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insertdisc5 · 9 months
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Devlog #16: Answers and Questions
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Hello everyone! Welcome to this month’s devlog!
If you just stumbled upon this, I am Adrienne, also known as insertdisc5! I’m the developer, writer, artist, main programmer, etc of the game. The game being In Stars and Time, a timeloop RPG, which is also the next and final game in the START AGAIN series, following START AGAIN: a prologue (available here!).  You can find out more about In Stars and Time here!!! 
LET’S GET TO IT. This month is Q&A: Cohost edition!
“A Q&A again?” Heheh well I don’t have anything to talk about this month ✨ We’re working hard on finalizing the localization! And on porting to consoles! And on secret stuff! You know, the usual!!! Get excited!!! So, Q&A again 💖 And see, I asked questions for Q&As on Twitter. On Tumblr. On Discord. But some new social media platforms have entered the fray. SO.
Welcome to Q&A: Cohost edition. (Follow me on cohost and/or read this post I wrote about why I think cohost is neat teehee) (and follow me on bluesky if you want. I like it way less though. Sorry bluesky)
@ItsMeLilyV asks:
One of the bits of advice that gets tossed around by indie devs is to avoid making RPGs, especially for your first few games, because they tend to be large in scope, difficult to prototype, and easy to underestimate.
Was this ever a fear for you in making START AGAIN, or In Stars and Time? Did you take any special precaution to keep these games within a scope you could handle, and did you learn tricks from START AGAIN that carried over to ISAT when in came to keeping things manageable? Thank you!! ✨
I had no idea that was a piece of advice given, but yep, that makes a lot of sense! Since I didn’t know, I went in blissfully aware, teehee.
I will say that I am familiar with working on big projects from working on comics, and with seeing big webcomic artists always mention to never start with your magnum opus… And I could tell ISAT had the potential to be way bigger than I imagined, which is why I decided to start with creating the prologue to get used to RPGMaker as well as making games. Kind of a pilot of sorts!
Again, thanks to comics, I know to keep my scope pretty small, because even if you keep it small it WILL balloon into something way bigger than you thought. Just for the prologue, I imagined it’d be a 20mn game, and it’s easily a 2-3h one! Keep your scope small!!!
As for tricks, when I catch myself thinking “wow what if I added this cool thing”, I try to always keep in mind those two things: 1. How long will it take to implement (including bug testing), and 2. Does it add something important to the game. I know we always want to add a fishing game, or a fun minigame, but do you Need It. Does it add something substantial to the story, to the Themes. Or are you just adding it because you like fishing games. Which is a valid reason, but also, maybe just make a fishing game instead. You are not the Yakuza series!!!! You are a small indie gamedev!!!! Think about you in 4 months who has to fix all the fishing game bugs!!!!!!!!!!!!!!!!!!!!!!!!!
@stem asks:
how is it to have a piece of art that's basically done (as far as i understand) that you can't share yet? like how do you personally bide the time until it's finally ready to release, or is it not really a challenge to wait? :0c
It’s so weird!!! The game has been done for so long!!! I’m very glad I asked some friends to playtest the game, so I could at least get some feedback before the game is out… In some ways it feels like the game will be done twice: once back when I finished making the game, and once when the game actually comes out. It’s just a very strange experience. Sometimes people tell me they’re excited to find out more about this story beat, or about this character, and a part of me is like… Wait, haven't you played the game? Oh, yeah, it’s not actually out. Guess you’ll find out later.
EDIT: My god. I just checked on my private devlog for when I completed the Alpha of ISAT. It was in August of last year (I lay down on the floor and look at the ceiling) (I still had to finish all the illustrations so really the game was Done Donezo in October but still…)
anon asked:
What role did Armor Games play in creating the final product?
SO MANY THINGS. Here are some of them: support when it comes to porting/marketing/social media/localization, feedback on the game and how to make it better, community guidance, testing support, QA/internal testing… The game couldn’t be the way it is without them.
For more small details, I have a weekly meeting with my producer, Dora! We talk about the game and how everything is going. A couple months back, I also was checking in with the internal QA team fairly often to fix any remaining bugs. They also helped me find ISAT’s additional programmer, Isabella, and she is a godsend because coding is hard. They also take care of communicating with press, finding more opportunities to showcase the game in conventions, talking with the localization/porting teams… I am probably forgetting a thousand little things they did to help out!!! THEY’RE SO GOOD OK
Anon asked:
So obviously the skills/spells/what have you are based off of Rock, Paper, Scissors. Did you design each "type" to be like a certain style? Rock being heavy damage and defense buffs, scissors being speed and quick attacks, like that?
Absolutely! I just went with the obvious. Rock is physical damage, defense focused, Scissors is swords, attack focused, and Paper is magic, mind focused. It was fun to develop a spell system around those! I’m excited for people to find out more about Craft…
@nickshutter asks:
I really loved START AGAIN (streamed it for a small handful of friends) and was super happy to hear about a follow-up! The cast is so much fun and their personalities are really well-balanced—did any of the characters change pretty drastically from their initial conception during development of the game?
I’m so glad you streamed it with friends… I hope you had a good fun time…
And for sure! Isabeau and Mirabelle were pretty set from the get go (himbo and shy wallflower), but Odile started as more of a gentle teacher type, even if I very quickly went the snarky old lady route. Siffrin and Bonnie were harder to pin down– I wasn’t sure how to portray Siffrin’s despair in the prologue, and started showing them more overtly depressed, but I thought it’d be Very Yummy to have them show a happy facade to their friends. And then, for ISAT, I had to figure out what a non-depressed Siffrin would be like, for the first couple acts of the game before the despair sets in. As for Bonnie, I had a lot of trouble figuring out what they’d be like, what kind of kid they were, what their relationship with everyone else would be like, and then I thought about what their past would be like and then their characterization was set in stone. Sometimes you need to figure out One Thing to unlock a character’s brain. I’m very excited for everyone to find out more about each character in ISAT!
@SuperBiasedGary asks:
What games (or other media) lit a fire under you to create your own?
It could be stuff you liked so much it inspired, something you found frustrating because you felt an itch to do it differently, or something that made you realise humans make things and you could be one of them.
I found a lot of indie games inspiring, but I think Umineko might’ve been the one that made me go… Oh, anyone can just make a massive video game narrative. And you can make it very simple, with kinda goofy sprites, and still manage to make an incredibly touching story!
As for frustrating games that lit a fire under me, I think I’d say in general, I found issue with the classic trope of the “main character helps people and doesn’t get anything back”. What often happens in some games is that you help NPCs with their problems, sometimes helping them with very intense, complicated problems! For a very long time! And, in exchange, you get… A cool item? A nice new skill? And that’s it?
I know this might be complicated to implement on a narrative perspective, but I remember playing Persona 5, and your character just went through a very harrowing experience (like, oh, being INTERROGATED AND TORTURED BY THE POLICE) and you help your friends during social links, and they go “thanks for your help! Bye~” like WHAT ABOUT ME. WHAT ABOUT MY PROBLEMS. CAN YOU GIVE ME A HUG
So on a certain level, I wanted a game where instead of the characters around you having problems, the main character also has problems. And is subconsciously screaming “CAN YOU PLEASE NOTICE I HAVE PROBLEMS AND GIVE ME A HUG.” And hopefully, the characters notice. Winks
Hm. I do want to say I wrote most of the prologue/ISAT during the pandemic, and I felt very lonely and not supported. But then guess what. I told my friends about how I felt. And most of them told me they had no idea, and vowed to support me more. And now I’m closer to them. So the moral of this answer is, yeah, it’d be nice if people noticed, but also, you need to tell people when you’re feeling bad. LOOKS AT SIFFRIN
Anon asked:
Is there a song you listen to in order to put yourself in the sasasa/ISAT mindset?
I have a whole playlist baybee. Before you ask: there aren’t any hidden meanings behind those song choices. It’s about the Mood, and also my personal tastes in music I listen to when I need to concentrate. I like songs that go WUB WUB
 In no particular order, here are five random songs I played on repeat when making the prologue:
Future Club (Arcade Version) by Perturbator (in bold because this was THE song I listened to on repeat. I believe I gave it to Lindar for inspiration lol)
Arcades by C2C
Wake Me Up by Para One
The First Wish by DROELOE
Les Enfants du Paradis by World’s End Girlfriend
And here are five random songs I played on repeat for In Stars and Time:
Down by Chloe x Halle
Nonsense Bungaku by Eve
Non-Breathe Oblige by PinocchioP
Gentle Heart by Jamie Paige
Ready For The Floor by Hot Chip
It’s interesting, the songs I listened to for the prologue are generally more heavy and frenetic, while the ones for ISAT are more hopeful… I made sure to listen to more lively songs for ISAT, since that’s the feeling I wanted to give off…
That’s all the questions I have! In other, non related ISAT news, I have started a new project and having a lot of fun. It’s a visual novel this time. I’m hoping to get some screenshots ready in the next few months, but also I’m taking it easy on this one. If it takes years with many breaks in between to get it done, it’s fine. What matters to me right now is the process!
That’s all I have to say for today! Let me know if you have any questions, or if there’s any aspect of the game development struggle you’d like me to talk about! See you next time!!!
AND DON’T FORGET TO WISHLIST THE GAME ON STEAM ALSO IT REALLY HELPS BECAUSE STEAM’S ALGORITHM IS MORE LIKELY TO SHOW OFF GAMES WITH A HIGH AMOUNT OF WISHLISTS THAT’S THE REASON WHY GAME DEVS ALWAYS ASK TO WISHLIST!!! OKAY BYE!!!!
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trinkerichi · 1 year
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TEKVENTURES! I wanna ramble about Tekventures.
