yaRyvehC
ChevyRay // 11:07 // 9 repliesJust because I like to keep you all duly misinformed, meaning convinced that I'll actually EVER finish anything, I'll just post a clip of what I'm doing right now.

In other news, my laptop (which, if I haven't previously communicated, is in intensive care... meaning probably being repaired by underpaid sweat-shop Korean children :-[) should be on its way back next week. This, in turns, means I'll get some more done hopefully. I'm thinking of making some quick sort of technical game, simple-like, and releasing it just so everybody doesn't think I'm dead, or what.
Oh, and I'm stoked to get a PSP now. Carn was telling me about the Street Fighter, which got me stoked, and I remembered that I've been dying to play Jeanne d'Arc, Final Fantasy VII Crisis Core, Crush, Loco Roco, Final Fantasy Tactics: The Lion War (I love the original), Valhalla Knights, and so on.
Boring post, I know, but better than none. Have a good new year, y'all!
Re: yaRyvehC
Srehpog // 12:48Looks like an RPG. An RPG by you. We've been here before and I liked what I saw then - godspeed and good luck and all that. Excited. :D
I'd sign this post 'gopherS' but that doesn't really work. :P
Re: yaRyvehC
ChevyRay // 12:56Excited.
Liar ;)
Anyways, tell me about it. Of course, I'm trying a whole different approach this time, and the details are fleshed out a lot more... but we all know from experience that means nothing.
I just don't care. It's fun to design, whatever stage I make it to. Maybe one day it'll pay off.
Re: yaRyvehC
Srehpog // 13:03but we all know from experience that means nothing.
Not this time. If I have to come to lovely Canada (and let's face it, I'd hardly need an excuse) and find you myself, and tape your hands to the keys, I will.
Which is motivational, really.
Re: yaRyvehC
ChevyRay // 13:18Biggest problem is that I get past all the parts I like to do, and then I lose focus. The overall design of the systems, how everything operates, the items and equipment research, and the user-interface are the funnest parts. But mostly, it's the storytelling that keeps me running. As soon as I lose that, it just doesn't matter anymore. Thus, what I'm adding to my approach this time is a much more detailed, character-driven story as opposed to one that merely serves to progress the game or reach a singular goal. What I've come up with is quite fascinating, in my own opinion, and if it really sticks, we might be in luck.
I don't just drop everything I start, just things that I don't take close to heart, or seriously enough. The Tryne Rivalry, a 4-part fantasy epic I am in the middle of writing, I have been planning for the past 7 years, and haven't given up on that singular goal. :P Merely because I love it so much, and I always find inspiration in reiterating scenes, reviewing the character's backgrounds and motives, and associating with the questionable goals of my antagonists.
Either way, if you are interested, I'll have some more details later. I'm taking a backwards approach, doing all the things that usually stop me in my tracks first, and saving the other bits until after. This way, I'll have a foundation to design all the mechanics of the game on, instead of having to create my world around the mechanics. Seems backwards, of course, because it is, but because of the nature of the game, I'll be able to fit it together easily.
Rambling, now.
Re: yaRyvehC
Jabberwock // 18:14I really am excited to see an RPG from you, especially if it's one heavy on story. And if it's party-based (i.e. you can get other characters to join you in your quest)... well, I'm even more excited, because party-based, story-based RPGs leave every other kind of game in the dust, in my opinion. Also, if you don't mind revealing this sort of stuff, will the combat be real-time? That'd be awesome too; I never liked turn-based that much, but I'm sure real-time RPG combat would be a nightmare to program.
Also, will the graphics really be that small, or is that like a world map thing?
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