Wednesday, June 13, 2012

The Tower of Indecision

Well, it's been a while since my last post, and thus far my thought process has looked something along these lines,



That is, a mess of ideas.

I'm not going to bore you with the details of why I'm having a hard time deciding what it is that I'm going to make. There have been some technical difficulties with Game Maker when it comes to Japanese Fonts, priorities have shifted around a bit, I've realized some things about myself that in the long run will prevent me from...limiting myself in a few ways that I may have. Overall the last month has been a whole lot of thinking, drawing, and making sprites. Also, writing blog posts that don't get posted because they're too long and convoluted.

So, where does that leave me? Well, I've decided what I'm going to make. Though it may disappoint those of you who were expecting something exceptionally unique or different, it's not anything special. My goal is merely execution, and setting a high standard for any games I create in the future.

"....Uhhh, that's vague, so what are you doing exactly?"

You'll see. 

"You haven't actually decided yet, have you."

Pfffft, what? Of course I have. I know...what I'm not going to do, and that's almost the same as knowing, right?

"No, stop procrastinating. We want to see pixels fucking each other. Iris Action is taking too long." 

ALRIGHT FINE, I'm starting tomorrow. Sheesh. I'll have a precise list of everything that's going to be in the game within a week, as well as the initial player sprites. I'll also have some concept art and a run down of what I'm going for in terms of style, tone, etc.

Happy? Good.




46 comments:

  1. Love the comment about Iris Action. I've just become convinced that game isn't coming out. Ever.

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    Replies
    1. Haha well, from the sounds of it, it's basically 98% done, so I doubt it'll be long.

      There's no way he'd abandon it when he's essentially counting on it for income, from what I can tell.

      Delete
  2. Schizophrenic much? J/K

    That was a rather entertaining delivery method for bad news. Well, at this point I suppose any news is good news. And I'm loving the newest sprite there at the bottom. She's like a samurai version of Kuro..quite cute. Hm...are you perhaps contemplating a recurring lead heroine in varied roles dependent on the game setting? That would be cool. We'd get to see her evolve and don various costumes.

    Anyway, I'm excited to hear that development is moving forward. Can't wait to see some new sketches and find out exatly what type of game it is I am so anticipating. Also I think samurai Kuro looks perfectly fine the way she is. But if you can actually improve on her look then effing go for it, man.

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    Replies
    1. I hate this idea. And, in the long run, if you do use the same protagonist over and over, people will suspect you can only draw that, or you're lazy (and have the intention of just editing CGs over and over, just to save time). That's what I think of when I read this idea. I really hope you're not following it.

      Delete
    2. It seems that all the most interesting and creative people I know are slightly schizophrenic. Interesting article on the subject as well: http://www.bbc.co.uk/news/10154775

      Anyways, glad you're posting something, as yesterday I was like: "It's almost been a month, grawr need more Kyri news."

      Honestly I like the design in the lower right, except for the fact that it reminds me a bit much of a hat-less Shikieiki Yamaxanadu. A Japanese-style sword is fine too, as I like the way that it can be smoothly animated with those long sweepy motion blurs(*Drools*).

      Onward to PIXELS! (Though perhaps pixels without red hair sometime in the future, not that I have anything against red hair, of course ^.^)

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    3. I kinda like the idea of using similar looking protagonists. Why? So that when people see a game with Kuro (name probably coined by viewers of this blog?), they get an idea of who made it. I suppose this is a good thing? Possibly the same reason as to why school football teams use mascots.

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  3. Hey. I like hats. Will your new game have hats? I want there to be at least one hat.

    Thanks.

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  4. It is the best experience to complete a work.
    Repeat this best experience repeatedly and reach the height.

    ReplyDelete
  5. Umm how about you write your ideas, like their mechanics and stuff. Choose what you want to do and check your previous ideas which has similar mechanics to combine with it. Might help your indecisive brain

    Rather than, oh! I want to do this, no this one's better. OH THIS ONE'S MUCH BETTER LOLOLOL -_-

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  6. "You haven't actually decided yet, have you."


    Pfffft, what? Of course I have. I know...what I'm not going to do, and that's almost the same as knowing, right?
    笑死我了~~~LOL
    We want to see pixels fucking each other. Iris Action is taking too long
    神吐糟!!
    anyway,we're all looking forward to your new job!good luck!

