Nov 10, 2012 at 8:16 AM
Indie game enthusiast
"What is a man!? A miserable pile of secrets! But enough talk, have at you!"
Join Date: Apr 18, 2006
Location: Forever wandering the tower...!
Posts: 1790
Pronouns: he/him
Thought I might post here about something I started working on.
TL;DR (updated) -
Long version (old) -
What about your other stuff?
Thursday, Dec. 6th 2012 -
Got my head screwed on a little better. I've reviewed everything, and I think it's time to put together Day 1 of this still unnamed mod.
News :
Sunday, Nov. 18th 2012 -
Today was pretty much a bust. I've been trying hectically to pull the story together, so that the early part of the story and the routes come together and are worthwhile. While the main ending is done, and beginning is decently formed; and the OVERALL game is confusing me. I loveee the ending... now how do I get there... xD Guh, need to break this barrier or focus on something else.
I feel pretty good about this mod though. I believe it has potential. Just gotta keep working everyday...
Saturday, Nov. 17th 2012 -
Been focusing on figuring out the gameplay and establish just how large the story will be. I've actually got the TRUE ENDING possibly plotted out with scenes, music, and major areas already and some a bit of mapping. Now I'll work backwards to fill in the details... Also a thanks to Matt for a show of support, and getting me thinking...
Thursday, Nov. 15th 2012 -
Hardly any mapping completed today. Story has become pretty huge. It's managable though~ It just depends if I create multiple routes or not. I'd like to! I've got the beginning and the ending of the main route pretty much worked out now. Main details are done. The big chunk of the middle is still up in the air though. As for the other possible routes... They aren't fleshed out at all yet, though I've figured out some details to make multiple routes make sense~
Did a little in-game testing too, not bad... not bad!
Wednesday, Nov. 14th 2012 -
I missed a few days of work on the mod ;_; But, got back to work today. Made something quite interesting... Quite interesting indeed! Anyway, nearing the end of the exploratory phase of random mapping. Soon I should have finished going through all the map types, and next I'll put the pieces I created together to form the actual areas. Also, the story has really blown up to be quite big. Although, it actually could work out to be a nice balance currently... But, we'll see... Zzzzzzzz SO TIRED
Sunday, Nov. 11th 2012 -
More random mapping... With pretty good results! I also came up with the start of a possible story. Though, at this point; it could change at anytime. The mod also threatens to become larger than I had originally planned, but I'm going to hold the course, and just focus on random mapping and take it from there afterwards. Also, a hint. No news = not working on it. So... the larger the news gets, the more accomplished~
Saturday, Nov. 10th 2012 -
Two days ago, I started a little Cave Story mapping. Today I finished the major components to what will probably be the last level. Yeah, I started the last area first xD
Also, today I announced its existence. No name yet. The little stuff can wait till I have a playable mod.
TL;DR (updated) -
I've just begun work on a short, simple mod, with just map edits currently. It'll most likely be an adventure mod, in a metroidvania style. Currently not planning on sprite edits, custom orgs, and even story won't be part of the equation until I finish mapping, and get it playable.
"What's special about it?" The mapping style hopefully. I think I map a little differently than others. But, you'll have to wait on a screenshot... don't want to spoil the later area!
The character of the mod is pretty dark at this point.
As the mod begins to grow, it has become a much more complicated project. At the moment it looks to be a mostly linear adventure with cutscenes, and a focus on storytelling. There is a high content of TSC events expected, and lots of dialogue most likely.
"What's special about it?" I hope to produce a mod that will be a bit different than anything currently available (That I've played). More details as parts are completed.
At the moment I have little plans for new art, but when the game is functional, I'll look into it if the cards are right. Best to crank out a great story and experience, and add the sparkles when the time comes. We shall see~
"What's special about it?" The mapping style hopefully. I think I map a little differently than others. But, you'll have to wait on a screenshot... don't want to spoil the later area!
The character of the mod is pretty dark at this point.
