Tag Archive: graphics


Have got two more dungeons built up now and am just adding the second subsection to chapter 2 and refining the dungeons, as well as polishing off the city.  The graphics/mapping is starting to get a bit lazy, as I’m running out of tilesets and with two projects on the go, I can’t afford to keep running around looking for unique tiles and music etc for every map in each game right now (there are plans to accomodate for this in the future though, but for now it’s just going to have to be dealt with, unfortunately).  Of course, have plenty of optional side-story involved, and have made sure all the side missions are optional, however they’re recommended as the final dungeon is nails; I’m still trying to balance it out, as I just got my ass kicked by the boss!

Also, after having seen Peter Molydeuxs twitter and have been readin’ it, have got myself a wee account there for spitting out my plans for either game without going on and making some huge post (like this) for every single update. Seems like the purpose of the thing and I could definitely use something that’s designed for smaller bits of info.

S’lookin’ good!  Are you excited?  I’m excited!

http://pixelbrady.wordpress.com/

Watch out for pickpockets in the city!

I’m going to be taking a short break from DotI (not too long, a week or two, then I have a wedding to go to at the end of that) so when I come back to working on it, my head is clear and I’ve mentally rejuvenated.  I’ve been working on DotI ceaselessly and it’s caught up with me; that writers block equivalent, when all you can do to improve a new map is stare at it a while longer.

I’ve also got other wee ideas that I’d like to play about with, but ones that don’t necessarily fit with my main project.  Due to DotI being a long-term project, I don’t want to rush it or feel like I’m pushing aside that for lesser ideas just to get them done quicker, so I feel it’s in the best interests of DotI to get the exciting wee smaller ideas built up in the short term, so that I can focus fully on DotI when I’m back to it, and have a couple of mini-projects under my belt, too!

So far I’ve made a wee dungeon crawler, while playing about with variables and random generation, and am now working on an exploration/sim game that’ll be my first non-combat based project.  For these, and other projects, I’ve made a new blog just to cover that, so that the DotI blog can remain purely about the main project and so I can still talk about my other games.

http://www.pixelbrady.wordpress.com

Have fun! 🙂

http://arcthunder.site40.net/en-sapphire-action-system-iv/

I’ve taken up Khas’ Sapphire ABS script and have gone back and am now retroactively converting DotI into an ABS game instead of encounters.

I’ve thrown up some quick shots on the Screeny page as well, and will be remaking the video once I’m finished converting chapter one into ABS.

Why?” you ask, with such interest and enthusiasm like I’d hope you do.

Well, I’d be toiling with the idea from the beginning, but pushed it away because I had virtually no understanding of scripts or even VXA as a whole, and why I tried to do this on 2k3 years ago, it made me want to die.  I’ve come back to the idea because I’m increasingly understanding the software, but also heavily because the quality of the finished product is paramount over my schedule.  I don’t know when I’ll get it finished anyways, so if it takes a bit longer for me to redo some stuff, I’m okay with that if it improves the game.

So, why ABS for the game?  Well, because being based off of a story that had all the characters separate and meeting up here and there, it was hard to create a party system for the game, I was having to create other characters that would be relevant and interesting enough to play, but be able to write them off as soon as the main character moves on.  That’s fine for one or two situations, but for every single section of the game I feel it would become blatantly obvious that the story was not designed with the intention of big groups travelling around the world together.  This way it allows the character to run around and do exactly as intended within the constraints of the story, without having to imagine up various other people to follow you around and act important for an hour.
The ABS also opens up some doors in terms of puzzles and dynamic/interesting dungeons that aren’t as readily available with encounters combat, and being a story-driven game I want sections of non-combat involved as well to allow the player to explore and treasure hunt.  This is also a bonus by removing the tiresome transition between encounters and field and lets the player move more seamlessly between events and cutscenes, getting a better feel of the progression.  Or at least I find it so.
As for the bosses, it allows me to make bosses that are hard without making them “the biggest badass in town” because teh story already has a set hierarchy of who is hardcore and who is flimsy, which falls to pieces when you have to make a boss hard just to keep up with the combat.  ABS allows difficulty in the boss battle without ever specifically stating that the boss character themselves are actually stronger than you are.

There’s a number of reasons I feel this is the right path to go down, and after playtesting the first two areas (the Wildness and the Tunnels) I feel it’s drastically improved the game.  The Chasm escape scene is now much more fun and challenging without becoming an issue of being transition-locked between constant battles. I was going to avoid it at first and maybe worry about it on a remake or split the game up into parts and ABS one of them, and any number of other avoidance plans, but I just couldn’t let it go once I started thinkin’ about what a benefit it could be.  Luckily, the more I work on it, the more convinced I am that it’s an improvement on the game and that it definitely was the right choice; not to mention it’s oodles of fun to playtest!

I am so, completely, utterly looking forward to making up the Grimaldus battlefield scene again, as with ABS it’s going play/feel amazing, I do believe!

Just got alerted to a lighting script by Avanura Seta, on the rpgmakervxace forums, in the name of improving the Hideout Tunnels level, where the gimmick is that bats only attack from the shadows.  I had just abused shadow pen all over the world and think it looked pretty good, definitely served it’s purpose at least.  Will continue to use shadow pen around as it gives good wee shadowed areas without the need for hasslesome tint screen effects for the sake of small corners and such.

However, for that particular map, the script was perfect; creating a dark, hazey light in the dungeon with some glowing torches around the walls, candles on tables and such.  It intensified the vibe to a whole new level, really giving the feel that the Hideout is underground in some dank tunnel or cave, rather than a badly lit basement.

The difference is crazy!  Not only just the glowing light, but the general mood has been brought to life, really creates that atmosphere you want.

http://www.rpgmakervxace.net/topic/1003-khas-awesome-light-effects-10/

The Tunnels with the shadow pen only.

The Tunnels in the same spot with Khas’ lighting script.

Got myself wanting to improve upon my signature image.  Instead of having just a cut-out of the Title Screen image I went for a banner!  Of course I’ve never really got down the knack of making beautiful looking banners; mine always come off looking a bit stale, but what the hell!  Still looks better than a big blocky cut-out.  I have a couple more variations on the characters chosen, and will try to come up with more to have more of an option and add them to my Support page at the top and see if I can’t get someone to help out and make some perfect and shiny ones for me! 🙂

Vuroja makes an appearance for my first DotI banner!