, as I can't really edit it from the RTP. Or maybe I'm just going about it the wrong way. In any case, that temple should be pretty fun to explore.
- Changed the iconset.
It doesn't sound like much, but there were a good 40 places that needed to be reconfigured and re-updated. I've still got to reconfigure a couple more scripts that use icons. I will not be changing the iconset again, trust me.
- Started converting some RTP sprites to the new template:
They look much better in comparison, I think. And they make the RTP look that much more squished.
- Finalized the concepts for all the playable characters, readjusted their back story and started databasing the skills and weapons.
- Went through the game script again, just to make sure it's the final version that I will not deviate from. Also decided that even if an amazing new maker comes out that practically makes the game for me, I will not be switching engines again.
- I may have also spent a fair amount of time whining about how much work it is to port everything over to Ace and redo stuff like the database. I hate databasing with a passion.

And to kill two birds with one stone, here is Thursday's resource release:
I can't recall what I originally created this door for, but it looks a bit like it belongs in the Wild West or something. In any case .... Enjoy! And please don't forget to credit me.

Terms: Free for non-commercial use in any RPG Maker program.
Do not repost/redistribute! Link to this blog post instead.
Credits: Lunarea

Sunday, December 2, 2012

Week 6

The holidays are slowly creeping up on us and the free time I have to work on my project(s) is going to be severely limited. I've also got a couple of resource sets I really ought to finish before too long, and they'll be taking priority in the weeks to come.

Still, there's a few things I can update with this week:
The first is that I've gone back to the RTP - with some modifications. Despite the fact that I love RMXP RTP, the style is just too different. I could have modified the XP RTP to work better with the rest of the painted tiles, but it was a lot of work. In the end, I just decided to edit the Ace RTP. It's still going to be unique, but much more cohesive - and the cohesion is a huge must.

Other than that map, I've done a little work on the database and customized a few monster graphic. I have a super cool ice spider and a couple of imps that should make interesting enemies.

Next week, I want to finish Claudia's portrait/faceset and get more of the sprites done. Ideally, I want the entire party done before the end of the month. Even with an otherwise busy schedule, I should be able to meet that goal.

Saturday, November 24, 2012

Progress: Week 5

A holiday week means not a whole lot of game development got done. I've also been battling a pretty bad case of the flu, so things have slowed down to a crawl on pretty much all ends.

I started mapping a cave, but it will have to be remapped. I'm not the slightest bit happy with the results right now. I also have to fix up some tile pieces for the town and the mountain range map.

I've also decided to go with the custom sprite template, as I'll be making lots of sprites for it anyway. So, here's front-walking Alistair:
I've also finished one of the side views. The template is super easy to sprite on and I think it will give the game even more of a unique style (that hopefully makes it easier to remember).

And since I've decided on the custom style, I've got the opportunity to change some of the character designs slightly. I love Alistair just the way he is, but I wasn't 100% happy with some of the other ones.

This is Claudia as I used her in the early versions. It's basically RTP with a color change for the hair.
And this is how she could look (please note that the necklace was from one of Archeia's incredible portraits).

Sunday, November 18, 2012

Progress: Week 4

I've mostly been tackling the database this week. I know that there are some people who love doing database work, but I'm definitely not one of them. The good part of doing the database is that I can be better organized. The bad part is that it takes very very very long and my head starts hurting from all the number crunching. I'm very seriously considering hiring someone to help me with the database - or, at the very least, help me with the battles. So not looking forward to battles ...

Here's a more detailed list of what I've done thusfar:
- Lots of labeling: class names, weapons, item names/types, skill types, some extra states/buffs/debuffs
- Redesigned two of the characters' weapons, skills and background.
- Got the battler graphics set up for the battlers in the first area. Also worked on some of their skills and AI.
- Redesigned the intro (again). Not entirely happy with it yet, so it will probably go through at least one more change.
- Started on configuring the quests in the quest script.
- Got all the icons into the menu.
- Started mapping some extra areas.
- Worked on NPC graphics. I may try for some poses at some point, but I think that will be something I do much later, as it's not essential.

That's my week in a nutshell!

Oh, I also played around with another sprite style:
Alistair (travel clothes), Alistair (bartender) and Cordelia (travel clothes)

It's a very cute style and it would make the game that much more unique, but I'm not sure that it fits the seriousness of the themes enough.

