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Author Topic: MistQuest devlog  (Read 343 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 the storyline "branches" to follow to progress the story. Branching enables the player to play the game again with a different story/point of view.
  • loop = A storyline branch that diverges from the main branch, and merges back into it later.
  • 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 main branch
  • code all small branches
  • code all small loops
  • main menu art
  • other menu art
  • audio
  • credits
Links:
« Last Edit: June 29, 2018, 03:15:41 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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Czarine

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Re: MistQuest devlog
« Reply #5 on: June 29, 2018, 03:08:48 PM »

Laluna's branch is ready, yay! It still has some cleaning to be done before it's actually finished, but I have added all the dialogue that was needed there. Laluna's branch acts as a main branch, so it will make coding the rest of the branches much easier. I have finished some smaller loops already, but I'm too tired to dig which ones, so here's an incomplete picture of which branches have been coded already:



Now I need sleep... x_x

Oh! And Berit also made some new art for the game, but he'll probably upload it in the gallery at some point, so no point adding it here yet!
« Last Edit: June 29, 2018, 03:17:37 PM by Czarine »
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Berit

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Re: MistQuest devlog
« Reply #6 on: July 01, 2018, 08:16:35 AM »

I'll add some of the art in the gallery after the game is ready, so there woun't be any spoilers and i'd like the players to experience the new art in the game first, gives people more reason to play!... Currently I'm doing art for certain fish part!...
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Czarine

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Re: MistQuest devlog
« Reply #7 on: July 04, 2018, 02:05:52 PM »

Quick update! I finished coding and cleaning up Rustle, Moondrop and Vaeri's beginnings until the point that they merge with others, just before Laluna's fall. In hindsight, I probably should have organized the scene-files according to places rather than characters.

While making this, I've also noticed that I need more art of group scenes, because I can't fit too many sprites on the screen at the same time. But I'll figure it out!

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Berit

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Re: MistQuest devlog
« Reply #8 on: July 06, 2018, 03:19:25 PM »

the other paths are bleeding down like rivers of pink BLOOD! sorry I haven't been lots oh help lately... it's too HOT to do anything smart! I've been coloring some stuff for the game but progress is slow and group pictures... well... let's see if well find someone to do those! non of my chibi art works...
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