• Member Since 23rd Aug, 2021
  • offline last seen April 10th

Adventuring Editor


A space wizard back from the outer world come to spread the magic of editing

More Blog Posts12

  • 76 weeks
    Dev Log #2

    It's time for another dev log! Today is just going to be about game development. Haven't had time to work on my cyber story. So, here we go.

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    0 comments · 100 views
  • 79 weeks
    Story/Game Dev Log #1

    Hey everyone. Today I am going to be doing a dev log of both the game I’m working on and my cyberpunk story. So let’s get into it!

    Game Log

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    0 comments · 78 views
  • 79 weeks
    Cooking With the Spacesuit-wearing Editor #3

    Disclaimer: All recipes have been modified from where found. Please note, oven temp is in Ferinheight and in American units. Always fully cook meats. Children (for some reason being a 24 yr old counts as a child these days, though I have heard it has been raised to 26) should always be supervised by an adult when cooking. Cooking can be dangerous if not done correctly. Cooking oils have

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    2 comments · 82 views
  • 80 weeks
    Update (10/20/22)

    Hey everyone, today I got some good news. I'm going to be working on a video game! I've been tasked with writing the story and doing the art work. My cousin asked if I wanted to work with him on the project and I jumped at it. I've never wanted to create a video game or do animation, and taking a week off from work (which I haven't been able to do in years) allowed me to find clarity. I never

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    2 comments · 103 views
  • 82 weeks
    The Editors

    If you missed my post, Being Cautious About Editors, you can find it here before proceeding. I will assume you’ve read it to keep this moving.

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    4 comments · 109 views
Nov
17th
2022

Dev Log #2 · 2:17pm Nov 17th, 2022

It's time for another dev log! Today is just going to be about game development. Haven't had time to work on my cyber story. So, here we go.

Game development is hard. And there is a lot to do and consider. I understood that when I first started delving into it, but damn! I watched a video on programming a simple jump, and that one function required a lot of coding. Love the example that Flappy Bird is "broken" jump code, but it showed me that some as simple as a  jump requires many coding considerations. Anyway, I was curious as to the coding side of things and I'm just going to stay away from it for now.

As to the game mechanics, art, and such, I went back through and cleaned them up after doing more research--there is always more research--and made some changes. First, I fixed up my Mood Board, so now I have all the images on one canvas. It’s a small detail, but I wanted to point out that seeing all the art samples next to each other rather than being stringed in a column on a gdoc really does help with making art decisions. Second, no isometric. We're going for top-down instead (after clearing up some terminology and art direction). It'll also be a little easier for me to do the art. I'm still rusty and I need to practice new skill sets. Third, I had to dive down a graphic design rabbit hole after some frustration with the character design. Game art isn't just pretty, it also has to visually communicate information to the player. So I stopped drawing and have been pondering this issue. There is a lot to think about. Try this list:

  • Player Character should be between 5% to 20% of the aspect ratio. What is the size of PC?
  • For each bit the color samples double (1-bit is 2 colors, 2-bit is 4 colors, 3-bit is 8 colors, etc). What bit are we using?
  • What are the color palettes that convey the correct tone for the areas? What similar colors can be eliminated? Ramps?
  • Is the character silhouettes recognizable? Is it even possible for the sprites to be recognizable as silhouettes? Should I worry about this?
  • What kind of pixel style do I want?
  • Where do I put the detail of the art? Do I make everything detailed? Will that take the focus away from where I want the player to go?
  • How do I convey that something is interactable?

Let's take the original Mirror's Edge as an example. Its art was very strict to having everything blending in with each other, with the exception of the runner vision that made certain things red that could be interacted with. There were some maneuvers the player didn't need runner vision for, and the runner vision could be turned off, which made navigation incredibly difficult, but with it the player understood where to go or what could be interacted with. Visually communicating to the player is very important. Being able to understand what is and isn't intractable is important. Also, where the player can and can’t go. At the same time it is important to keep up with the suspension of disbelief; not realism. Playing with color saturation and detail are two methods I've learned to be effective. Less detailed areas show where a player isn't meant to go and high detail areas draw the players attention. A desaturated background contrasting with a saturated foreground helps establish where the PC is in relation to the environment. Anyway, there's a lot to do in this area and so I've had to step back and poke at these questions concerning the art. I think my cousin had the “just X” attitude until he actually dug into this. He wanted to start with the art stuff, since he doesn’t do art and it seemed like fun, and quickly learned that isn’t how it works. This is why I don’t “just X” anything and get pissy when people say “just X.” Just do it. Just art, just write, just drive, just land a Boeing 747 on an aircraft carrier. I know that last one is ridiculous but that’s how I see the “just X” comment coming out of a person’s mouth.

