Tag Archives: game development

Memories Currently on the Backburner

I should have written this post a few weeks ago, but I had to put Memories aside for a bit.  I’ve thought about it long and hard, but I still don’t know how the game is supposed to end.  So on the advice of my brother, I’m putting it aside to work on some other things for a bit.  Hopefully with a bit of distance I’ll be able to figure out where the story is supposed to go.

I honestly feel a bit like a failure.  I was really hoping to have the game done by now.  But that’s not how it’s going, so time to focus on something else!

Life is pretty busy right now (when is it not?) but over the weekend I pulled out a short story I’ve been wanting to edit for quite awhile.  The story was written as part of my NaNoWriMo blob.  I originally wrote the story for a friend after his dog passed away, but I never felt right giving it to him (and let’s be honest: it was a super rough first draft that was crap – I wouldn’t want anyone to see it until it’s rewritten and edited).  I came up with some editing ideas for the story last March, but never got around to implementing them until today.  Even if the story doesn’t stay the way it currently is, I’ve added 300 words (it was originally about 600 words and is now over 900), and it is shaping up a bit (it’s definitely stronger than it was!)

I had a pretty fun couple of hours working on it.  First I brought a notebook outside with me (it was a beautiful day!) and started writing.  But after a page and a bit, I ended up grabbing my laptop and bringing that outside because I needed to be able to move some things around and expand on other things a bit.  I took a break to go for a walk, then worked on it a bit more.  I’m thinking tomorrow I’m going to print it out so I can do another editing pass on it (I prefer to edit on paper, at least for the first while – it’s satisfying to mark things I need to change up with pen!)

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Final Memory Working!

Just a super quick note – I got the final memory functioning in Memories tonight! I had a couple of weird snags getting it working (and the dialogue is super clunky).  But everything seems to be functioning!  🙂

I also found a fantastic piano song that was available to license under the Creative Commons; that song is going to be the song that plays during the game’s menu screen, as well as during the actual memory events.

So the next task is to figure out how the game is going to end.  And unfortunately I have no idea. And neither do my characters!

Now what

This is literally the last conversation currently in the game!

But that is a problem for another day!

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More Memories!

I actually managed to get a lot done while working on Memories over the last few days.  And the title of this post is quite literal: I managed to get two new memories working within the game, bringing the total functioning ones up to 3 out of 4!  I had a bit of trouble figuring out what would trigger one of the memories, but after a few hours of thought (and playing with my cat), I came up with something that works (at least for now).  My next two priorities:

  1. Get the final memory functioning.
  2. Figure out how the game is going to end (I don’t want a big climactic battle because this game isn’t dealing with battles, so I have to find a satisfying other way to end it).

Once those two things are in place, I’ll need to fix up the dialogue and most likely clean up the game in general.  To that end, I’ll need to get a few friends to play test it once the basics of the game are all built and working.

I was also thinking about making it so you can choose how to respond to NPCs in different ways depending on what memories you have remembered, possibly using branching dialogue (similar to what I did in Tears of the King but without a loop), with different options triggered by different switches.  I’ve actually put the basic switches that would enable this in place within the game; I will just need to go back and have them trigger things. But that’s a problem for after I have the final memory and ending of the game in place.

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Paper Prototyping Memories

Ugh, it’s been almost a month and I feel like I haven’t done anything.  That’s not true (I’ve been doing a lot of reading, which has been great), but I haven’t done any writing or work on Memories.  So that ended up one of my big plans for this long weekend – make some sort of progress on Memories.  (I was tempted to sit down and write a short story or something, but decided in the end that I really need to finish this game first).

So I made a paper prototype of most of the game so far, and started trying to think things through a bit.

my paper prototype of Memories

This has been great.  I made little tokens out of paper with the characters, whether or not they have a heart, and what their job title is.  I also made paper tokens of the keys you’ll need, and the memory triggers.  This way I can move everything around super easily, which has allowed me to change my mind as to who will be in what room (and who will have the keys you need).  Thanks to this, I’ve actually managed to properly think through some of the problems I’ve been having for the last few weeks regarding the second and third memories, which means I can get back to building the game!  🙂

I wasn’t prototyping the narrative, but sitting down and making this prototype reminded me of a GDC talk I attended about paper prototyping for your narrative design project.  I know my friends and I were disappointed with the talk itself (he spent too much time on terms we were all familiar with; it was just starting to get into the good stuff when he ran out of time and had to hurry through the stuff we were more interested in), but if you’re interested in it, I found the talk on Youtube.

Oh yeah, I’m also renaming the wizard.  For some reason, I didn’t realize his name started with an “E” when I named him.  One of the families has an “E” as the first letter of their names, and I didn’t want it to be confusing.  So he’s now going to be Godric.  I think that’s appropriate – it means “power of god” plus “”power, rule.”  Definitely appropriate for this wizard!  😉

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Meet the Memories NPCs

I have created and named the NPCs you will encounter in Memories. Here they are:

Picture of Memories NPCs

 

I don’t know for sure at this time that these will be all of the characters in the game (plus Briana).  But these are the ones I think I’ll be needing. I decided on the design of most of them over the last week, but I didn’t name everyone until last night (with the exception of Bella and Briana); it was rapidly becoming very tough to write dialogue without names.

