Part 4 of the tile-making tutorial is up:
Click Here
And just so this post has a bit more content than just 8 words and a link, here's a screenshot of a side-project:
Once it's gotten a bit further along, I'll share some more details.
About Me

- Lunarea
- 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.
Saturday, July 20, 2013
Friday, July 5, 2013
Monday, June 24, 2013
It's June?!?
Goodness, it seems I've gone back to being a month between postings. :(
I could say I've been pretty busy with work, but as much as it's a valid excuse, I still feel like I've neglected the blog a bit. So, I'm going to try and go back to a more frequent (and regular!) schedule.
Since I've had almost no time to work on my projects, I spent a little time going through my notebooks and game dev papers to find something interesting to talk about. And I found a list of game ideas that I really want to create. I still found them interesting and motivating, so when I do get to finish TUAH and Starlight, one of these just may be the next on the list.
Ghost Hunter (needs a better title)
Genre:
Adventure, Puzzle, Single Character
Story:
Your close friend has inherited an ancient mansion, but it's come riddled with dangerous (and deadly!) ghosts. As a talented young ghost hunter, it's your job to get rid of the ghosts and send them to the Great Beyond. But is it really possible that one single mansion is the epicenter of so much ghostly activity? Or is there something more nefarious in the works?
Comments:
I wanted to create a game that has a smaller scope and a more limited setting. The entire game happens in the mansion and its immediate surrounding (garden, cemetery, stables, chapel). It's loosely based on the many awesome point-and-click adventures I've played over the years - and that's my favorite game genre.
Albeon: Marigold's Story
Genre:
Adventure, RPG
Story:
As the middle child of a family of 12, Marigold feels ignored and invisible to her family. After having a fight with her family, she makes a wish that she were the only child. The next morning, it comes true. But being an only child is not as great as Marigold thought, and she decides to go on a inter-dimensional quest to find her brothers and sisters.
Comments:
This is a light-hearted RPG that basically deals with family dynamics and the classic question of whether the grass is really greener on the other side. It appeals to me because it's not about saving the world (though that's also fun to do from time to time), and also because this game takes place in a very elaborate world that I created a long time ago. I've got another dozen ideas for games that happen in Albeon.
Oracle
Genre:
Adventure
Story:
In the 2649, it's illegal to be a fortune-teller or a psychic of any sort. When Cassie has a premonition that a horrible accident will destroy her school, she's torn between warning everyone and hiding her psychic talent. With the help of her childhood friend, Hayden, Cassie is going to have to make some hard choices.
Comments:
There are two things that are amazing about this idea. The first is that it's futuristic. And there's a lot of really interesting concepts I'm hoping to introduce in terms of society, technology and general futuristic life. The second is that there's a really awesome artist that's making the main character portraits for me.
Out of all of these, I think Oracle is the most likely to be the next in line. But I've still got little bits of inspiration poking me to make the other two projects, too.
Do you have any preferences?
I could say I've been pretty busy with work, but as much as it's a valid excuse, I still feel like I've neglected the blog a bit. So, I'm going to try and go back to a more frequent (and regular!) schedule.
Since I've had almost no time to work on my projects, I spent a little time going through my notebooks and game dev papers to find something interesting to talk about. And I found a list of game ideas that I really want to create. I still found them interesting and motivating, so when I do get to finish TUAH and Starlight, one of these just may be the next on the list.
Ghost Hunter (needs a better title)
Genre:
Adventure, Puzzle, Single Character
Story:
Your close friend has inherited an ancient mansion, but it's come riddled with dangerous (and deadly!) ghosts. As a talented young ghost hunter, it's your job to get rid of the ghosts and send them to the Great Beyond. But is it really possible that one single mansion is the epicenter of so much ghostly activity? Or is there something more nefarious in the works?
Comments:
I wanted to create a game that has a smaller scope and a more limited setting. The entire game happens in the mansion and its immediate surrounding (garden, cemetery, stables, chapel). It's loosely based on the many awesome point-and-click adventures I've played over the years - and that's my favorite game genre.
Albeon: Marigold's Story
Genre:
Adventure, RPG
Story:
As the middle child of a family of 12, Marigold feels ignored and invisible to her family. After having a fight with her family, she makes a wish that she were the only child. The next morning, it comes true. But being an only child is not as great as Marigold thought, and she decides to go on a inter-dimensional quest to find her brothers and sisters.
Comments:
This is a light-hearted RPG that basically deals with family dynamics and the classic question of whether the grass is really greener on the other side. It appeals to me because it's not about saving the world (though that's also fun to do from time to time), and also because this game takes place in a very elaborate world that I created a long time ago. I've got another dozen ideas for games that happen in Albeon.
Oracle
Genre:
Adventure
Story:
In the 2649, it's illegal to be a fortune-teller or a psychic of any sort. When Cassie has a premonition that a horrible accident will destroy her school, she's torn between warning everyone and hiding her psychic talent. With the help of her childhood friend, Hayden, Cassie is going to have to make some hard choices.
Comments:
There are two things that are amazing about this idea. The first is that it's futuristic. And there's a lot of really interesting concepts I'm hoping to introduce in terms of society, technology and general futuristic life. The second is that there's a really awesome artist that's making the main character portraits for me.
Out of all of these, I think Oracle is the most likely to be the next in line. But I've still got little bits of inspiration poking me to make the other two projects, too.
Do you have any preferences?
Saturday, May 25, 2013
Mushroom Town
Since I promised I'd make a mushroom town map, here it goes:
It was fun to make, and I hope it helps!
(click to see at full resolution)
It was fun to make, and I hope it helps!
Monday, May 20, 2013
Mushroom Tile Add-On
As per Strawberry's request, I redid my giant mushroom to look like something that fits better with RPG Maker. Click on the link to get the full size. Also posted here.
Terms: Free for commercial and non-commercial use in any of Enterbrain's RPG Maker programs.
Do not repost/redistribute! Link to this blog post instead.
Credits: Lunarea
Sunday, May 5, 2013
Tiles tutorial Part 3
Part 3 is up!
Click me.
Also, as you've probably noticed, I haven't been posting much other than links to the tutorial. Various non-game projects have been kicking my butt lately, and I haven't even had a chance to open Ace, let alone do some work.
But I intend to remedy that by the end of next week. Expect some more info soon.
Click me.
Also, as you've probably noticed, I haven't been posting much other than links to the tutorial. Various non-game projects have been kicking my butt lately, and I haven't even had a chance to open Ace, let alone do some work.
But I intend to remedy that by the end of next week. Expect some more info soon.
Sunday, April 28, 2013
Creating Tiles pt. 2
The second part of my tileset-creating tutorial is up.
Click here to view it.
This part covers the perspective used in RMVX-Ace - which is a bit unique.
Click here to view it.
This part covers the perspective used in RMVX-Ace - which is a bit unique.
Sunday, April 21, 2013
Creating Tiles Tutorial
A very quick update, mainly to let you know I've started a series of articles on how to create tiles in the style of VX/Ace RTP.
Click here for part 1.
The first part is very, very basic, but I want to cover all the bases so someone who's never done art won't be completely and utterly lost.
I am hoping to have a new part out on a somewhat regular schedule (once every week or 2 weeks), but it will largely depend on my work schedule.
Click here for part 1.
The first part is very, very basic, but I want to cover all the bases so someone who's never done art won't be completely and utterly lost.
I am hoping to have a new part out on a somewhat regular schedule (once every week or 2 weeks), but it will largely depend on my work schedule.
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.
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!
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:
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.
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