As the mod begins to grow, it has become a much more complicated project. At the moment it looks to be a mostly linear adventure with cutscenes, and a focus on storytelling. There is a high content of TSC events expected, and lots of dialogue most likely.
"What's special about it?" I hope to produce a mod that will be a bit different than anything currently available (That I've played). More details as parts are completed.
At the moment I have little plans for new art, but when the game is functional, I'll look into it if the cards are right. Best to crank out a great story and experience, and add the sparkles when the time comes. We shall see~
Long version (old) -
I want to keep things simple and as untechnical as possible... So, I started randomly* mapping.
I've just finished constructing the components that could be used to create a hellish complex.
... but this'll probably be more of an adventure, than a hell mod. Focusing on atmosphere, most probably.
Haven't really considered enemy placement or type at this point, just creating a unique set of areas. Will work on that afterwards...
At the moment there is no dialogue or story "in the game", but after I create the maps, and make it playable, I might feel compelled to add in the rest. I'm not planning on using custom graphics, but I'm being 'creative' with the existing sprites.
I'd post screenshots, but that'd spoil things at this stage
Maybe the mod will start on the surface of the island, and then you gradually explore deeper, super metroid style, until ...
Well it's too soon to tell.
Anyway, figured I'd keep a record of the development of this little mod. Successful or not.
It'll probably also be released for CS+, with some mp3 replacements for it. And if I stick with it long enough maybe I'll make some custom orgs for the original version...
If I do make a real little story for this mod, not sure if I'll follow/limit myself to Cave Story; I might just use the same characters and have them be different people... (like having Quote be human) [Okay now I've got ideas popping into my head about editing sprites, but I must desist! Keep it simple, or I'll never get anything done...]
As for a name for the infant mod... Nope, too soon to figure that out.
I've just finished constructing the components that could be used to create a hellish complex.
... but this'll probably be more of an adventure, than a hell mod. Focusing on atmosphere, most probably.
Haven't really considered enemy placement or type at this point, just creating a unique set of areas. Will work on that afterwards...
At the moment there is no dialogue or story "in the game", but after I create the maps, and make it playable, I might feel compelled to add in the rest. I'm not planning on using custom graphics, but I'm being 'creative' with the existing sprites.
I'd post screenshots, but that'd spoil things at this stage
Maybe the mod will start on the surface of the island, and then you gradually explore deeper, super metroid style, until ...
Well it's too soon to tell.
Anyway, figured I'd keep a record of the development of this little mod. Successful or not.
It'll probably also be released for CS+, with some mp3 replacements for it. And if I stick with it long enough maybe I'll make some custom orgs for the original version...
If I do make a real little story for this mod, not sure if I'll follow/limit myself to Cave Story; I might just use the same characters and have them be different people... (like having Quote be human) [Okay now I've got ideas popping into my head about editing sprites, but I must desist! Keep it simple, or I'll never get anything done...]
As for a name for the infant mod... Nope, too soon to figure that out.
What about your other stuff?
Eh, well Cloud Story has the STORY. A full game's worth... But, *eye twitch*.
At this point in time, I'm too unstable to follow through on the creation of all the assets needed for such a project. Even if I can picture what all the levels should look like, it's a real pain to execute. Lack of patience, and skill.
Also, I started building Cave Story from scratch on the last version of GameMaker before Studio. I thought about using NXengine, but eh... my programming skills are quite dastardly at the moment. I would rather know the engine from front to back. The main reason? Well, the game won't be the same without having custom AI. Robots and new frenzied Mimigas realllllly need a brand new design. A re-skinned monster just won't do the trick...
"Overall progress" on the GameMaker front is hardly, if any. I'd like to make it so you can stick in the old TSC code, but I'm still just figuring it out. Instead I decided to do something with immediate results for now.
NewGame+? Eh.... Well, I passed it off to someone else But, that fell through so... xP
With the Cave Story Redesign, and Cave Story Fourth Ending, and other similar mods; it seems less important.
I think that's all the stuff I have to talk about~
At this point in time, I'm too unstable to follow through on the creation of all the assets needed for such a project. Even if I can picture what all the levels should look like, it's a real pain to execute. Lack of patience, and skill.
