[Concept #1] Project Structure
The Concept behind the Project (Potentially outdated)
Some would call their game, well, a project, because of the obvious term of working on some sort of (technical) long-term process to create a (media) product. And they would obviously be right.
However, the idea I put into this, instead of just calling it 'a game I make', is how this long-term process will be built before and after release.
When I began planning the concept for what will now become 'Chapter 2', I wanted to make a shorter game. I just think that this is what works best for me instead of doing a one-time great epic. But then questions arose, of course. 'What will you do afterwards?'
After juggling around some ideas and basically getting my thoughts straight on what I could do - and what I really want to do - I came to the decision that keeping the game short doesn't mean it has to be all there is to it. While browsing through possible assets to use, more and more stories and game aspects came together until I'd reached the current point of a road map. Multiple games, all with the same basic construct, but telling their own story with different characters and dungeons to explore. Each game would extend the series and could be seen as its own thing.
So, why did I change that into one big project of multiple games? Because I liked the idea - which is normally not a good argument.
You see, most of the time I'd do this, there would be a point where it clearly shows that it won't turn out as expected. In that regard, simply disregarding that concept and putting out a row of games over time would be the best way to handle things… or wouldn't it?
While it is completely normal to build a portfolio after a long time in game making - one has to wonder: Does it really appeal to users if they have to browse through a line up of 'Game 1' to 'Game 10' of the same series?
It could work - other series have proved that already. But they also did so over time - while also, just maybe, hitting the right spot in presenting their games just right for others to peek interest in. So yes, it is totally an option to use if one thinks it the right approach.
… but I couldn't answer that question with a 'Yes' for myself. Producing games of a length which would hopefully not take more than a year to make would end in a portfolio that would neither shout certain quality, nor necessity.
So I started experimenting with the idea of doing it - a collection which would someday boast the content of multiple small games in one. It somehow reminded me of some sort of 'visit' of all the characters who made the series to what it is - or will be.
… it also reminded me of 'Ultimate Custom Night', but let's not continue that train of thought.
Now, when working with RPG Maker, the most important question is always to ask: 'Will the engine somehow make it way more complicated than just giving up the idea entirely?' - where the answer normally is: 'Yes', even if you don't know it yet, as it can come to you way later in the whole process of making it work.
My point here is not to bash the software for things it is not handling well, at least not without multiple workarounds. It just comes back to the beginning of where I've explained why such ideas normally won't work out - at least not in such an effort that it is even worth the fight.
Doing a collection of games within one bigger game basically means the following for the engine:
You have still one title scene. You continue into the game. The game has access to one whole database. This database has its (breakable) limits. The engine will fight your idea of having multiple games in every ounce imaginable. From you wanting different backgrounds for different chapters, using items on a 'per character' basis, planning out the save system (and remembering that patching a RPG Maker game will destroy all save files in every dimension), to even thinking about doing different game structures in too crazy extremes.
Again, some things can be handled (for example with plugins) - but most of them just need one thing. Giving up… uh, I mean, looking for workarounds to still managing to do it!
And that is actually the fun part of working with this software. Well, at least as long as you don't hit a definite roadblock - which comes best with practice.
So, to further elaborate on the topic of overcoming limits:
By using a custom title scene, the process can be skipped. Which was actually my first plan, but than I randomly decided to still make one… I guess to better handle save files.
Speaking of which: Using multiple 'locked' save slots will ensure a smoother handling of a long-going playthrough of multiple games.
Further evaluation made me realize that I never liked items in jrpgs anyway, as they normally tend to be either unnecessary or bloat the experience. (Remember that I try to make smaller games with focused gameplay)
At the end, some things still have to be omitted. I actually wanted to use different colours for the interface depending on the chapter, but that was something that had required deeper code delving than I would be able to. (Which is actually one of the few steps back the engine does compared to its predecessors - making some things too simple and hard-coded for today's standards)
Now, some might ask: 'How many chapters will there even be?'
While this is still a placeholder, as it relies on different matters, the current plan is to release eight.
These different matters are mainly how long it will take, if there will be a change of engine because of that, and, something which I have to rely on most, how assets will be released in that specific time frame.
You see, it is always easy to have plans for a game - or even multiple ones. But if you have to use specific graphics that work for your project, and don't want to break the consistency too much, you can only do as much as their is to work with.
Currently, I have found enough assets to at least plan into these eight chapters to some degree - at least so much that I can expect to find any missing assets until that point in time.
The other point that makes the number is simple: My feeling. I work best with listening to that. While my first intention was to only do four, I again came to like the idea of doing more. Well, this one can at least explained easily. Of course your feeling isn't perfect.
When I started the concept, the mere idea of doing it was so vast to me that planning more than four chapters, which already had their ideas and assets sorted, was too much to handle. So basically, it took time to adjust.
Of course, this could also be said to even more chapters afterwards. And yes, I would not totally be against that idea - but only if my feeling still tells me that it would be the best point forward. Which honestly, it simply can't - I mean, we are talking about years in the future by now!
So, this is basically the idea of this 'project'. There are also some additional aspects in how I want to handle it during the whole process:
First - I will probably keep two sites for this. While I could basically merge them together at some point, it would probably mean the loss of all the posts I'd have released so far. It's also a marketing choice: Releasing this site without a download and as prototype has not listed it into the game database for others to find. When the game first releases, I would like to take the chance to give it the full recognition without being hold back by this devlog page. Because that's what this is and will be afterwards - a place more focused on the developer site of things.
... which doesn't mean I can't add downloads here as well! I intend to release pre-builds (or early access versions) of the next chapter for people to look into - if so desired. Which is a great thing for feedback and more involved parts of a community, by the way.
Second - After the first chapter has been released, the game's page will be set 'Into Development'. I just think this is the best approach to it. While I stand to each chapter being their full experience - it is not a whole collection. So why market it as a full product?
At that point, the game will be updated once a new chapter has been released. There can be updates and blog posts in between, but as I mentioned, RPG Maker is not the software best known for patching your game 10 times a day after release - at least not if your players want to keep their progress intact. So yes, this also means a chapter releases when it's finished completely - not 'half completely'.
Third - After all chapters have been released (which could mean a lot based on the 'matters' explained above), I still intend to implement more content to the collection. At least a bit more - as I'm not entirely sure on that front yet.
And after that... well, I explained that as well!
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End of Concept Log
All right, this was the first Concept Log - as I promised! (And certainly my most lengthy and well-written post at that)
Well... I guess the promise was to explain some of the game features - but I had to start somewhere. So, at least you can expect some of that in future writings. I probably have refined the plans for them until then, as well. (They are still a bit 'open' at the moment!)
Like always, thank you for reading and have a nice week, everyone.
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Late Shape - Project
Changeable Dungeon Exploration. (Devlog/Betas)
Status | Prototype |
Author | Salbei |
Genre | Role Playing |
Tags | 2D, Dungeon Crawler, Exploration, Fantasy, Turn-based |
Languages | English |
More posts
- [Update #15] Version B.0.6.5Oct 01, 2023
- [Special #6] Concept Log OverviewAug 09, 2023
- [Concept #9] Unreach ModeAug 09, 2023
- [Announce] Updated Page/Log LayoutJul 29, 2023
- [Concept #8] Field AbilitiesJul 21, 2023
- [Update #14] Version B.0.6.0Jul 15, 2023
- [Concept #7] Battle AbilitiesJun 27, 2023
- [Special #5] Mini-Update Part IIJun 11, 2023
- [Special #4] Mini-Update Part IApr 12, 2023
- [Concept #6] Game StructureApr 12, 2023
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