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  7. One thing to keep in mind... if you decide to do a game based heavily on Japanese culture, it'll need to be very accurate or you might end up irritating them. I would say it would be safer to either do sci-fi settings or archaic/fantasy settings. Like, for one of your prototype images, you had a knight-girl. That would interest the Japanese far more than a Western-biased vision of samurai-oriented Japan. I might be wrong about this, but... at least consider it, OK?

    ReplyDelete
    Replies
    1. The Japanese put out a lot of games, animes, and mangas entirely inaccurate to Japanese history and culture. In fact, Afro Samurai was huge in Japan and it is nowhere near accurate to what the samurai were or did.

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    2. Not to mention the fact that many, really, many takes on medieval times, for example, as per Japanese outlook are horrific bastardizations. That being said I would personally like Kyrieru to consider making the setting a lil bit more 'westernized' as most H-games (possibly because of the country of origin) are very much Japan-themed.

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  8. any news is good news to me (well not the "i've stop making games" news, i would hate that XD) but nice to see you updating again, just to ask by your opinion how much % of the game do you think is done? (just asking) and like the last person said i think the samurai kuro is funny but cool/badass (and yay someone else used the name "kuro" for her even tho she wasn't "named" lol) can't wait for the beta/game another happy buy from me dood

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  9. I'm not blamming you on taking your time deciding... It's pretty much the most important decision and one that can't be undone without a huge amount of effort.

    For one I definitively don't mind if the game is not unique as long as the game plays well: Uniqueness is good, but what's the use if the gameplay is not fun? Solid gameplay by itself can carry a game throughout, like in Kurovadis.

    While I definitively am looking foward to Iris Action, it's better for them to release the game only when they feel it's ready. It's the same for your new game, so no hurry from me!

    I know it won't change anything since those ideas already came and went, but just to state my useless opinion, I prefered the knight to all of those since the armor was pretty swell and she seemed like a competent fighter. The third one from the top (the one with the butterfly) has a little something appealing though and I could see her looking just beautiful in motion. The second one from the top is also interesting due to more realistic proportions unlike all the other big-headed ones, but she's unfortunately a bit more "pixely" than the others... If it weren't for that I'd give her a big thumbs up. In any event, as long as the game plays well I'll be happy :)

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  10. It's all fine...
    Do Your work , hopefully fast
    I'm looking forward for the next 3-4 month

    I hope there are lots of pixel fuck lol , Gallery Mode wanted
    And Game Over CG , twice of KuroVadis if You can ^^

    Also don't forget to keep Your Health
    Do not want It get's delayed...

    Sry 4 bad engrishhh~

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  11. Well, looking back at Kurovadis, I think that as long as the game is made by you it will have a unique feel. You don't have to search for crazy ideas, just do things how you like.

    Can't wait to see some hot pixel fuck, nice designs, and scenery porn.

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  12. Ehi!! Not fair, you've already used all of our bitching!!! You bad boy, you!

    Oh, well, those beatiful sprites are somewhat a fair compensation...

    But, you know... when I have no clear idea of what I should write I simply start writing, and then show the results... so far it worked.

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  13. I really loved this blog post xD

    And ironically... regarding japanese fonts...
    Well... I realized the exact same thing while I was taking a shower, that was several hours ago.
    (don't ask me why... the weirdest stuff comes up my mind when I do something completely different... for example driving in my car, or taking a shower, or... whatever)

    I guess I'll solve this by printing the fonts/symbols onto a PNG-file.
    Then implementing this file into the game.

    If I do it right, there should be no optical difference.
    But well... we'll see about that.
    Haven't tried this solution yet, but it should work out, I guess.
    (hope this idea might help you out too... and btw... this solution/idea just poped up in my mind right "now" while writing this comment)



    ~Wolfenstahl~

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    Replies
    1. It works, but unfortunately it's not really a practical solution in most cases. For the amount of text in an RPG, it would take a lot of images. Not to mention, you can't do something like a typewriter effect.

      Delete
    2. Awww... yes, that wouldn't work then...
      Well, if I can't come up with something else I'll pick that solution.
      Even if it means that I can't improve on the text-visualisation (by adding typewriter effects and such stuff).
      It's just another problem where I have to find/choose a compromise.

      At least that's what's going through my mind right now.