Also, I started building Cave Story from scratch on the last version of GameMaker before Studio. I thought about using NXengine, but eh... my programming skills are quite dastardly at the moment. I would rather know the engine from front to back. The main reason? Well, the game won't be the same without having custom AI. Robots and new frenzied Mimigas realllllly need a brand new design. A re-skinned monster just won't do the trick...
"Overall progress" on the GameMaker front is hardly, if any. I'd like to make it so you can stick in the old TSC code, but I'm still just figuring it out. Instead I decided to do something with immediate results for now.
NewGame+? Eh.... Well, I passed it off to someone else But, that fell through so... xP
With the Cave Story Redesign, and Cave Story Fourth Ending, and other similar mods; it seems less important.
I think that's all the stuff I have to talk about~
Got my head screwed on a little better. I've reviewed everything, and I think it's time to put together Day 1 of this still unnamed mod.
News :
Monday, Nov. 26th 2012 -
Just a heads up. I took Thanksgiving break off after all D: Cleared my mind a bit, and ready to start up again. Also spent a few days watching Vocaloid, Touhou, etc youtube videos D: Hopefully I've gained something from it xD (Check the Vocaloid]http://www.cavestory.org/forums/threads/3080/]Vocaloid topic for 24 minutes of stuff every 4 days or so)
Just a heads up. I took Thanksgiving break off after all D: Cleared my mind a bit, and ready to start up again. Also spent a few days watching Vocaloid, Touhou, etc youtube videos D: Hopefully I've gained something from it xD (Check the Vocaloid]http://www.cavestory.org/forums/threads/3080/]Vocaloid topic for 24 minutes of stuff every 4 days or so)
Sunday, Nov. 18th 2012 -
Today was pretty much a bust. I've been trying hectically to pull the story together, so that the early part of the story and the routes come together and are worthwhile. While the main ending is done, and beginning is decently formed; and the OVERALL game is confusing me. I loveee the ending... now how do I get there... xD Guh, need to break this barrier or focus on something else.
I feel pretty good about this mod though. I believe it has potential. Just gotta keep working everyday...
Saturday, Nov. 17th 2012 -
Been focusing on figuring out the gameplay and establish just how large the story will be. I've actually got the TRUE ENDING possibly plotted out with scenes, music, and major areas already and some a bit of mapping. Now I'll work backwards to fill in the details... Also a thanks to Matt for a show of support, and getting me thinking...
Thursday, Nov. 15th 2012 -
Hardly any mapping completed today. Story has become pretty huge. It's managable though~ It just depends if I create multiple routes or not. I'd like to! I've got the beginning and the ending of the main route pretty much worked out now. Main details are done. The big chunk of the middle is still up in the air though. As for the other possible routes... They aren't fleshed out at all yet, though I've figured out some details to make multiple routes make sense~
Did a little in-game testing too, not bad... not bad!
Wednesday, Nov. 14th 2012 -
I missed a few days of work on the mod ;_; But, got back to work today. Made something quite interesting... Quite interesting indeed! Anyway, nearing the end of the exploratory phase of random mapping. Soon I should have finished going through all the map types, and next I'll put the pieces I created together to form the actual areas. Also, the story has really blown up to be quite big. Although, it actually could work out to be a nice balance currently... But, we'll see... Zzzzzzzz SO TIRED
Sunday, Nov. 11th 2012 -
More random mapping... With pretty good results! I also came up with the start of a possible story. Though, at this point; it could change at anytime. The mod also threatens to become larger than I had originally planned, but I'm going to hold the course, and just focus on random mapping and take it from there afterwards. Also, a hint. No news = not working on it. So... the larger the news gets, the more accomplished~
Saturday, Nov. 10th 2012 -
Two days ago, I started a little Cave Story mapping. Today I finished the major components to what will probably be the last level. Yeah, I started the last area first xD
Also, today I announced its existence. No name yet. The little stuff can wait till I have a playable mod.