I always try to give my characters unique names so there’s no confusion as to who is who.  I tried to choose names with an Irish or English  origin, in the hopes that the names will sound similar (and tie the characters together geographically).  But in this case I also decided to give people from the same families names that start with the same letter.  I think the names are, for the most part, different enough; I just hope that this won’t confuse anyone who plays the game!

Ten of these characters were created with RPG Maker VX Ace’s built in Character Generator.  The other five were chosen from the characters that come with the software.  You may actually recognize Wulfric from Tears of the King; I chose the same model for the Tears woodcutter (seen in the video in my Jan 2 2016 post).

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Filed under Characters, Game Development, Memories, RPG

First Characters for Memories

When I last posted, I talked about how I have only a rough idea of the plot and characters for Memories.  Over the last week and a half, I have done a bit of work on some of the main characters, who I had determined were a set of twins.  At that time I didn’t have a clue what they even looked like. But I played around with the Character Generator in RPG Maker VX Ace, and came up with some designs I was happy with.

So first, here is Briana:

Briana portrait

Briana is the real main character twin; she’s the one that the player will get to control.  As a character she is very hard working and focussed.  Briana’s name means “strong” in Irish.  She’s in many ways the opposite of her twin sister, Bella:

Bella portrait

Bella is going to be a very important NPC character for the game.  At this point I don’t think she’ll be player controlled at all, but that may change as I build the game more.  Bella is much more vain and more of a dreamer than Briana.  Bella is often associated with the French word bell, which means beautiful (think Belle from Disney’s Beauty and the Beast).  According to sheknows.com, in other languages, it has other meanings, but often has “beautiful” as part of the meaning (ie Spanish “beautiful; devoted to God;” Latin “beautiful, loving, lovable, graceful;”).  As an American name it means “intelligent,” and the Hebrew name means “devoted to god.”

As twins, it was important to me that they look very similar, but they had to be a bit different as well.  An easy way to differentiate them is with their hair – they both have different hair styles.  Their mouths have the same shape, but Bella has a small beauty mark on her chin that Briana is missing.  Bella also has thinner eyebrows than Briana.

These are the only two characters I’ve made so far.  But they’ve been a great start because I’ve already been able to start putting together some events for the game!

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Filed under Characters, Game Development, Memories, RPG, Writing

Memories

So, uh, I sort of started building a game over the weekend.

I’ve had the idea for what I’m currently calling Memories for awhile now.  I watched the new Total Recall a few nights ago (I put it on in the background while I was working on something else; because I’ve seen it I didn’t have to pay too much attention to it), which is sort of how I started working on this project.  I liked some ideas from the movie, and sort of played around with them in my head for a little bit, but honestly nothing really came from that line of thought.  But then I started thinking about Memories again.

The idea for Memories is that a witch or wizard has captured your sibling.  To get them back, you have to infiltrate the house.  But the catch is that you have to go in there as kind of a blank slate, without your memories; you have to regain your memories as you go along to save your sibling (and yourself) and confront the witch or wizard.

I really liked the concept, but it’s got tons of glaring problems.  Like how do you first lose your memories?  How do you get into the house?  How do you regain your memories again?  Did you have to plant them in there somehow?  Does someone help you?

So I started hashing out some of these details to some degree.  But then I started building the actual house.  Unlike Tears of the KingMemories is going to be a lot smaller (ideally everything happens within one great house).

So here’s what I’ve built so far:

This map is huge, so I had to screenshot it at the 1/4 scale.  It’s most of the main floor of the house.  The entrance is the room at the bottom (with the red carpet).  To the left of that is the drawing room (it’s got the light green floor).  Above that is the dining room (it’s got the yellowish floor.  Beside that is the ballroom (the large central room with the dark green floor).  Above that is a hallway where the servants can bring things, and the top right is a change room area for the baths.

The baths are a separate map.

They fit in below the change room, at 1/2 scale (it’s a bit too big for 1/1).

Right now I’m working on the basement.  It’s going to be about the same size as the main floor, but so far I just have the servants area and kitchen made.

This is also in 1/2 scale.  This fits directly below that servant corridor on the main floor.  There’s a doorway in this map in the bottom left corner – I haven’t made anything below there yet.

Other than the basement, I still need to build the upper floor (which is where the master of the house lives).  And that’s relatively it for the maps!  I may make a few other, little ones, depending on how the actual game works.  But none of those would be on the scale of these ones.

The actual design is a bit problematic though.  I haven’t quite decided if it’s all going to be dialogue, or if there’s going to be combat.  At this point it can kind of go either way. I guess we’ll see once the basic maps are built and I start working on other aspects of the game (like the characters…I have only a rough idea of some of them so far).

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