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if you remember them you qualify for a veterans discount
So they were Sgt.Frog ocs that my best friend SARAZA and I made on flipnote for edgy amvs and comics. I wanna say I wassss 13? give or take. But these little guys were my EVERYTHING. We thought of a billion stories about them. Then I got sick of drawing frogs eventually and wanted to make them more of an original thing. Our first sketches were of anthro goats, but over time with my style changes, an the fact that I hate spending more than 2 seconds drawing anything, they no longer resemble any specific animal and turned into fuzzy nondescript species of alien thing. ANYWAY I wanted to make them into a "real comic series" when i was 17. That's when I started the chapters that are still up on tumblr n webtoons! and a few other sites probably that I forgot about.
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I've been harsh on it in the past but honestly I still love it to bits. What's there is a solid little comic and i still think it's adorable!
The only thing is, that's judging it based on what's there. It's a basis for a cute episodic thing with low stakes! Like the early mlp fim episodes or the new care bears cartoon. But that's NOT what it was planned for in the long term. Oh no, I was so ambitious. I had at LEAST 50 episodes planned which would weave together into this massive arc that would introduce other space teams, wayward space travelers with secret pasts connecting to the main cast, sad backstories for everyone, ALL of the family members of the main cast, a villian team with like... 'anti-versions' of the main cast, and a dramatically foreshadowed final confrontation with robot clones that want to destroy their planet. OH AND ROBIN too! Besides all that, they ALSO have multiple side story episodes about crashing to earth and befriending a human girl named Robin who has to keep them secret.
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That might have been um. a lot.
But when you start writing a story with your best friend when you're 13 you most likely have NO CONCEPT of "too much". Who am I kidding I STILL have trouble pacing myself. But when you come up with a story it's hard not to think it's just GOLD! And that you've gotta keep it no matter what! Because that stuff is fun!
I went full force into the comic in my senior year of highschool and eventually I finished the first chapter! It took me a year. And then I looked at my plans for the other 49 episodes and thought "maybe I need to rework some things.."
I rebooted the comic once, tried making smaller stories, all that, but I wasn't quite feeling the same drive anymore. I realized I was comparing my work to high budget tv shows with like. a full team of writers and artists. and studio funding. and greenlit seasons and all that. And it was making me feel TERRIBLE about my art!
So I quit comics! I started hating comics! I hated how long they took and how restricted I felt (with my own expectations) and I lost my confidence in finishing projects because I was so sad about giving up on my big magnum opus. and I just kinda gave up and started only doing fandom art for a couple years. I did a jyushimatsu ask blog and kept it up for ages! And then a new season of Osomatsu came out and I realized when comparing it that I was basically writing an oc at this point. And that I CAN commit to long term projects if i dont get self conscious about it!
I still didnt wanna jump into comics again. But I thought of some new characters that I was becoming attached to. the very very beginnings of what could turn into a new idea.
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I thought "well i still love cartoons about space! even if im not making tekventures anymore maybe i could do another space story. a really tiny one."
so i started making an rpgmaker game! and it started taking forever. so in the meantime i made a really rough doodle comic about how the characters first met. as a little side story thing.
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and THAT was the key. I had to stop thinking about it like i was making a big cool tv show and starting my career and all that. its just a fun thing, off the cuff, not overthinking it, just for fun and personal expression.
so im still going with it! and its GREAT! Rocket chip has 12 planned chapters, and I'll be halfway done by the end of the year.
But BOY did it take me forever to learn that.
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fluoridechemocleine · 2 years
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Happy 10th Anniversary!
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jyushi-thoughts · 3 years
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HEYYYY SO.. ITS BEEN A WHILE HUH! I realize that~ I mean its been suuuuper ages since I answered any asks! 
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I kinda wanted to say somethin!! Just cuz I love you guys a whoooole lot and you’ve supported me so much the last few years (5 YEARS OH MY GOSH). 
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I don’t wanna say the blog is Done really, cuz that sounds so final right? I’ll still be here! And I’ll still post art once in a while whenever I feel like it, and I’ll especially shitpost a TON about the dub when it’s out!
 But I think its pretty clear the blog’s days of being super active are left in the past. And thats totally okay!!! Man look at all the comics and asks and animations... its been SUCH a good long run! I’m proud of myself for sticking with it for so long, and I’ve gotten so much experience writing comics and making games and I met such cool new friends! 
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Um I guess even though this isnt really a goodbye, I wanted to say this sooner than later. THANK YOU GUYS SOOOOOO MUCH. For ALL that are still here or dropped off through the past or anyone really!!! Thank you so much for letting me make you laugh, or just smile a bit, or at least that exhale thing you do through your nose when something’s kinda funny. ANY of that. It means the world to me that I reached so many people, including a few that apparently dont even LIKE Osomatsusan, but still liked my take on Jyushimatsu’s character!  Even though none of my responses were ever very serious, and my doodles were kinda sloppy, it made me feel so much more confident as a writer, and it let me just cut loose and have fun! 
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I’ve said it a buncha times but ever since seeing ep 9 of the show something clicked in my brain... Seeing Jyushimatsu cheer up a girl who thought it was all over, and helping her be active and laugh at silly things again, that meant SO much to me at a bad time in my life. I started this blog to keep those jyushi-thoughts in my head and I ended up being able to share it with over a THOUSAND of you guys!!! That’s incredible for real... Towards the end, my Jyushi became less and less like the character in the anime, and more of my own character. By now he’s COMPLETELY different. It was really fun to go through! 
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Soooo to explain why I haven’t been super active for a while, I’ve been really immersed in a personal project of mine called Rocket Chip. It’s a RPGmaker game I’ve been working on, and the writing style is gonna directly branch off from how I’ve written this blog! When I finish, please promise to look at it ok? If you loved my Jyushi here, I think you’ll also come to like a little Robot I’ve created named Chip! He has a twitter page here~ 
HOO BOY uhh you dont have to read all that haha but if you did i guess you love me even more than I thought? oh boy.. uuuuuhhh yea its like.. no irony and no sarcasm this has legit been really important to me and makes my heart happy. I’m so happy I got to do this silly thing! 
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i guess all else I can think to say is thank you again a billion quillion times!!!! And I hope you guys still love my other stuff and any other adventures that may come on Jyushithoughts! REMEMBER TO HUSTLE MUSCLE EVERYONE!!! 
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rpgmgames · 5 years
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February’s Featured Game: Returning Nightmares
DEVELOPER(S): Saturn ENGINE: RPGMaker 2003 GENRE: YNFG, Exploration, Adventure WARNINGS: Blood, Gore, Swearing, Suicide SUMMARY: Returning Nightmares is an exploration adventure-horror game being developed in RPG Maker 2003, inspired by Yume Nikki and it's multiple fan-made homages (but with dialogue & easier to navigate maps). You play as Akira, a young man locked up in his own bedroom, exploring his dreams to remember the events that lead him to where he is now. But some things are better left alone…
Play the demo here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Hi, I'm Saturn and I like videya game. I've been into Yume Nikki since about... 2010? And RPG Maker in general since 2011. I've been cateloguing resources and reblogging RPG Maker projects on Pinkuboa for 6 & 1/2 years now (7 in June) and I run Dream Diary Jam, a game jam for making Yume Nikki Fangames. I also love pixel art, writing, and cooking, but the last one I can't make into a game (yet).
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What is your project about? What inspired you to create your game initially? *Saturn: I was originally trying to make like a little intro to Yume Nikki project that people could peak into and copy for Dream Diary Jam & future use. However, it ended up taking a life of it's own as something I could goof off in and enjoy without thinking about it. The eventing I did for it could be better optimized, so I wouldn't use it as an example anymore (but don't mind at all if people look & learn from it!). It's basically about me thinking back on my edgy years and my years of looking at other's OCs and celebrating how goofy and fun the stories could be. A lot of the game is me asking "What would someone who watched a lot of anime and listened to MCR do?" There's an appeal to cool edgy stuff I think we forget about when we look back on our edgelord years. Sure, you may not have been the best writer and some of the stuff is over the top, but it was enjoyable to make and some of the characters still appeal to you for basic emotional reasons (good design, relatable story, fun power trip, you just like their hair, etc.) I hope the game is enjoyable to people whether or not they laugh at it or honestly have a good time with it. Both ways are valid - enjoyment is enjoyment!
How long did you work on your project? *Saturn: Oh gosh...I believe I started at the very end of 2017, like a week before the new year. Then I worked on it for like 2 months, took a break, then picked it up and went hard in September 2018 again.
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Did any other games or media influence aspects of your project? *Saturn: You bet buddy: -Yume Nikki -.flow -Ignite -The Looking Glass -Fleshchild -Yume Nisshi -Akuma (Yume Nikki Fangame) -Answered Prayers -Ultra Violet -Cheesy internet OCs I read as a kid -Cheesy modern horror movies -Cheesy Creepypastas ...and probably other stuff but I can't think of it right now.
Have you come across any challenges during development? How have you overcome or worked around them? *Saturn: Sometimes I make a world without thinking about it all the way through and I don't know what to do it with or what to fill it with. That's why you can find a map of an Ouija board in the map files with some events and such that you can't access elsewhere. It's driving me mad still. >:T
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Did any aspects of your project change over time? How does your current project differ from your initial concept? *Saturn: It went from a side project to my current project, a project I wanted to use to help others but ended up teaching myself. I know better ways of eventing now and have an idea of how to make maps and tiles better and faster.
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Saturn: I prefer working alone on this game. Had it been something that I started with someone else, I'd like it with them. I do crowdsource ideas though: I'll ask discord randomly, "Hey, what should I put next in Returning Nightmares" or "Hey, what else should I put in this world?" Big shout out to Dream Diary Development & Pixel Horror for their help!!
What was the best part of developing the game? *Saturn: Seeing the worlds come together. Once a world has music in it and all the bits and pieces properly moving and intractable, it's immensely satisfying. I'd say finishing an event and having it work properly is second. Eventing is fun!
