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Commercial project Blog: Indrah’s Week 2

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June 14, 2015 in Development

Ahoy! Guess, what? I spend all week DOING THE SAME AS THE LAST. And next week I’ll continue. And the next. And the next. Until the game is done, because 90% of my work is mapping and writing.

So yeah. Got writing and mapping done. Not at the superfast pace I’d like, but things are getting down. I’ve noticed writing-wise I tend to have trouble with introducing characters, especially close together in time (and boy do all the cast members come one after the other). I’m not sure if I should spoil the story too much, so let’s just say there’s plenty of precious chars and plenty of…chars that are appealing to each dev specifically (just try to guess which one is Maki’s fave XD)

Mapping-wise it’s been a relatively slow week. Finished the mine, did the recolor of the mossy cave; added in some editions and add-ons we needed when we changed some story flow bits, mapped the first town and now I’m in the middle of a newly devised area we needed (an abandoned village) because the game seemed to be rushing along too quickly and we needed a place to stop and let the characters breathe a bit.

So they’ll breathe GHOSTS. AND LIKE IT! >D

Here you have the weekly offerings, again nothing spectacular:

The finished recolor and edits to the mossy cave.

Yuria village, aka the initial human village. All towns will be very small because as we learned with Sunken Spire, pretty but large towns are more likely to confuse the player, especially if the plot doesn’t really NEED them.

Part of the underground tunnels under the abandoned village. A sinister place…once the lighting for it gets done, I promise XD

That’s all, really. Been steadily chugging along, no big events to report (man I’m bad at this dev blogging biznes)

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Commercial project Blog: Indrah’s Week 1

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June 7, 2015 in Development

Heee, would you look at this place? How fancy.

Hallo, how do you do? I’m Indrah from Blue Coral games and I’m here a squatter to pillage fancy blogs :D

(Jeez why am I even the first one posting?) SOOO, WE BE MAKING A COMERCIAL GAME! And we’re gonna be talking about it periodically I guess? Yeah that works. Leave it to someone else to give the general details of the project coz PSH I’m just copypasting a post I did before.

Commercial project Blog: Indrah’s Week 1

So! We’ve finally started development for a commercial project we had in the shelf for a month or so. We’re aiming to get the first half of the game done by the end of June at least in an unpolished capacity. This first week is a bit uneven because we had the meeting on thursday and didn’t get a full week or work, even if I started mapping a day or so early.
Initially we wanted to get the script (the writing kind, not the code) done first, but since Maki is out till Monday and intros are HARD, I just made the terrible first draft then flipped a table and left it alone till Maki comes back and we can go over it for real.

Writing aside my main task is mapping (surprising no one). I’ve been doing decent progress so far. Out of the roughly 13 areas needed for the first half of the game (ahahah…I’m gonna die) I got around 2 and 1/4 done. Maybe?
The first dungeon (a mossy cave) is done! But needs recolouring. And half of the second area (roads) is half done too! But needs finishing coz the DS tiles are an absolute bitch to deal with in nature locations (swear to god curse you non-optimized damn tiles). And since I got bored of the roads (hiss) I started the Mines, which will actually hold puzzles and are more complex layout wise. Still working on the basics of it and how progression through the area will work, through thankfully the tileset for it is done. I even made a silly little engine for it:
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Choo choo here comes the shitty franken train engine~ Just imagine Sabin suplexing it and it’ll feel a lot more professional XD

And…I don’t know what else to say. I mapped! I wrote a titty bit (yes that was intentional and childish, so bite me). That’s about it, really. How about I just throw you some screenshots and run?

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Some tiles are placeholder/unedited, and the color palette has not yet been adjusted. It will look a lot less random later I promise, it’s just not finished.
Here’s the difference in the recolor (made by maki very quickly, not detail work). Also curse those DAMN shaky-ass A4 wall tiles.
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Uninspired and bland ROADS. Damn the DS tiles are BS for nature. Curse you tiny inconsequential trees!

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A random shot from one of the lesser mines rooms. Nothing special.

Sorry there’s nothign that fancy. Next time maybe I’ll have some nice and impressive shots. Or not. We’ll see ;-;