For comparison sake, here's how the same characters look right now:
Alistair (bartender), Alistair (travel clothes) and Cordelia (travel clothes)
 I really have to pick just one style and stick with that. It's pretty hard! :(

Saturday, November 10, 2012

Weekly Progress - Week 3

Despite a rather busy work week, I actually managed to get quite a bit of progress done on TUAH.

  • I've modified the weapons two characters are using. It actually made a lot of sense, since their home locations have also been changed.
  • I've started working on the database. It's going to be a huge undertaking, but I figure that if I take it slow and let LaMia do the bulk of the work (I'm not lazy, I promise!), I can get it done soon enough.
  • I've messed around with the enemies in one of the early areas. There's a total of 7, including the area boss. Not too shabby for the first area you encounter.
  • I had an awesome dream and it spurred an idea to start the game with a (hopefully) fun mini-game of sorts. I think you'll enjoy it, anyway. I just hope I don't have to spend multiple hours troubleshooting it.
  • I've gone through the plot plan again and added a few more details. I'm going to aim for quality, rather than quantity. Some of the things I've taken out will probably appear in a sequel/prequel – should I decide to do one, anyway. If not, I'll definitely post a short story or two set in the same universe.
  • I've started some light mapping:

     This is the revamped and redone version of Burgunda Port, the starting town.
     This is a screenshot of Neva Mountains, the first explorable area in the game.

I've also started restructuring the religion in Caeta. Even in its earliest incarnation, Caeta was a polytheistic universe. There were many gods and goddesses, and each town (and village, and some other random locations) had a patron god/goddess. It wasn't always an obvious one, either. For example, Ahmiran is located in the desert. Normally, you'd expect them to worship the god of the sun (or equivalent). However, the patron goddess of Ahmiran was the goddess of plenty – i.e. fertility. Unlike most desert towns where water is a rare and precious comodity, Ahmiran had plentiful water from a nearby mountain spring. (And there was a big long quest associated with this).

And while I absolutely love this idea, the gods and goddesses of other towns weren't as impressive. So, I started thinking about how to change the mythology to make all gods/goddesses more pertinent. And I think I've come up with a solution.

Caeta remains a polytheistic land, but they only worship female goddesses. And goddesses are born from mortals who have met tragic ends. The stars took pity on them and made them a place among them in the night sky, giving them the divine powers to perform miracles.

The tragedy element of the mythology will be very interesting to explore. Some people will use it as a model (becoming martyrs in some ways), and others will use it as a cautionary story of what to avoid. And because of this tragic element, it will be easier to explore the themes of fanaticism – though I'm not telling how fanaticism will play a role in the story, or whether it will play a role at all.

Sunday, November 4, 2012

Weekly Progress: Week 2

Despite a pretty busy schedule, this week was very productive for Twice Upon a Hero:
- Reworked the game intro and first town.
The beginning of TUAH is supposed to teach you about the basics of the game, and yet it doesn't have any exploration, battles or puzzles until you get to the second location. So, that's been changed. The tasks of Burgunda Port will no longer be to just talk to a bunch of NPCs. It will be more exciting (and hopefully more fun).
- Made an amazing concept for one of the final locations.
I can't share what it is, but it's immensely cool. It will take a while to paint the tiles, but I think it will be worth the effort.
- Collected all the scripts I'll be using and started configuring them.
Redoing chapters 1 and 2 took forever because I had decided to upgrade some scripts. I love modern algebra's quest script, so I updated to a newer version mid-production. While it made the game much better, it was also a huge pain to update every script call, quest and switch. Definitely not doing that again!
- Started on the Database.
Another one of those "lessons you learn". I had to redo the database in the last revamp and just thinking about it now gives me a headache. This time around, the database is getting done first.
- Made final versions of the party and started on some NPCs.
 A few of the essential NPCs are complete (Diana, Flora, names-I-can't-mention-yet) and I've started on random villagers.
So cute! Loving this style, now.

And that's my week in a nutshell! There was also quite a bit of planning and discussion done about battles, puzzles, etc, but I'm leaving that for the next update.

Sunday, October 28, 2012

Weekly Progress: Week 1

Now that I've made the decision to port TUAH over to Ace, it feels like starting over - though not quite as daunting.

I spent a little time going through my original notes, and I have to admit that they were way too ambitious. Originally, Caeta featured 250+ locations. I had enough of a plot to span over 30 hours of play, and featuring a staggering 18 chapters. Sometime after finishing chapter 1, I realized that this goal is completely unrealistic for me to achieve - not without sacrificing all the customization I was planning - from graphics to battles and more.