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Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Saturn: I find myself playing with the engine and seeing what I can do with it myself.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Saturn: I don't relate to anyone in particular because they're all kinda hollow. However, I like the hidden wizard the best since he was a D&D character I never got to use, so I have a whole backstory and personality for him!
Looking back now, is there anything that regret/wish you had done differently? *Saturn: I wish I planned better & fixed a few bugs for the first release. At least there's nothing game breaking: you can't get a few menus if you don't have enough money, but that's it.
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Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Saturn: Leave as is. This one is mostly to get me comfortable with the idea of releasing a larger game. Akira doesn't have any great stories in him, he's just him. Most of the games I got ideas for are one off since I like one off stuff. Makes everything feel complete.
With your current project, what do you look most forward to upon/after release? *Saturn: I look for people's reactions to it. There's, there's a particular place in the game that's in the shape of a 10 year old webcomic meme that I had people @ me in chats and ask if it was a reference to, while I giggled like a fool. Games like most media can be an interaction between player & creator, and that's one of the fun parts of it all.
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Is there something you’re afraid of concerning the development or the release of your game? *Saturn: God I don't know if I'll break the game or make it boring in any particular way. That's my top concern.
Do you have any advice for upcoming devs? *Saturn: Learning how to make a game is like learning how to read or how to do math: you won't be able to read To Kill a Mockingbird right away, nor will you be doing advanced algebra. It took a lot of time for you to be able to do either. Give yourself a break when you learn how to make a game as well: you won't learn how to make a big one in a month! Feel free to screw up. Someone says "Don't do that, it'll be too big"? Do it anyway: you'll either fail and learn a lesson, or you'll succeed and then look back and say, "Oh crap, I could of done that better now that I learned everything new." Either way, you got more practice to make another game, but better. "But I screwed up...." - see paragraph 1 on this question for the answer to that. Cut yourself some slack and remember you're doing this because you want to enjoy making a game! I found the best way I learned is by looking into other games (thanks Bleet & Jojogape for being cool with people looking at their games). I suggest finding the best way you learn as well, whether it's written tutorials, asking people, looking at other people's games, video tutorials, or just messing with the engine yourself. Lastly, I found the best way to take pressure off myself when making a game (as someone who loves perfection) was to make a few goofy joke games first. If they were bad, that was fine: they were supposed to be funny bad! It's like releasing steam by making MS Paint drawings, it makes you laugh and feel less nervous.
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Question from last month's featured dev @leirin: What's something you really hope to see an RPG Maker game achieve in the future? * *Saturn: I want to see more games do something with the picture system in RPG Maker 2003. Like, I've seen games play with the new picture system, but not release and it's really burning my britches because it's such a great cosmetic game changer hnnnngh. Otherwise, I'm not sure. RPG Maker is a limited engine specialized for RPGs. I like watching fellow developers Cachi, Hogwash-dev, Rindre, and a few other people see how far they can push the system, but I don't have a particular "I want to see this" from something. I kinda like RPG Maker for it's limits, but I also like seeing what I wasn't expecting from it!
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We mods would like to thank Saturn for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Returning Nightmares if you haven’t already! See you next month! 
- Mods Gold & Platinum
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kurara-black-blog · 6 years
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All of the numbers from 1 to 15 pls
Well then! I already answered 1 and 15, so here’s the other 13!
2. While writing angst, what three songs would you listen to to give it that ultimate angsty feel? 
Oh, boy, this (and the next one) is a hard question to answer! My writing is extremely connected to the music I listen to, which means every fanfiction has a specific “soundtrack” that gave me a specific feeling/mood. But, if I really have to pick three…
Stay With Me, Sam Smith, cover by Post Modern Jukebox (specially when related to romantic stories).
Trisha’s Lullaby, FullMetal Alchemist Brotherhood Soundtrack.
Music Box 9/Good Bye Defect Mogeko, Mogeko Castle OST.
3. While writing fluff, what three songs would you listen to to give it that ultimate fluffy feel? 
Can’t Sleep Love, Pentatonix.
Wooden Heart, Elvis Presley.
Eduardo e Mônica, Legião Urbana.
Somehow, they’re all love songs…
4. Are you a writes-too-much-description type of fanfic writer, or the writes-too-much-dialogue fanfic writer?
Too-Much-Description. I get paranoid with dialogue, never know when the characters are talking too much or too little.
5. What is your specialty as a fanfic writer? 
I have no idea, but I would guess drama? I don’t know, what do you think? I mean, I pride myself on being quite good with characterization, if it’s that you’re talking about.
6. What was the best work (completed or not) that you’ve written so far, in your own opinion? 
Right now? Well… Most people would probably think it’s 29% of Realities, but it’s actually the two Lance/Lotor fics I wrote for Laugst, Taste and Needed. Why? Well, they are heavily packed with meanings and feelings and I put so much thought on each paragraph (not that I don’t do that on my other fics, but those two were… a bit… of a delicate situation). I could go on and on, I could actually make a whole post analyzing the fics if you want. I love them. 
(I’m also very proud of my Zelda fic, Kingdom of Mandacaru, even though no one read it and I put it in hiatus.)
7. What fandom is the best you associate with? 
Voltron. Rigth now, at least. Because of Lance, mostly. And, hey, space. I can’t resist space.
8. If you were to write a crossover between any fandoms, what would they be and why? Give us a snippet of the two worlds colliding. 
You can’t ask me that and expect me to be able to aswer promptly! Okay, let me think… Ib, my favorite game ever, with Voltron. I would love to see it. I would love to write it sometime.
Ib is a beautiful game that inspires me to this day. It’s a horror RPGMaker game and it’s brillant. I think it would be amazing to see team Voltron inside Ib’s universe.
Pidge didn’t rememeber what she was doing. All she could remember was Coran telling them to not touch anything. Obeying, she stood there, quietly staring at the painting of a sleeping boy with dark skin and brown hair. The plate just bellow it read “The Seventh Rose”.
“Pidge!” She heard Hunk call. “Let’s go!”
“Coming!” Pidge yelled back, giving the painting on last look before running after her team.
On the way she wondered why se felt like she knew the boy in the painting.
(Not gonna lie, also would love a Golion/Voltron crossover)
9. Of which of your works would you make into a movie? Why?
The Kingdom of Mandacaru! I expand the whole Zelda universe and fill a bunch of plot holes (or will once I go back to it) and I think it would either be a great movie or a great game!
10. Do you make outlines for your works, even your one shots?
More or less? Usually I plan things out only for longer than 5 chapters fics. Oneshots and shortfics, well, I usually have an idea of what I want and what I should do, but I never really do an outline. I just write.
11. Have you made playlists for any of your characters?
No, but I’ve made a playlists for whole fics.
12. What was the motivation behind 29% of Realities Series?
My pure and neverending love for:
Lance
Anyone who knows my blog knows that I love Lance more than a lot of things in this life. I relate to his character way too much and I thank God they made Lance everytime I think about him. So, of fucking course, I want everybody from his universe to feel the same.
Just so you know, not all the love Lance is gonna get in my works is romantic, some are platonic and familiar. Like, for example, Coran will forever love Lance as a son and so will Haggar/Honerva soon enough.
Angst
That goes without saying, yeah? Well, if there’s something I like is emotions, they’re all fascinating to me and I love analyzing, understanding and making my readers feel writing about them.
Just so you know, the most fascinationg emotions for me are: Fear, sadness, hope, happiness, hate and love. Expect them in any of my works.
Romantic fluff
I am a hopeless romantic, and you can take the fluff out of my cold dead hands. Even if I haven’t written much of it lately. Soon.
The Paralel/Multiple Universes theory
I love that theory, I believe in it, and everything I write will have something to do with it, even if it’s just in the first vague idea of a fic.
The Butterfly Effect Theory
Same as the above. Also, I live my life accordingly to this theory.
The Possibilities both theories bring.
I am all about possibilities, I could write all the possible variants of the same fucking story. Again and again and again and again. Chapter after chapter after chapter. It’ll happen, eventually.
13. On any fanfiction readable site, which story/one shot/mini-series was your absolute favorite?
Hard to choose, but I really like With Flying Colors.