As to the game mechanics…

  • Major refinements to the core idea. Everything now revolves around the idea of everything having trade offs.
  • I had to scrap some ideas like the style experience because they would be more of an annoyance than cool ideas, plus the programming nightmare.
  • I changed up the economy so the player now earns a type of currency but has to figure out the best way of spending it. Level up or buy new stuff. But you will have to level up at times to unlock new stuff. Don’t worry, there should be plenty of points to go around.
  • Solved the leveling up issue, which now is tied into the currency.
  • Major re-balancing of combat. Enemies now have the ability to drop stuff to replenish player attacks. Also want enemy behavior to be like in the original Doom. If they attack each other they fight each other and ignore you.
  • The save and checkpoint functions had some adjustments. More so the checkpoints. I pulled back on the player only being able to respawn at an outpost and added in relay stations. I think I was asking too much before.
  • I also worked in a fast travel system with an interesting twist that ties into the worldbuilding. Yes, I’m being a troll with this one, but again, trade offs.
  • Stats have been expanded into three categories and fleshed out, though I'm still refining some extended details.
  • Inventory will be finite. Still picking the method because I’m also thinking about resource hoarding. Maybe space or item quantity. I really don’t want a weight capacity.
  • I’ve been poking at how the player engages with the lore. I don’t want a Dark Souls method or CrossCode’s menu mess. I was thinking something that makes the lore collection relevant to the game beyond just collecting lore and never reading. Kind of having the player delve into it to solve puzzles. It should also be outside of log collection and the AI partner compiles entries and makes observations. I’m still working on it, but I want the player to want to engage with it while also not making it a requirement for a lack of exposition during play.
  • Looked up all the types of quests that a dev can create. Lots. Going to try to not make them boring or tedious. Or padding.
  • Stealth is going to be a thing. It fits into the story and mechs. Just need to create a method for it.

Been also working on the questline and plot. It’s coming around. I got a general outline as to the stage order but the nitty-gritty details aren’t there just yet. Not going to spoil anything on this front. Side quests will happen after the main quests are set. 

I’ve also been delving into sound design for the audio. So I’ve been listening to gaming soundtracks and determining what the game would or wouldn’t sound like. Lots to go through but I already have been making connections. So far CrossCode and VA-11 Hall-A, that anime gaming sound, seems to be what I’m aiming for tonally. Plus I got lots of musical stuff to learn before I get a mini keyboard and DAW. I am not using Garageband. It is pure garbage, though I think that is the point of getting people to buy Pro Logic. I’m going to get FL Studio and call it a day. This will be one of the last things to do.

I’m also pondering about adding in a visual novel element. I liked Angels with Scaly Wings, but I don’t want it to be tedious. Maybe something like what Minatour is trying to do (if it ever comes out!). I’ll have to play with it because I don’t want the two elements to clash. Can always save it for another game idea.

Got a game design document full up and running, keeping my notes and such. Think of it as an outline for writing. Just there to keep track of everything. Good little tip I found in my research travels.

Most of what I’ve been doing is super multi-tasking. Like what I’m doing now. I’m listening to an OST while typing this. Listening to OST while I’m driving, watching tutorials while I cook and exercise, etc. I can address a lot of small tasks in a day leaving the major attention consuming  tasks for the time I need to be in my office. 

And that’s where I’m at. Not the most exciting. In the future, I (more my cousin) hope to start a dev vlog on YouTube. Once my cousin is up and running on his end and we got something to actually show it’ll probably happen. For now, just small little logs of progress.

Till next time. Keep your pencil sharp, and your mind sharper.

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