The Last Day Plot

This really was suppose to be my last day of design but I ordered a book which hasn’t arrived yet and I really don’t want to proceed without it. I’ll probably begin some technical documents instead. The engine will require extreme focus on characters executing commands verbatim. From my standpoint, I can truly say this is in fact an adventure game.

To commerate the day, I think I’ll finally reveal the plot. As you may have guessed, it heavily revolves around Karina.

Using only words, Felix triggers a dark side of Karina he never knew was there. In deep despair, she secludes herself in the dreary city of Lithodora where her wrath aims to leave a heavy impression on the city and everywhere around it. Felix finds himself in Lithodora attempting to dissuade Karina from the dark tyrant she’s becoming.

 That’s probably a bit vague but, as usual, I try to leave a lot to for the player to discover. Unlike every other game where Felix isn’t dreaming, you will see the entire plot as opposed to starting in the middle of the action.

Lithodora Concept

I’m often surprised how useful concept art is. You always have an idea of what you want in your head but it can be incredibly difficult to translate that into physical form. I decided to try and get a quick and basic idea of what Lithodora might look like. While it does have sort of a dreary feel, I don’t think I went far enough. I was looking for more of a gothic feel. As long as it outlines the fundamentals, I think it does what it need to to get there later on.

Beginning in February I will be exiting the design phase as planned and begin work with the character creation tool. I’m trying to be very relaxed right now, but time is always something I’m concerned about. One of the new features I don’t think I’ve discussed will be random character generation. I probably won’t use random character generation directly where the characters change every time, but each and every character should look unique.

Walkthrough

The Tale of the Night walkthrough has been added to the forum. I have nothing more to add there but in other news, I haven’t been able to fully design the project. Perhaps it was unrealistic to think I could go over it all that quickly. Honestly having tried, I don’t think I want to attempt to plan out the whole thing! I like to do things in portions and surprise myself  as development continues. If I have to work alone over something completely planned out I’d probably get very tired and monotone about the project.

In summary, I was wrong. Designing from top to bottom does not work for the entire project with me, but it should work for things I tend to get lazy about later on.  Creating a general layout and sketching in portions and areas I may forget about later seems like my best plan. Tale of the Night a.k.a The Tandem Tales never really had a general layout because the project was originally open ended.

Location, Location, Location

Using a place outside Evergreen for the next game has required me to think more about other countries which I’ve yet to discuss. I’ll take the time to do that now!

There are 3 territories, green, red, and blue. Each territory is respectively named, Evergreen, Everred, and Everblue, each containing one city named after the territory. Each country has varieties of biomes and climates but are relatively named after their obvious extremes. Evergreen is the middle man with a cool climate and grasslands, Everred can get hot with deserts and rocky mountains, Everblue is water oriented with a lot of rainfall, it also has artic regions.

Lithodora takes place in a temperate blue district. Expect rain!

Overview

The more I design, the more it seems like I’m doing an overhaul rather than an extension.  Here is an overview of what has changed thus far.

  • The character models will be attached to a bone system, increasing the speed and smoothness of the game
  • Character models will be completely updated to use linear textures and blend in with the background
  • The level editor will have dozens of new functions to speed up level creation as well as provide better graphics
  • The collision system will be updated to allow dynamic objects and attaching to dynamic objects
  • The combat system will be completely reworked
  • The camera system will be reworked to quickly produce camera placement and allow use of special cameras
  • The cinema system will be reworked and recycled to produce dramatic cinematic play

From there on, is simply a list of new gameplay elements and elements that need to be reworked. I don’t think I was planning to push myself that far, but I’ve seen the quality went into some other upcoming Xbox-Live games.  Although these games are developed in teams I can’t help but pale in comparison. This subpar stature is bringing out another side of me, which strangely enough, I’m enjoying.

Grass much Greener

My first attempt on the graphics improvement, is the grass. I hated placing grass down manually  and how rough edged it looked depending on the camera. The image below isn’t from something I made, it’s actually just a sample I looked over, but no doubt you can expect the same effect.

The characters will also be getting linear textures along with grass, to give them more of a smooth look. I had my reasons for avoiding this but the system’s changed so much since then I don’t have to. Everything should look very smooth in the end.

Separation of Forum and Blog

While forum and blog were in sync before, the forum was too little used for it to really matter so I wont bother doing it again. It feels like a huge step backward but a big step forward a the same time. I don’t have a real update yet because I’ve been spending all my time moving. I think I need a moment to let it sink in.

Website Moving

Everything is becoming simpler in order to focus all my creative spirit into one blast, that includes this website. In conclusion, for the millionth time, I will be moving the website. I’ll actually be moving back to a blog. Hopefully those spam issues have been worked out. I’ll try to have a more interesting update when the website debuts. All I have right now are words with nothing to show for it,but it is critical that I balance production with the press. I’m going to miss my hermit shell….

Although I only have words right now, I can promise you that they’re far from empty.