14. Who are you ultimate favorite inspiration fanfic Tumblr writers?
Weeeeeeeeell….. @inthisformiambadwolf, they’re amazing and I love their stories, so if you’re into Doctor Who and reader inserts…
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tumblunni · 7 years
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LETS THINK ABOUT BREAKFAST RPG Protagonist: a cute lil girl of some sort. Maybe named Cherry or Gateau or something adorable. Maybe a cherry shaped hat? Maybe shes like a chef magical girl. Or maybe just use default assets from rpgmaker cos the point is to get the game done and not over think it. And then like a tutorial character/rival who's like THE BRUNCH DEMON or something! Some really inexplicable reaper-lookin monster who has a goofy cute personality and is protag's friend/enemy/Robbie rotten. She runs a rival restaurant, comes in like plankton to steal le secret formula but also inexplicably constantly pops up in the tutorials, having a tea party with protag on the loading screen, etc. Self-sabotaging helping the poor kid out because deep at heart she's a nice ol monster! And then the third character is just The Office Guy. Some completely ordinary working Joe who has a breakfast magical girl pop into his life for no rational reason. *toast keeps appearing* *screams* First level is just you making him breakfast (and him freaking out), then you progress through stuff like impressing his boss with a birthday cake or whatever, to improve the poor sod's life. (While he continues screaming at all this magically appearing food, probably starts seeing a psychiatrist) And then eventually he just accepts it and you open a restaurant together. ...and then he has to compete against this giant monster brunch chef, and starts screaming all over again. STATS AND ELEMENTS! Maybe just keep stats exactly the same but give them funny renames? Or rename em to what they symbolise within this particular game. So like... Maybe speed = overall cooking skill? Cos it means you can attack faster and use more actions before the end of the time limit, its basically the most important skill for making complex foods. And I dunno, attack and magic attack could be... Cut and whisk? Savoury and sweet? Food and drink? If you had to divide all breakfast items into only two categories, how would you do it? I'm not sure what to do about the two kinds of defense. I mean.. I know what I want them to be but its hard to summarise it in one word. Could just be like defense against food based injuries (burning, etc) and defense against food-spoiling moments (getting eggshell in the bowl, overcooking, etc). Like one is actual defense and one lowers the odds of random events that harm you. So you get less penalties for failing. Oh, or maybe just have it as savoury defense and sweet defense and then luck affects your failure penalties/success bonuses? But I wanted to rename luck as ~love~ and say its the most important ingredient! XD "Elements" would be where the cooking styles come into play! Enemies would have a lot of tags, like tomato is savoury, fruit AND vegetable, and classed as an entree rather than a main dish component. Can only be used as ingredients, toppings and side orders. And most food would have a flavour but I dunno really what to define tomato as? Or potato. So there should be a sort of neutral flavour element that's just as important as the others. Like.. Calm flavour. Balance flavour. Foundation flavour. That's what potatoes and breads and carbs are, they lower down other flavours and act as a base to absorb those flavours, yknow?? They're important! But tomatoes aren't the same even though its hard to categorise them into a flavour. Maybe flavours can combine to make flavours? Tomato could be like... Salty + sweet? Maybe everything has a particular amount of each flavour that they contribute to the dish. So tomato would give +2 salt and +1 sweet. And +1 moist or something. And then your attacks are divided into multiple elements separate from the food elements. Your elements are all cooking techniques, like boil, chop, etc. And levelling up elements unlocks more skills for each one, like triangle cut or finely chopped or minced, or a passive skill that let's you cut tougher stuff like steak! And maybe it'd be clear cut weaknesses like sweet items are weak to mixing, or maybe its just individualized for each ingredient enemy and acts like the real ingredient in real life. I mean it'd be weird if tomatos were weak against going in a fruit pie or whatever... And then like... Combatttt!! I could just go with really basic default battle system but I wanna do elemental madness! And I wanna make it so you have a limited amount of turns, cos that means certain skills wouldn't be viable early on if they take too long, ensuring a good learning curve without having to limit the options too much. Like maybe complex chopping deals less damage but gives better results, so you have to fight harder to achieve that sandwich! Whereas you can just smash the tomato for a one hit kill and have a terrible sandwich. Triple weak to kneading, but logic dictates you ain't wanna do that :P (...maybe get an achievement called Undyne for seeing all the critical fail cut scenes? XD) And I dunno, maybe if you can't defeat the enemy before the time limit you just get an undercooked food that loses some points. And maybe if the enemy defeats you its like "somehow you slipped on a tomato and broke your back" Office dude better appreciate what we do for him! This kitchen is a deathtrap! And maybe early on you just have to complete the recipes the computer gives you, only being able to get bonuses/penalties depending on time taken and etc. Then you can start deciding how you wanna behave during battle- like triangle cut sandwiches or swapping the salad dressing! Then you can actually start selecting from multiple recipes, and multiple ingredients. It just says 'sandwich' and a vague description of what the person likes ('spicy' and 'traditional' and 'vegetarian') and its your job to figure out what to pick to satisfy that. Like maybe they don't want a hoagie or a toastie, and maybe they'd prefer brown bread? And definately can't rely on the easy +5 spicy sausage, we have to battle the far stronger peppers this time! And all the time we'll be seeing new recipes with longer steps and stronger ingredients!! And maybe move on to satisfying multiple customers at once? Have to make a food that contains all their fave things without getting so complicated that it defeats you. Or have no information about what they like and you have to just make multiple dishes that try and cover the full spread of logical possibilities so everyone is happy. At least one vegetarian option, and take care to make sure there's no nuts or gluten on ANYTHING cos we dunno which one the allergic coworker will eat! And then you can move on to outright alchemizing your own recipes by combining different ingredients in a practise mode. You don't get any penalty if you're wrong, and you can help out later missions by unlocking more recipe options, but you still have to pay for ingredients in order to practise. And I'm gonna make sure it is actually possible to win with just the default story unlock recipes, even if it might not be as easy or be able to get five star results. Oh, and probably a mission replay practise mode and/or sidequests, where you can make more money and grind for experience! Maybe even be able to get relationship points with different characters? Like, every day there's a repeatable side quest to keep making breakfast for office guy, like you did in the first level. And it gets more complex as you go on, so you could be making the world's best sandwich by the end! I think maybe also have some kind of morals meter for the [plot thing] that decides what ending you get. Like its not actually good and evil, but its a positive ending and a negative one. Like the best ending requires friendship with both office guy and rival demon, and higher [certain stat]. But you could also get like... Low stat rival demon ending has you selling out to her and the restaurant becomes awful and office guy lives in a cardboard box but at least you're rich. And positive ending might be that you still ditch office guy and fly off together, but you decide to travel the world finding other people in need of cheering up via magic breakfast and bring much happiness to the world~ Its lonely cos you always have to say goodbye to your human friends but at least you have demon rival buddy along for the ride in your immortal brekkie quest~! So yeah! A lot of ideas! I most definitely won't get them all done during the timeframe but I could at least hopefully make a playable demo. So like... Try and get as far as possible using default rpgmaker assets and basic framework, then release it as a teaser for people to see. If it does well then I have a whole bunch of ideas already on how to expand it into a full game, and I could draw fully original art assets and cutscenes to enhance the fun~! I just need to try and decide what the time limit is gonna be and when I'm gonna do it. And raise a lil hype from my friends cos seriously seeing comments and crits on my work is what motivates me beyond all else! Oh, actually, maybe I could do like... Multiple challenges?? "Hey bunni see how much you can make in one weekend" Then release that demo, and see people's comments and crits. Then if people are interested I could try working on it for a week next time and see how much I can improve it! And so on! That'd be good, with feedback and breaks in-between and stuff. And if one idea fails then I can just go back to the three day challenge with a different idea next time ^-^ Making a game out of making a game is a good way to get used to becoming more confident~! Maybe when it gets going then people could even add bonus challenges or something? I'd keep a tally of how many of these challenges I've done, and pretend its 'points', so I have a clear perspective on how productive I'm being. And then bonus points for how much positive response I got from the project, or how many downloads, or something. And then people can start throwing in requests like genre or how many words of dialogue or 'hey, include a shape shifting skill' or 'it has to be only black and white'. That'd help inspire me on what to do AND be challenging fun! And bonus productivity points for learning a new thing!! THIS IS A GOOD CONCEPT YES I could make like a points counter page or sideblog or something. Maybe have a lil doodle of me as a cliche RPG fighter character and when I hit point milestones I level up and draw a new outfit! And switch to magician or whatever when I run out of ideas. Need to find fun ways to motivate myself!!! I have dumb anxiety compulsions to count the tiles on the floor like that'll somehow make my luck better, counting nonexistent points is a nice way to make it less dumb. And making the reward be just the right to draw myself in a cute outfit means I'm guaranteeing I'll draw at least one thing that month, and drawing is a reward and not a job. And k dunno, maybe later on make the rewards stuff like 'you get to work on the big idea you actually wanted to do', so games are a reward not a job. Or 'you get to go to the cinema', so going out alone in scary crowds is a reward not a job. Or just even earn the right to buy a caffeine drink once a month and then that's a better way of beating my addiction! I've been trying to go cold turkey but I've never made it past 15 days cos there's really no reward or incentive or way to tell if I'm doing good. And sometimes I feel like having a lil energy boost would actually help me with finishing a project or something, versus when I'm just drinking it every day for no reason except yum. So if I can have one drink a month I might not even necessarily drink it right away, I'd save it for the last day of a challenge when I'm racing the deadline~! Lotsa ideas!!!
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rpgmgames · 5 years
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November’s Featured Game: Shooty and the Catfish
DEVELOPER(S): Daniel ENGINE: RPGMaker MV GENRE: Adventure, RPG WARNINGS: Course Language, Gore SUMMARY: Shooty and the Zaat are a dynamic duo solving monstrous mysteries!
Play the demo here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Sure! So my name is Daniel, I guess technically I am an animator. I started out making flash cartoons around 2000 just for fun and became a professional animator in the advertising space around 2007. I have been working in media ever since, both in studios and as a contractor working under the Visitors From Dreams label which is also the label I use for my game development. I started dabbling with RPG Maker in around 2002 but I never got very far. Once I got into the media industry I wanted to pick it up again but with Mac being what almost all my work was done on, at home and in studio I didnt get the chance to actually get into it properly again until MV released, infact I was so excited that I purchased MV the day it dropped and immediately begun development on my first title Flatwoods. Ironically Shooty and the Catfish was developed on a PC, but I digress.
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What is your project about? What inspired you to create your game initially? *Daniel: Shooty and the Catfish is set up pretty simply. The 2 lead characters, Shooty and Zaat run a sort of monster investigation unit out of their home. They get calls to different desitinations to deal with different monster problems. I really wanted it to feel like it was set up in a similar way to a lot of cartoons from the 80s, where every episode had a pretty similar but still managed to feel like a little self contained adventure. I have thrown in some little elements of an larger narrative but they are light until the final episode. Originally the series was pitched to Frederator for Cartoon Hangover, it got a little ways into early development but then Youtube changed its algorythm and animation on the platform became a struggle and the project was dropped. I didnt want to waste all the work I had done on the concepts and so I eventually tried to find a way to work them into a game, its taken me quite a few years to get as far as I have with development, but I would be even further back if I had tried to animate it all alone. I created Flatwoods to try and get a small project out, you know, to get some experience with the engine, little did I know how much more I had to learn!
How long have you been working on your project? *Daniel: I pitched Shooty and the Catfish back in 2013 from memory, but it didn't start to take shape as the project you currently see until the last 12 months. In that sense I am incredibly happy with how quickly the game has come together.