So, I adjusted my original plan a little: cut down to 10 chapters, cut the locations in half and started aiming for 20 hours of play. I stayed pretty true to the story and it seems that people enjoyed playing the first two chapters.

But going through the plan again, it struck me that it's still way too ambitious - especially when it comes to the story and the pacing. You didn't even get to meet some of your party members until chapter 9 - giving you just a chapter and a half to get to know them. Back when the game had 18 chapters, it wasn't a big deal to add the extra party members in chapter 9. You still had half the game to go.

So, I've made some major changes:
- I re-wrote the story.
Chapters 1 and 2 (which is what you can play with the current demo) aren't affected too much, but the later chapters are. I cut out a lot of filler bits and just focused on what's crucial to the story - particularly the ending.
- I cut out a staggering 100 locations.
Some of those locations were places that the player never got to visit - basically only there to show the vastness of the world. And thinking about it, I realized that it might be frustrating to see all these places and never explore them. Other locations were completely side-quest material - meaning that some players wouldn't get to see them either.
- I cut out a ton of features, ideas and quests.
I want to complete Twice Upon a Hero, and I really need to focus on that. I can always add more content via sequels, prequels or even something like DLC.
- I switched to a different sprite style.
TUAH is a bit more serious and dramatic than the cute chibi RTP can potray. So, I've switched to a taller sprite size. It's basically a happy mash of XP and VX/Ace. I think it looks pretty good.
- I am remaking the maps to be different.
This one was a tough decision to make. But taller sprites call for different mapping, and I want to get away from Parallax mapping. I only really used parallax mapping to avoid the VX tileset limitation. Since Ace has no such limitation, I'm going back to tiles.
- I am going to get some help for battles and the database.
As nice as it would be to say "I did this alone", getting help means I get everything done sooner. And that's much more valuable at this point. So, I have LaMia helping, and I might make a recruitment thread at some point for extra bits of help.

And there we have it. My super productive week in a nutshell.

Friday, October 26, 2012

TUAH - Port

Whats this? Two entries in a row?!?

I have a news tidbit I'm excited to share and I just couldn't wait.

After much deliberation, I will be porting Twice Upon a Hero to Ace! I've been going back and forth about this decision since Ace came out, pretty much. I much much much prefer Ace over VX, and switching back to VX to work on TUAH was a bit demotivating.

I also have help from the very talented LaMia, who will be helping me set up the database and transfer events/dialogue/etc over. She's a jack-of-all-trades, so she will also help with graphical transitions.

Speaking of graphics ... Since this new direction is basically like starting over, I've been playing with the idea of maybe going non-RTP with the character style.

This is how the party (well, the party members you've met, anyway) looks like right now:

They look very cute and tiny.

And this is how they could look:
Taller and more detailed.
 Possible armors for Alistair.


I haven't decided which direction to go in, quite yet. LaMia can help redo the NPCs and faces (though most of the faces won't need any adjustment), so it wouldn't be a huge undertaking.

Which version do you prefer?

Tuesday, June 12, 2012

Future of TUAH

I've got a few pm's from you guys wondering if Twice Upon a Hero is cancelled or on hiatus now that I've unveiled the new project. The good news is that I'm still working on TUAH. The bad news is that it's taking me way too long to produce significant content.

Here are the things that take up the longest:
1- Parallax mapping.
I love it, and it's what gives the game so much of its visual appeal, but it's very time-consuming. I'm lucky if I can get one map done per day - and this is assuming I actually get hours of free time to work on said map.
2- Database.
Despite having spent weeks getting everything organized, there's still a ton of work to do. Between setting up all the skills, adding the appropriate items and setting up the quests, I have several weeks worth of work before I can use the database effectively.
3- Eventing.
Hours worth of dialogue input, several puzzles that need to be implemented and just more gameplay in general. After getting feedback from you all, I really want to incorporate more of actual play (as opposed to just a series of cutscenes).

After much thought, I'm leaning very strongly toward porting TUAH over to Ace. Although it means redoing the first two chapters, using Ace would pretty much fix all the current issues I'm having with development length. I can move to using editor mapping again, the database can be organized better and I can put in all the bits of gameplay I was planning to put in. Things like shops, bartering, ways to earn and spend money, more quests, more areas to explore, etc.

The only thing that's holding me back is that I will be delaying release, once again. I hate to disappoint those of you who are eagerly awaiting chapter 3 (and onward). So, I'm still taking some time making a final decision.

If you have any opinions about whether I should stick with VX or go to Ace, please let me know! :)