Dec cycle #1
I have been on a development cycle for a few days, hence the name. I cannot work on the game in a balanced pace, honestly. It is something I hope to achive. Now then, I want to show some of the game to you.
Introducing: Ez navigation mode
As you can see by the two gifs below, that one staircase is blinking. Why? Because you need to interact with it. And as seen in the second gif, you're supposed to walk on the tile, where there normally is no staircase or entity. Just grass. It will only show if you already have the staircase in your possession.
I could imagine some being upset about the game becoming a bit too easy with this mode on, but it is not obligatory. You can turn it on and off, though I haven't fully realised the idea of how you should be given the ability to do that. As of now I think the player should only be given the choice at the start of the game, to encourage replay value. There is also the option to make it accessible anytime during the game as a switch. I could also have the first option in a hypothetical easy/hardmode.

Branching paths: Gone too far?
While there are already numerous branching paths, the same applies to dialogue. For instance, if you've never spoken to Mayor Chipkins, but then speak to him (after having cleared his quests without him asking you), he will be slightly perplexed.
Same applies to other people- I mean, NPC's. Such in this case when you've already done a quest related thing, and again, without the person having asked you from before.
There are of course many more self aware dialogue moments. I can't show them all though.
I'm aiming to make this game kind of like a wrestling ring; you either fall down and get up, or you get kicked to the fence and bounce back. Somewhat outlandish way to describe it, but the player is basically encouraged to do anything, like wasting too much gold on non-quest items or beat essential bosses a bit too early on etc, and without the game crashing or softlocking on them. In other words, you won't break the game. The game will break you!
This is all I have to share. I don't think it's worth sharing improvements over maps and content that no one else with the exception of early prototype players have seen. With that said, I hope to reach out and market the game eventually to wider audiences, because I only know of one person who is following the project as of now. : ) (Btw if you're reading this; I'm not trying to be arrogant by being unpersonal, I just expect others to eventually read these posts.) I also don't wanna market the game too soon because I wouldn't wanna generate hype over a project that can't project it's finish date.
That is all for now, thank you and see you in next post!
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syKraken
Shrek RPG: Stolen Onions
RPG maker game about Shrek
Status | In development |
Author | KorporalStorrumpa |
Genre | Adventure, Role Playing |
More posts
- State of the game - April 202575 days ago
- InformationAug 06, 2024
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