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Did any other games or media influence aspects of your project? *Daniel: So many things have influenced my work its not funny... Where do I even start? Shooty and Zaat have a bit of a Finn and Jake thing going since when the project was originally pitched to Frederator and thats what they were looking for at the time. Resident Evil 4 (the closest any game has ever come to perfection imo) was the inspiration for the games ammo based combat system. Demons Souls originally derailed the project when I tried to emulate its non linear hub based design (you will notice the demo takes place on a single island instead), that created all kinds of balancing issues though so thats all been stripped back and is what lead to the decision to make the game episodic instead. One element from Demons Souls that remains in the game is a diverse mix of linear and looping level designs when it comes to mapping. The game also features towns that have layouts based on unused maps from the Pokemon GS 97 Spaceworld demo since they never made it into any of the actual games in the series. Pokemon GS also influenced the games visuals. I'm not a big RPG guy, but I played a hell of a lot of Pokemon growing up and Gen 2 is still my favorite. Trying to get MV to emulate the limitations of the Game Boy Color was quite the hurdle, I still cant believe I got it working as well as it is. I also have a lot of cameos from other peoples RPGM games, so there's that. Its a big ol' mixing pot of ideas and inspirations.
Have you come across any challenges during development? How have you overcome or worked around them? *Daniel: Countless, the biggest challenge is always scope though. I originally wanted the game to be like 3 hours long tops, now its well in excess of that and that's before I have even put in meaningful NPC interactions. That's why I have decided to break the game up into episodes, each one should be around an hour which is much more my jam. I don't have a lot of free time so I tend to gravitate towards games that are tight and short, I think that's why I am so determined to keep this game in nice manageable chunks. Now that the game is shorter I don't need levelling so I am starting to tone down the RPG elements. One change always leads to another, but episode one is getting damn close to completion. I say this before I have even had the chance to announce the game's going to be episode on my own blog, ha ha. Episode 1 January, The Great Spore Chore! Keep your eyes out for it!
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Daniel: As mentioned above a lot has changed, I feel the biggest change was when I tried to move the game from being episodic into one adventure after playing through a bunch of other RPGM games for ideas, it all started to feel a bit aimless and the storytelling techniques I had planned when it was episodic weren't translating well as the game progressed. So I guess now the game is episodic again we have come full circle! So many ideas seemed good on paper but ended up not really being fun or adding anything in practice. Oh yeah, and the transition from Game Boy green to color was a big one based on feedback from the demo. Some people were finding it hard to tell what elements were interactable, doors in particular, I hope that color has helped minimize that issue. Key items will also have an animation on them so they are hard to miss. I'm not a fan of hunting for items in big maps, it's certainly not something I want to subject people too in my own projects.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Daniel: This project has had a few key people involved. Outside of myself I have worked with 2 musicians. One is an old school friend who did music for my animations back in the early 2000's. He has contributed a bunch of really cool EDM which makes up most of the games OST. On top of that there is also a number of optional bosses (one per episode) that have music composed by Secret Agent Ape who worked on Soma Spirits and a bunch of other upcoming games. I have been really lucky to get to work with such rad dudes.
What is the best part of developing the game? *Daniel: I love designing enemy battlers, my process usually involves me drawing a weird shape, sticking some eyes and a big goofy nose on it and trying to come up with a stupid pun to use for a name while listening to bands like Yes or Klaatu. It's bliss. I have a lot of people ask me why I have limited myself in terms of resolution and color palette, and it comes down to one of the important things I told myself when I got into game making as a hobby was that I would stop if it ever started to feel like work. I spend my days doing heavy visual effects and compositing, sometimes doing complex character animation. I want to keep that stuff as far away from my game development as possible. Ironically working within the incredibly restrictive limitations of the Game Boy has ended up being incredibly liberating and keeps things feeling fun as opposed to feeling like more of what I do all day to pay the bills.
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Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Daniel: I always enjoy checking out demo's of upcoming games. Both Heartbeat and Virgo and the Zodiac's demos blew me away from a technical standpoint on the MV front. I still find it hard to believe those demos were made with the same engine I'm using. I guess it really shows what can be done when the engine is in capable hands. I wish I had more time to play actual full releases, I mean Jimmy and the Pulsating Mass just came out and I have no idea when, if ever I will have the free time to play it because its such a commitment. I feel like I am missing out on some great stuff.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Daniel: I guess I relate to different characters in different ways. Slim Grim is the one who hands out assignments to Shooty and Zaat, he is pretty much done with life, over people and the world itself, I think thats something we all have a bit of inside of us. Shooty is a very positive individual, his solutions to most problems is a bullet with a smile, and I think theres a bit of that in all of us as well. Zaats a bit of a cheeky smart arse, so I guess in a lot of ways I am most like her as a person. One of the episodes also features Gerkinman who is and has been a sort of self insert in my work since 2001 so I guess technically I relate to him most... ha ha, but thats cheating!
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Looking back now, is there anything that regret/wish you had done differently? *Daniel: I wish I had done a better job keeping the project focused. I feel like a good few months were spent making the game bigger in ways it didnt need to be.
Once you finish your project, do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Daniel: All of my games are loosely connected, taking place in the same world. None of them tie directly into each other, im not big on the cinematic universe concept that seems so popular right now, but events in my previous 2 releases and the 5 planned episodes of Shooty and the Catfish are loosely connected in ways people who take the time to look can find. They are also tied into around 17 years worth of animated shorts I have released. I have no plans on stopping now!
What do you look most forward to upon/after release? *Daniel: Well, theres quite a few things... Mapping for all 5 episodes (outside of towns) is complete, so when Episode 1 is done I will be immediately rolling into Episode 2. I am aiming to have an episode out every 2 months which should be doable with so much of the game already finished. I also have a couple of short films I am looking forward to being able to invest some time into, things have slowed down in recent months due to freelance but I am eager to get to animate some of my own work again. I am also eager to see the comments sections on Lets Plays. Both Flatwoods and Hazmat got a bit of Lets Play action and a couple of those have some pretty substantial comment sections. The amount of theories people try to put together for these projects is staggering. I could never write something as entertaining as what the speculations in these comment sections contain in terms of what my games mean, it cracks me up and I find it quite flattering that random people have put more thought into elements of my stories then I have. Makes me want to keep things deliberately vague just to encourage more of it. Lastly I will be releasing all the build files for the project so if anyone wants to make fangames or whatever they have direct access to all of the core files used to build the games. Im a big fan of the concept of a mod community, and while RPGM doesnt exactly allow for that, id love to see people do similar things to my work as whats been done with a lot of LISA fan games.
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Is there something you’re afraid of concerning the development or the release of your game? *Daniel: I don't know about being afraid exactly. I am curious about how my business model for the episodic releases will go over. I was planning on releasing them at $1 an episode and $4 for the bundle when it's all complete. I know some people think thats still charging too much, but some people have also told me im not charging enough and that it lowers price standards accross the board for RPGM content. The way I see it if I can cover the costs of Steam and the music I commissioned then I've done alright since this project was for fun, but that's just me.
Do you have any advice for upcoming devs? *Daniel: Just keep at it and set yourself small goals. If your working on a big project break it up into manageable sections. Take things one map at a time, ya know what I mean?
Question from last month's featured dev @overcast-rpg: If you could choose an RPG Maker gamedev to release another game; which one would you choose and why? *Daniel: Oh that's an easy one, The Catamites. I love Space Funeral, it's easily my favorite game made in the engine, and while The Catamites has developed countless games since its release, they have all been in other engines. It would be fun to see them return to the engine after all they have learned about game design since Space Funeral's release and to see what they would do.
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We mods would like to thank Daniel for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Shooty and the Catfish if you haven’t already! See you next month! 
- Mods Gold & Platinum
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rpgmgames · 6 years
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April’s Featured Game: Folkloria
DEVELOPER(S): folkloriarpg ENGINE: RPGMaker MV GENRE: Adventure, RPG SUMMARY: Folkloria is a lighthearthed turn-based RPG set on a floating island inhabited by mythological creatures. You play as Weaver, a young and unassuming griffin determined to rescue his family from the clutches of Dr. Zeralidius, a shady businessperson from the world below the clouds who plans to modernize the peaceful island.
Our Interview With The Dev Team Below The Cut!
Introduce yourself! *Oi! I'm Domino, a wannabe artist. I've been drawing all my life, a passion I inherited from my father, but only recently I decided to publish my work online. Through the years I have tinkered with basically all iterations of RPG Maker, making silly short games with my friends before attempting to develop something full-fledged.
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What is your project about? What inspired you to create your game initially? *Domino: Folkloria is a very simple, cartoony turn-based RPG which spices things up with timed hits, counters and a variety of partners. The game takes place on a floating island inhabited by anthropomorphized mythological creatures. The protagonist of the story is Weaver, a child griffin determined to rescue his family from the clutches of Dr. Zeralidius, a shady businessperson from the civilized world who wants to forcefully modernize the island. Along the way he will meet new allies like Lauper, a thousand-year old phoenix who needs his help to drive Zeralidius out of the island, and Akinai, a kitsune merchant who will supply them with the best items she has to offer. I still haven't shown all the party members, but among them are a buff minotaur lady, a shy but frightening wendigo and a sculptor gorgon. 
What inspired me to make a game was the indie scene in general. I have always dreamt of being a game developer since I was a kid, and when indie games first started becoming really popular I thought to myself "Hey, I could probably do that!". The folklore theme of the game was decided completely at random. When I first created the character of Weaver with my friends years ago, we wanted to make a traditional 2D platformer. We came up with a griffin character since being part lion and part bird he could fly, run fast and use its claws to attack. That decision alone basically shaped up the rest of the setting, and I started populating the game's world with different mythological creatures.
