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Author Topic: MistQuest devlog  (Read 168 times)

Czarine

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MistQuest devlog
« on: June 04, 2018, 01:55:54 PM »

I decided to put up a devlog for the EQ fanart RPG visual novel I mentioned I'd make. Berit said he'd help me with art and text, yay! This will also help me pull through the project. I'm using TyranoBuilder as the game engine, and I'm making the art mostly in Gimp.

First, some glossary:
  • branching = making the current storyline split into two or more alternative storylines. The player has to choose which one of them to follow to progress the story. Branching enables the player to play the game again with a different story/point of view.
  • devlog = development log. A blog that records the development of a game, usually written by the game developer.
  • placeholder = a quickly made asset, that will be replaced later with a polished version. Used to enable testing the game as early as possible.
  • sprite = an image, usually a character. Can be animated.
  • Twine = a free text adventure game engine.
  • TyranoBuilder = a commercial visual novel game engine.
  • visual novel = a narrative-heavy game, that has a branching storyline, pictures and audio. Usually requires very little player interaction. Kinda like choose-your-own-adventure books, where there can be several endings to the story.


    TO-DO list:
  • branching storyline sketch
  • character sprite placeholders
  • character button placeholders
  • character sprites
  • character icons
  • list character expressions
  • draw character expressions
  • user interface
  • background art
  • foreground art
  • clean up and add script to engine
  • code all branches
  • main menu art
  • other menu art
  • audio
  • credits
Links:
« Last Edit: June 05, 2018, 02:27:28 PM by Czarine »
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Czarine

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Re: MistQuest devlog
« Reply #1 on: June 04, 2018, 02:10:58 PM »

So far I've finished the sketch for the branching storyline. I took all the dialogue snippets from the original rpg, and added them in Twine. Twine is a free text adventure engine, where you can easily code branching stories. It's great, because you can use it on your browser, without having to download or install anything. It makes prototyping branching storylines much easier.

Here's how it looks:



The story starts from the topmost point, branches into six different branches (character routes), and merge back together at the end. I've combined some character routes, since they spend time often together (like Marut & Tomi). Many character routes join each other at some points. I'm thinking of making Dusk either an unlockable character, or then I will merge him with some other characters, since his branch is so short (the leftmost branch with long arrows). I decided that the branches change based on which character the player decides to follow (like, will you follow Tidemist underwater or will you stay with Marut on the shore).

I've also started making some background images and character sprite placeholders for the game. Here's Marut, for example!

« Last Edit: June 05, 2018, 02:24:54 PM by Czarine »
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Czarine

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Re: MistQuest devlog
« Reply #2 on: June 05, 2018, 02:18:17 PM »

Today I finished the character sprite and character button placeholders. I'm not sure yet how I'll make the character selection screen, but at least I have something! I also figured out how to branch the storyline with image buttons in TyranoBuilder. I streamed the process to Berit, so he got to see how TyranoBuilder works.

I also figured out the heights of the characters with Berit's aid. I didn't know how tall the player characters were, so I just estimated them. I might end up drawing the characters' feet too, after all. Though the tall and mysterious grumpy elf is too tall for that!
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Berit

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Re: MistQuest devlog
« Reply #3 on: June 06, 2018, 02:17:43 AM »

I'll help as soon as I get well! dang inspired to do this! YAAAY! things have gone forwards very well, you have done so much already!...
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Czarine

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Re: MistQuest devlog
« Reply #4 on: June 13, 2018, 03:01:27 PM »

Whew! There have been a few days that I haven't worked on this, but now I'm back!

I've been cleaning up Laluna's scenes into a main branch, because she was in the rpg from the beginning. I've learned some new ways to branch small loops that return back to the main branch, which have made organizing the branches easier. I've reached the point, where Laluna falls from the tree, and it's great, since it's one of the main crossing points that combines most of the branches.

Nothing new art-wise, but here's a screenshot from the game! I might change the text box position/looks, because it still takes a bit too much space on the screen in my opinion.

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