      Delete
    3. You could just make each Japanese character a different file (Would take a while, but could be used over and over again), then have it convert the raw text (romaji) into proper Japanese through an algorithm. I have no idea how long this would take or if it's even possible at all, but given what you've done so far if it can be done, you can do it!

      Delete
    4. I'm no programmer -__-

      Unfortunately I'll have to go with the image solution. (which is depressing, cause I programmed a pretty kickass text engine..)

      I guess the best I can do would be to use some sort of mask to make text fade in from left to right, line by line.

      Delete
    5. I suppose you could have an images of complete Japanese sentences or even paragraphs. Would definitely be better than having an image for every Japanese character (there's like thousands! Uuuaah).

      Delete
    6. Ah yeah, I kinda forgot about having Kanji there, xD. Your idea with the masks would probably work fine provided you could get it to show up on top of your text boxes. Another idea would be to have a bunch of little mask squares on the screen and just make them fade out one by one with overlapping timeframes so it looks like it's doing a fade-in effect of sorts? It would be kinda choppy though, so I dunno... I looked around alot on various forums and I still haven't found a good solution.

      Delete
    7. Don't worry, masking effects are pretty simple to accomplish. It's easy to do in Game maker.

      Delete
  14. take as long as you need though I'd prefer less procrastination if you can help it.

    I will say this though I am loving the latest sprite ~ and look foward to seeing the game when it's done ~

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    Replies
    1. I also kinda liked the girl with the butterfly too :x

      Delete
  15. Can we assume there's going to be an English version of this next game?

    ReplyDelete
    Replies
    1. Kurovadis was in english, there is no reason for this game to be only in japanese.

      Also, now that someone is saying this, I never paid attention to that ".fr". Copain ?

      Delete
  16. これは素晴らしいキャラクターデザイン!
    完成が待ち遠しいです!

    ReplyDelete
    Replies
    1. 私は彼があなたのサポートに感謝確信しています。

      あなたの言語を食肉処理のために申し訳ありません。私はGoogle翻訳を使用しています。 :)

      Delete
    2. Thank you expressly!
      I visit it from now on!

      I use Google translation, too

      Delete
  17. Looking forward to more updates! Every time my RSS pops up with something from this blog I hope you've made some progress to the next release. ^^;

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  18. I like how the sprites seem to improve from top to bottom, evolving from what they were in the first game, to what might be in the second.

    Since your game probably won't have a lot of story in it, why not just write the story like a comic book, and have texts in pre-rendered bubbles? Please make the story interesting. :) The lantern idea you initially had sounded intriguing. And, don't forget about clothing damage!

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  19. I think your on the right track (even if you don't quite feel you are). You can always start a game and if you decide that its not what you want to make you can always put it on the back burner. Since game maker takes care of most of the rudimentary programing the only thing you really have to focus on making is the game resources (sprites, music etc.). Just keep at it, inspiration will come! And by then you will probably have a nice collection of resources to use in other games.

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  20. Dear Kyrieru,
    1. As already mentioned under your last blog entry, consider sharing your other posts, as convoluted they may be. As long as they are connected somewhat to the game, at least some of us will be willing to read how are you doing and what goes through your mind.

    2. "I've realized some things about myself that in the long run will prevent me from...limiting myself in a few ways that I may have." - would you be able to say a bit more? What things did you realize and how were you limiting yourself?

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  21. Concentrate on making wonderful, optimalized, bug-free engine that you will be able to use for future games without much of a problem, even if it will increase development time of game.

    In the long go that should make it easier for you to one day create something truly marvelous and original and not 'just' a good H platformer.

    ReplyDelete
  22. Have you thought about dropping all H content and try making something like Cave Story?

    ReplyDelete
    Replies
    1. If I do it will be after making quite a few H games. H games will work as a great way to improve my skills while still having a reliable job, if all goes well. I'm not going to attempt making a commercial non-H indie game for a long time.

      Delete
    2. I don't see why we shouldn't have a game as fun as Cave Story AND with H content (maybe optionally enabled so the game can also be played by people who'd rather avoid such). Although personally I'd rather see some nice, nonlinear, open-world RPG.

      Delete
  23. You're on the right track. Ideas don't mean anything without execution, and feature creep is a silent killer.

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  24. god your art is so fucking good, you don't need h in these games, just make pretty sprite action games. <3

    keep up whatever it is you do that lets you pump out work like this.

    ReplyDelete
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