How long have you been working on your project? *Domino:  The game in its actual state was started at the end of 2015, but the basic setting and characters (specifically Weaver, the protagonist and Zeralidius, the villain) were conceived as far back as 2012. I didn't pay much attention to it during the following years since I was working on another unrelated project with some friends, but after things fell out with them I decided to revisit the concept and flesh it out.
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Did any other games or media influence aspects of your project? *Domino: Of course! If it wasn't obvious enough, the game is heavily influenced by Nintendo RPGs, especially the Paper Mario series. I always loved the simplistic approach towards the RPG formula those games have, and I also adore turn based combat with timed button presses. I think it keeps the player engaged. Graphically, Mother 3 was a big inspiration. The art style of that game just resonates so well with me, with that colorful palette and the black outlines that make the sprites stand out so much.
Have you come across any challenges during development? How have you overcome or worked around them? *Domino: The biggest challenge was overcoming the limitations of the engine itself. I chose RPG Maker because it's very easy to pick up, as I'm mainly an artist and I don't know anything about coding. But as time passed, I noticed that even when using countless scripts I couldn't achieve the battle system I had in mind for my game, which required timed button presses and numerous character animations. So one day I decided to try making the battle system from scratch, using only common events and script calls, and it worked smoothly. In the end it felt extremely satisfying to see something like that work as intended, and by experimenting with script calls and variables I at least learned something about coding.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Domino: Like I said before, the game was initially conceived as a 2D platformer. Then, when I picked up the project again years later, I envisioned it as a bare-bones boss rush RPG with Weaver as the sole playable character. As I started adding more features like partners and equipment, I felt those would be wasted in a boss-only game and I finally decided to include random enemies. Since then the game hasn't changed much, but to this day I always find myself revisiting minor stuff like the design of some NPCs (and I should seriously stop doing that!).
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Domino: I prefer to work alone, as I am very picky about how characters and gameplay aspects are handled, but I still enjoy receiving feedback. I have a very close friend who doesn't actively work on the game, but always tell me what I'm doing right or wrong, and I find his help invaluable. So far I'm doing well one-man-armying the project, I will have to find a composer sooner or later though, since making music is the only thing I can't realistically do by myself.
What is the best part of developing the game? *Domino: Animating the character sprites and seeing them interact in battles is incredibly satisfying to me. Being an artist at heart I'd say spriting in general is my favorite aspect of game development. Another thing I absolutely adore is worldbuilding, researching the mythical beasts from all around the world and trying to incorporate them in the game by giving them my own spin.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Domino: I haven't played many RPG Maker games, but I did enjoy LISA the Painful and OneShot immensely. I was impressed by how far these two games in particular pushed the RPG Maker engine to its limit.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Domino: Self-inserting isn't something I like to do in games, so this is a hard question for me, but I think I can relate with Weaver, he mostly keeps to himself but he's always willing to help his friends and family.
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Looking back now, is there anything that regret/wish you had done differently? *Domino: Yes, I regret not having started working on this project earlier and wasting too much time during the planning phase.
Once you finish your project, do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Domino: Absolutely! I would definitely love to expand the game's lore further through comics and other side projects.
What do you look most forward to upon/after release? *Domino: The sense of accomplishment of having completed and released a game! But deep down, the thing I'd love the most is having fans of my work and seeing my characters drawn by other artists.
Is there something you’re afraid of concerning the development or the release of your game? *Domino: The whole marketing part scares me. I really don't know how to promote my game, so getting it noticed is going to be pretty tough for me.
Do you have any advice for upcoming devs? *Domino: Oh man I am bad at this. I'd say... when starting, keep the scope of your game small. Make something that you, as a player, would enjoy playing. Don't try to follow trends and, most importantly, value every bit of constructive criticism, but remember that you can't always please everyone!
Question from last month’s featured dev @plueschkatzeart: How do you keep yourself motivated?  *Domino: Sharing my progress on the blog for everyone to see is what keeps me motivated. Since I set myself the goal of posting at least once a week I've become more productive than ever. Of course, the positive response I receive from my followers also help. Another thing that encourages me to keep working on my game is seeing other developers succeed; that gives me hope and drives me to do my best!
We mods would like to thank Domino for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Folkloria if you haven’t already! See you next month! 
- Mods Gold & Platinum
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July’s Featured Game: SLARPG
DEVELOPER(S): Bobby "ponett" Schroeder ENGINE: RPGMaker VX Ace  GENRE: RPG, Fantasy SUMMARY: SLARPG is a short, turn-based RPG following the story of Melody Amaranth, a kindhearted but meek transgender fox who’s decided to learn healing magic and become a paladin. She’s joined by her adventurous girlfriend Allison, as well as their friends Claire (a sarcastic, rule-bending witch)(she is also trans) and Jodie (a dependable, somewhat motherly knight). Over the course of the story, our inexperienced heroes will meddle with forces beyond their control and find themselves responsible for the fate of their quaint little hometown. They’ll also fight some spherical frogs, travel to a forgotten land in the sky, befriend a robot or two, and anger the local librarian. But that should go without saying. 
Introduce yourself!  Hi! My name's Bobby "ponett" Schroeder. I have a background mainly in visual art and writing, and I've been working in RPG Maker VX Ace since 2013 after being inspired to try making my own game by Splendidland's masterpiece Megaman Sprite Game. I'd always wanted to go into game development, but this was the first time it felt like it was actually feasible for me to make something fun on my own. By the end of that year I released a much rougher freeware version of SLARPG, originally known as Super Lesbian Horse RPG.
I do most of the work myself, but I have several people helping me with some NPC and enemy design work including my boyfriend Anthony Field (@exclamationpointman on Tumblr) and my friends Thomas Landon (@schloogywoog), Gee (@fattoads), and Thom (@sidewalkwitch). My lead composer is the incredibly talented BEATR!X @neutralnewt) with more music contributed by other friends such as internet pop icon blacksquares (@blacksquares).
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What is your project about? What inspired you to create your game initially? *Bobby: Super Lesbian Animal RPG is primarily about a timid transgender fox named Melody. At age 22 she's sort of coasting along on autopilot with no clear idea of what she wants to do with her life. One day, she and her girlfriend Allison get roped into a new adventuring guild founded by their friends Claire and Jodie. Melody sees this as an opportunity to impress Allison and to make herself useful by becoming a paladin and learning healing magic.
At its heart, the game is about the relationships between four girls in their early 20s. They're all trying to define themselves as people, they all have their own personal baggage, and they all have their own motives for seeing this dinky little adventurer's guild as a life-changing opportunity. And now, thanks to the trouble they get themselves into, they also have to figure out how to be heroes. It's also a game where you can have an anthropomorphic rabbit with a mohawk kiss her girlfriend and then swing a sword made of zircon at a magic tumbleweed
As I said, the game was originally released in a much rougher form under the title Super Lesbian Horse RPG. It started out as a cute, goofy little game where Fluttershy and Rainbow Dash from My Little Pony: Friendship is Magic were dating (of course) and went on a bizarre adventure, but it soon turned into a genuine RPG with a more sincere story. It also got much, much more attention than I ever expected. My use of copyrighted characters made the game difficult to distribute, though, and in hindsight I was holding myself back by presenting it as a fangame. So in 2015, I decided to radically overhaul and flesh out the game with a new, expanded cast that I have full creative control over. And now here we are today, with a game that's probably got more new material in it than old, but still hopefully has the same charm if you enjoyed the original.
How long have you been working on your project? *Bobby: Work on the original project lasted the entirety of 2013, with me foolishly releasing the 1.0 version on Christmas 2013 (my 20th birthday—I spent most of the day frantically squashing bugs). I returned to the project in 2015 and have been working on the new version on and off for about two years now.
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Did any other games or media influence aspects of your project? *Bobby: The humor is definitely inspired in part by Mother and Paper Mario, although my talkative protagonists might make it closer to something like a point-and-click adventure game. I've also always loved really casual comedy that skews towards normal conversation in stuff like Home Movies or Homestuck. Adventure Time has undoubtedly been a big influence, too, as one of my favorite shows, with its "anything goes" fantasy world and colorful cast of characters—but also because of its focus on grounded, introspective character moments in a surreal, fantastical setting
Gameplay-wise, early Final Fantasy titles are a big influence for sure, and I'm trying to take a page out of Zelda's book when it comes to exploration and level design. But tabletop RPGs like Dungeons and Dragons are also having an impact on the way I design encounters. I think tabletop games are still the gold standard for RPG battles, because they're often less about stats and repetition and doing what the designer wants you to do and more about improvising a fun story. Of course, an RPG Maker game can't compete with having an actual DM there to run an encounter, but I'm trying to give players lots of fun little "hey, what if I tried this?" moments with unexpected consequences.
Have you come across any challenges during development? How have you overcome or worked around them?   *Bobby: Honestly, the big thing for me is always time management. As development continues and my skills improve, I often find myself polishing areas and assets I'd already worked on before. If I didn't force myself to work on new stuff too I'd probably spend three years just polishing Greenridge to a mirror shine.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Bobby: Developing the protagonists further has really broadened my horizons writing-wise. I always wanted the game to have a nice emotional arc on top of all the jokes and surreal dungeons, but over time I've fleshed out Melody, Allison, Claire, and Jodie more and more, making everyone feel less like charicatures and more like real people with relatable motivations. The graphics have also gotten a lot better after several years of pixel art practice, and the level design has gotten less linear.
What was your team like at the beginning? How did people join the team? If you don't have a team, do you wish you had one or do you prefer working alone? *Bobby: It started out as just me. Friends on Tumblr quickly showed interest in contributing designs and music to the game just because they liked the project, and before long a lot of different people were putting their own little mark on the game. Some of my favorite characters in the game have been designed by friends, and I don't know where I'd be without the absolutely phenomenal soundtrack.
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What was the best part of developing the game? *Bobby: I love designing characters, and writing in all these little details to make them feel real, and figuring out how they talk to each other, and seeing my audience pick out their favorites. It's a very rewarding process for me. The second best part is getting to listen to the soundtrack and realize "Wow... this is gonna be in a game that I'm making. And it's gonna be SICK."
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Bobby: Without a doubt, Melody. She differs from myself in a lot of major ways, so I wouldn't call her a self-insert, but she was created to give myself the relatable fat bisexual trans girl protagonist with anxiety that no other piece media was ever going to give me. A lot of her insecurities in the game are even loosely inspired by stuff I've been through in real life.
I also have a ton of fun writing the villains, but they're spoilers.
Looking back now, is there anything that regret/wish you had done differently? *Bobby: I wish I'd been more consistent about my work ethic in the past. I worked EXTREMELY inconsistently on SLARPG throughout 2015, and I probably could've gotten a lot more done back then. But hey, live and learn.
Once you finish your project, do you plan to explore game's universe and characters further in subsequent projects, or leave it as-is? *Bobby: Oh, I'm absolutely hoping to revisit this world! Part of the reason I'm putting so much effort into revamping a game I already released is so that I can work with this new cast and setting again in the future. I'm not planning too far ahead right now, but I do have some vague ideas for more games I'd like to make in this world, possibly through the eyes of characters other than Melody.
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What do you look most forward to upon/after release? *Bobby: I'm looking forward to being able to play some longer games in my backlog without feeling guilty about it, haha. I've been dying to play stuff like The Witcher 3, NieR: Automata, and Final Fantasy XV, but I'm always worried it'll just take time away from my work. It's a wonder I managed to finish Breath of the Wild this year.
Is there something you're afraid of concerning the development or the release of your game?  *Bobby: This answer is gonna be a bummer, but I'm worried about is the harassment I'll have to deal with for putting out a game about LGBT characters. I've already dealt with this on several occasions, although thankfully it hasn't progressed past slur-filled anonymous messages. This toxic state of the gaming community is why I'm currently planning to release the game exclusively on itch.io, rather than exposing myself to Steam's hostile userbase. But it's a story that I think is worth telling, and for every piece of hate mail I get 20 messages from people telling me how excited they are, which is why I haven't given up.
Question from last month's featured dev: Is there any portion of your development that's gotten you outside your comfort zone? *Bobby: I think it's easy to say that most of it has been outside my comfort zone, actually. Working on SLARPG has really pushed the boundaries of what I previously thought I was capable of as an artist. When I first started I literally made a dungeon that was just a straight line with one 90 degree turn because I had no idea what else to do with the canvas. Now I can make dungeons that are actually slightly fun!
Do you have any advice for upcoming devs? *Bobby: Study the games and stories you love, and find out what really makes them tick. Don't just mimic surface level things, but study the mechanical, structural, and thematic elements that make them so memorable. Oh, and don't put too much effort into a fangame if there's even the slightest chance it'll get taken down, haha. Make something original loosely inspired by the things you love instead.
We mods would like to thank Bobby for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved! 
Remember to check out SLARPG if you haven’t already! See you next month! 
- Mods Gold & Platinum 
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rpgmgames · 7 years
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June’s Featured Game: Living Playground: The Witch’s Puppets
DEVELOPER(S): Meaka ENGINE: RPGMaker XP  GENRE: Supernatural, Puzzle WARNINGS:   Both implied and shown violence to the children, Emotional abuse, Blood SUMMARY: With what starts as a simple day at the park, siblings Tony, Pablo, and Octavio are once again caught up in a series of strange circumstances such as strange pocket dimensions, coordinated monsters, and more geese than anyone could ever want to see in their lives. Stranded with them are Haze and Seal, two witches who seem to be connected with whatever nonsense is going down. As witches tend to be.In the simplest of terms, this game is about friendship and relating to others, both the good and the bad. With an unfortunate focus on the bad. It will be mostly straightforward with only one ending. 
Download the demo here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself!  *Hi hello I'm Meaka. I've been kicking around the RPG Maker scene since like 2012 with my first game release in 2014. Whether that makes me but a wee RPGM baby or a seasoned veteran is probably dependent on how "long" you'd consider that h-haha. I'm an animator and illustrator, so visual development is my strong suit.
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What is your project about? What inspired you to create your game initially? *Meaka: The Witch's Puppets is best summed up as "a game about friendship." Part of my motivation for creating it was simply personal catharsis: it deals heavily with circumstances that impacted my own life greatly and affects how I interact with people to this very day. Beyond real-life experiences, a big inspiration is Hatoful Boyfriend: Holiday Star in terms of how emotionally raw and powerful it is while also carrying on its sense of humor.
How long have you been working on your project? *Meaka: Far too long oh man. As a reference, my first game took me maybe six to eight months on and off to complete. I'm. almost 3 years into The Witch's Puppets and while I can probably hope for the best in terms of my completion rate, it's been a wild ride. (Did you know I thought it'd only take a year? 2014 me, how innocent you were...)
Did any other games or media influence aspects of your project? *Meaka: I say this like everywhere and I'm sorry if I'm repeating myself, but a huge inspiration for my art in general is the Kirby series. It has such a flawless blend of cute-to-macabre that I absolutely love and hope to capture that same feeling in my own work! Living Playground was inspired by the usual "RPG Maker/ Wolf RPG Editor" games (mostly Ib and Alice_mare) which led to it's "kind of horror but not really" flavor.
Have you come across any challenges during development? How have you overcome or worked around them?   *Meaka: In all honesty, just staying motivated three years into a project is difficult. I'm absolutely ecstatic to be making this game and bring it to people for them to play, but it's so easy to be excited about the cool parts and hit a wall production-wise when it comes to the mundane and tedious parts, particularly programming events that tend to be made up of a ton of conditional branches, variables, and occasionally will crash RMXP. So I give myself breaks on occasion and try to switch it up between whether I work on visual assets or RPG Maker programming, and sometimes I flip over to side projects (be it jam games or just other art).
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Meaka: From my initial concept, beyond certain themes and characters, they're two entirely different storylines. I actually gutted the entire script and started over at least twice during the course of production because of things not flowing well, weird writing choices by me, or just ideas that I slowly realized weren't that good. In particular, a very big part of some rewriting came from having some friends look over my script + game doc and pointing out some flaws that were from too much personal investment. If you're ever in a tight spot and not sure if stuff reads right, get some friends to beta read for you!
What was your team like at the beginning? How did people join the team? If you don't have a team, do you wish you had one or do you prefer working alone? *Meaka: In my first game it was just me until I threw it at some people to beta test. That was an interesting experience. For the Witch's Puppets, I commissioned music from the absolutely amazing ProjectTrinity and needing to consolidate my ideas and express them in a way for someone to create music for it helped me commit to my ideas and also helped me put into words what I couldn't really describe well beforehand. I haven't really had the chance to work fully on a team. I'd sure love to, but I fear my hectic life schedule would hold back whatever team I would want to join.
What was the best part of developing the game? *Meaka: I may be an animator and used to this by now, but there's something really magical about making your characters and putting them into a thing and then they move around. It just feels really nice. Also for me, I love telling stories and entertaining people, so I hope that my games allow me to do that! Whenever someone offhand mentions they enjoy something I make, it fills me with the warm fuzzies. (And don't even get me started on fanart. I literally cry.)
Looking back now, is there anything that regret/wish you had done differently? *Meaka: I absolutely want to 100% go back and remake Living Playground one day. It was the best I could do at the time, but now that I know so much more about what RPG Maker can and can't do, I want to go back and fix all those little things and make it more of what I wanted it to be. ... Also cut back on the ham-fisted attempts to be scary, maybe.
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Once you finish your project, do you plan to explore game's universe and characters further in subsequent projects, or leave it as-is? *Meaka: I've already kind of done that! The Witch's Puppets is a sequel-but-not-really. And also Retail Hell, my Horror Funhouse jam project, is set in the same universe. As for the future, I can't say for sure that I'll make another game with the same characters, but I love the playground kids so I would never rule out the possibility of making something containing them again. Whether it's a game or not, that's a problem for Future Meaka to figure out.
What do you look most forward to upon/after release? *Meaka: It might be conceited of me, but I hope to see it give some sort of positive impact on people, even if just a little! I'd like to hope my little Friendship Game helps someone out if they're in a rough patch and at least makes them smile for a bit. Also I cannot wait to shitpost with wild abandon. Bad memes, here I come.
Is there something you're afraid of concerning the development or the release of your game?  *Meaka: I always low-key fear my files corrupting and losing everything, but since I am paranoid and keep a ton of back-up copies, I don't think that's going to be an issue. There's also a small part of me that is worried about people completely missing the point, but at that point I guess it would fall on my writing...!
Question from last month's featured dev: Which of your characters do you feel like you'd get along with the most? *Meaka: Strong Pickle. There is no other answer.
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Do you have any advice for upcoming devs? *Meaka: Google Drive, Dropbox, and Mediafire are good friends and back up your stuff! Also, there will be days when making your game will not be fun. You will open your version of RPG Maker and look at it with dread. Keep going. Even if it's just one event a day, one spriteset at a time, keep on poking at that game. It just seems daunting because you know what you want it to be and you're looking at the beginning of the beginning. You can do it!!!
We mods would like to thank Meaka for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved! 
Remember to check out Living Playground: The Witch’s Puppets if you haven’t already! See you next month! 
- Mods Gold & Platinum 
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January's Featured Game: Wishbone
DEVELOPER(S): Skitty, Kwillow, Ellie, Natasha ENGINE: RPGMaker VX Ace   GENRE: Western, Drama, Farming Simulation WARNINGS:  N/A SUMMARY: Wishbone is a character drama-slash-farming sim game that takes place in a wild west-inspired setting. The player takes the role of a farmer, fresh off the wagon in a new town and tasked with building a successful ranch. Wishbone might seem sleepy and mundane at first, but there’s trouble brewing on the horizon: a fierce, prolonged standoff between the lawmen and the outlaws that will decide the fate of the town itself.
Our Interview With The Dev Team Below The Cut!
Introduce yourself!  *Skitty: Hello! I'm Skitty, a scruffy weirdo whose hobbies include drawing, programming, and cooking. I also happen to be the coder, project manager, and one of the main artists. In 2014, I released my first game, Theo's Big Adventure, but actually haven't really been involved in the community... I'm a bit of a hermit.
*Katie: Hi! I’m Wishbone’s portrait artist, and I also do some other less easily categorizable stuff, like writing, spriting, concept work and research! This is the first game I’ve ever been a part of the team on, if you don’t count an unfinished choose-your-own-adventure game I made in Flash when I was 13.
What is your project about? What inspired you to create your game initially? *Skitty: It's kind of a funny story. Several years ago, I used to be part of the Fallout: New Vegas roleplay community on tumblr. Just for fun, a few of my friends and I came up with an alternate universe where instead of living in the post-apocalyptic desert, all the characters lived in the wild west instead. We ended up having a lot of fun with the idea! My friend, Ellie (who is also working on this project as a writer), suggested the idea of an Animal Crossing-esque game based on that setting... and I, having coding knowledge and having made a game before, volunteered to make it. The struggle between the four central characters remains the same as the initial concept, but the project and the people of the town have evolved a lot since then.
How long have you been working on your project? *Skitty: I started it around April 2015, so it's a few months short of two years old. Progress has been slow because I'm also juggling a job and other obligations, but even during busy times, I typically manage to work on Wishbone every week. Every couple weeks, new features get done and updates are posted to the dev blog.
Did any other games or media influence aspects of your project? *Skitty: The three biggest ones are Animal Crossing, Harvest Moon, and Red Dead Redemption. From Animal Crossing, we have have befriending townspeople and decorating your house. From Harvest Moon, we have the farming mechanics and romance. From Red Dead Redemption, we have hunting, foraging, and outlaw bounties. And I suppose Fallout: New Vegas deserves a shoutout for kicking the whole project off, albeit indirectly.
*Katie: I’ve liked Wild West settings for a while, but this project has made me go big on trying to absorb as much information from both the actual time period and from media as I can. Lately I’ve been trying to cram as many old Westerns into my eyeballs as I can so I get a good picture of the (romanticized) aesthetic and shorthands that have been used for this genre in the past.
Have you come across any challenges during development? How have you overcome or worked around them?   *Skitty: Honestly, we’ve been fighting against RPG Maker’s limitations since the beginning, since the game we’re making is quite unlike a top-down RPG.
I would say that the biggest difficulty so far has been the patch of code that manages animals aging, getting sick, eating, giving birth, etc when the day rolls over. Originally, each animal event had an autorun page that would process that information when the player entered the barn map, but that would get very messy if the player didn’t enter that map all day. It got even messier if the player sent the animals in the barn out to pasture! To solve this, I first had to learn the order in which autorun events are evaluated (tip: it’s determined by the event ID number!). But that wasn’t enough… as more features were implemented, it became obvious that that approach just didn’t work. There were too many conflicts, and every time I’d fix something, I’d have to go through 20+ animal events, each with 40 pages, and change something over, and over and over… it was incredibly inefficient, typo-prone, and hard on the wrist.
Eventually, I got sick of it and recoded the whole animal system to use “generic” Common Events for interaction (basically I copy the animal’s specific stat variables to “generic” variables used by the function, then call it), with the aging/giving birth/eating/etc handled by a single event that was called once when the player slept. In hindsight, it seems so obvious… but my previous project didn’t use Common Events at all, so the first year of Wishbone’s development was largely dedicated to learning how to use them effectively.
*Katie: My biggest obstacle has been myself. I’m both a procrastinator and a perfectionist, which is just a horrible combo for ever getting anything done. Thankfully Skitty keeps me as on task as she can, but I still get mired in fixing-loops, and you would not believe the amount of times I’ve sent her revised images just because I moved a nostril two pixels to the left because it had been bothering me so badly.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Skitty: It actually hasn’t changed a whole lot. In the beginning, we had this core concept, basically just Animal Crossing plus Harvest Moon. But even back then we knew we wanted a big plot and minigames and sidequests and stuff… it was just a matter of figuring out if those were feasible to program.
I’d say it actually has more features now than it did in the original concept, too. I think in the beginning we had maybe five minigames, now it’s more like 8-10ish (depending on what you consider a minigame).
*Katie: It’s far larger than we had intended, that’s for sure! The art style has also shifted quite a bit, from the switch to wholly original graphics from borrowed sprites to subtle alterations in the sprite and portrait style. I think the biggest, most significant change, aside from making all-new sprites, is the inclusion of the sky in most of the game’s maps.
What was your team like at the beginning? How did people join the team? *Skitty: It’s pretty much the same as it always was–me as the programmer/project manager/spriter, Katie as the portrait artist and other spriter, Ellie, Dax, Jester, and Reuben as character/plot contributors. Oh! I guess the big difference now is that we are in the process of hiring a composer?
What was the best part of developing the game? *Skitty: Seeing it all come together into something finished and cool. Sometimes I like to just lovingly look at the maps and videos and such I’m proudest of and think “wow, I did that! And it turned out almost exactly how I’d imagined!”
*Katie: Agreed! The little bits and pieces don’t seem like much, but when they’re part of a whole it’s like they’re completely transformed. I’m also happy to be working in a group - it makes me so proud to be part of this effort!
Looking back now, is there anything that regret/wish you had done differently? *Skitty: Man, I’d definitely be craftier about how I handled the code for the animals. I didn’t know a lot about scripting at first, MONTHS worth of headache could have been avoided if I’d known how to use script calls.
*Katie: I don’t want to say ‘I wish I could change everything!’ because that’s not true, but it’s hard to keep myself from feeling I can always improve the parts I’ve contributed to the game. I’m doing a lot of learning on the job, and when I look back on things I’ve done before - even just a couple of portraits or sprites ago - it feels like I need to do everything over and make it better!
Once you finish your project, do you plan to explore game's universe and characters further in subsequent projects, or leave it as-is? *Skitty: We definitely have plans to use the characters again, but when they’re revisited, it’s going to be in different contexts. You won’t see the desert of Wishbone again, but the characters will absolutely be popping up in future projects.
*Katie: Yeah, these characters are sort of like… actors, in a way. Type-cast actors. We like to put them in different scenarios and see how they adapt.
What do you look most forward to upon/after release? *Skitty: Gosh, it would be amazing if people liked the game enough to call themselves a fan! I’m definitely looking forward to people’s reactions to discovering plot twists and easter eggs and such. I hope people like the characters, too.
*Katie: Having something like this done would feel amazing. I’ve never been part of something this big before, and it’s a lot to be proud of. After that - if even a handful of people like the game, I’d be elated!
Is there something you're afraid of concerning the development or the release of your game?  *Skitty: I hope there aren’t too many bugs in it when I release it! I mean, I’m testing it as I go, but it’s a really big and complex game… there are going to be things I don’t catch. I’d be really disappointed if I released it with a glitch that broke people’s save files.
Also, I really do hope people actually like the characters… I’d be sad if they didn’t.
*Katie: I hope the art does justice to the game… I’d hate for it to be distracting or off, it’s something I worry about frequently. And boy I hope the story and characters come off okay!
Question from last month's featured dev: What's the biggest turn off you can get on an RPG maker game? *Skitty: Hmm… honestly, using the default sprites tends to be a pretty big turnoff. As an artist, it is very important to me that the game have an “aesthetic”, a sense of atmosphere, that the characters feel like individuals… that’s what really catches my eye and makes me want to learn more. I know not everybody is an artist, but like, a simple 8-bit sort of style, or even a “shitpunk” style like Space Funeral is more eye-catching than the default tiles.
Also, I find games made with the default tiles tend to be very easy to get lost in due to the generic nature of said tiles… if you gotta use those, at least make sure your maps are tightly-built and easy to navigate. I’ve played several RPG Maker games where the player spent a lot of time in huge, empty green fields with little or no landmarks. Add some stuff to make the area memorable… players will thank you for it!
Do you have any advice for upcoming devs? *Skitty: Try to set realistic goals for your first (or second, or third…) project. It’s so tempting to want to tell your magnum opus immediately, but that’s usually a recipe for ending up frustrated, disappointed, and quitting. My first project, Theo’s Big Adventure, was fairly short, used mostly ripped sprites from Mother 3 and ripped music from other video games, and still took a year and three months to complete.
Also, try to make working on your project a habit. I find that the hardest part is often just getting started… but once I get in the zone, I can work for hours. Set goals for yourself (whether it’s as big as “I’ll finish Chapter 5 by April” or as small as “I’m going to work on my project for at least 30 minutes today”) and reward yourself if you complete them. If you don’t complete them, don’t beat yourself up… just set the goal again (adjusting it to be more reasonable if needed) and give it another shot.
Oh, and one more thing… it’s alright for something to not be perfect. One of the biggest killers of a long-term project (aside from overambition and having it not be a habit) is perfectionism. Don’t get caught up in the cycle of continually revamping the same pieces over and over again–just let it be imperfect and move on. Nobody’s first project is perfect, but future-you needs the experience and confidence you’ll gain from finishing it to pull off the project of your dreams in a few years.
*Katie: All of the above, but from someone who’s less disciplined, to people who perhaps have similar issues: get somebody who’ll keep your nose to the grindstone and get you working and finishing things when all you want to do is either chase butterflies or toggle an eyeball back and forth to make it “perfect”. You would not believe how much it helps.
We mods would like to thank Skitty and Katie for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved! 
Remember to check out Wishbone if you haven’t already! See you next month! 
- Mods Gold & Platinum 
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