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Jan
23

Sound Effects

Posted by Andrew

Hi guys,

We’ve decided to step it up a notch and add copious amounts of sound effects to Project Viper. This all started not too long ago, when I stumbled across a nice website with nice sound effects. I decided that Project Viper could definitely benefit from theseĀ  sound effects and I immediately set about coding them deep into the game’s internal database structure.

They are now interwoven so intricately and so deep into the game’s infrastructure that I couldn’t remove them without causing severe damage to pretty much everything else. Suffice to say they are here to stay.

Now there’s a fine line between sound effects that add to the experience, and sound effects that just cheapen the experience and ruin the atmosphere. I feel that we crossed that line long ago, and what we are left with is an infinitely looping chain of sound effects that crossed the threshold of excessive many moons ago.

While some of you may find this somewhat disconcerting, I feel that you will certainly not be disappointed. The sound effects can involve anything from the sound of somebody landing on dirt, all the way to a screaming maniac.

When all is said and done, I know I will not regret with this decision. If nothing else, Project Viper will certainly be memorable. What do you guys think?

P.S. Blog post is in no way indicative of the final product and should not be taken literally.

Jan
22

The Eyes

Posted by Daniel

Here’s a teaser for our title picture. It’s really awesome and I’m allowed to say that because I didn’t make it. :)

Jan
21

Menu Design

Posted by Daniel

Before we even finished Dawn’s Light I decided that I was going to do a new menu system for our next game. I’m not very artistic so when I have to design something like this I have to use a process of trial and error.

It works like this:

1: Draw a layout on paper

2: Look at other menus for ideas

3: Procrastinate

4: Force myself to make a concept

5: Decide that it’s awful and that I’ll never be able to make a good design

6: Go back to step 1 a few times

7: Eventually make something that I’m happy with

It’s not the most efficient method but it works eventually. Here’s a few pictures of how I came up with the final menu design for Project Viper. I usually do mock-ups like this until something just clicks and I get an idea of what the final menu will look like.

This is my very first attempt at a menu design. I wanted to use textures instead of flat colors and possibly offer different skins for the menu. I have a couple of other layouts for this one but I just never got to the point where I saw something worth expanding on.

I took a break from the menus for a while. When I came back to them, I decided to try a more simple style.

I never really like this menu but I was planning on using it. I had no more ideas and decided it would have to do. I even spent some time scripting it. I grew to despise this design more and more and eventually I just had to try again.

One day I had an idea. I can’t remember where the original idea came from but I wanted to try a design that would look like a book. I found some textures and made a mockup. The top and bottom bars were pretty ugly but I could still see something.

There was a problem with the text. On the paper background the text didn’t stand out and the icons looked wrong. I put the shadow behind them and I liked it. The problem with that is I couldn’t generate the text from a font so I would have to use images for text.

It felt so wrong and inefficient but eventually I gave in and went with it.

Here’s the final menu design. I found a better book texture and after some adjustments, it fit in great. I’m satisfied with the menus now and I’m very happy I didn’t keep that older design. This menu fits in much better with the way I see this game.

Jan
20

Viper the Person

Posted by Daniel

This is Viper, she stole her name from Project Viper. It’s not the name she was given at birth. It’s more of a codename.

Now that I’ve revealed the Viper character, we’ll have to announce the name of the game. That will probably happen in a couple of days. It’s not for suspense. I just need to do some work on the logo and I’m not really in a graphics mood.

Jan
19

Dungeons: Eventing

Posted by Daniel

Once the dungeon maps are done and the puzzles are working the next step is to set up all of the events. This includes things like locked doors, spikes, switches, bridges and dialogue.

A guide

I’m not a big fan of maze like dungeons that are just designed to waste time. We try to push you in the right direction so you won’t spend too much time wandering aimlessly. It costs us play time but we’re not trying to make long games. We’re trying to make fun ones.

I think the Mansion in Dawn’s Light is a good example of what we try to do. It’s a big place with lots of little rooms but there’s really just one path through the dungeon. The keys and the color coded doors point you to where you need to go next.

The story

We don’t usually go through the same steps with our dungeon story scenes as we do with our main story scenes. They’ll still go through multiple iterations but they don’t get as much planning. I think it works better to just let them change according to the dungeon.

Scenes are also a good way to break up the dungeon. Doing too many puzzles in a row or fighting too many enemies can because tedious. We like to break things up so you’ll do a puzzle, look for a key, fight a couple of enemies and then watch a scene.

Start to finish

Once we get to a point where the dungeon is mostly done we’ll do what we call a start to finish. This means we start from the very first room and work through the exact path that the player will take. We make sure every room is set up to do it’s part. We’ll make sure we have every scene and every bit of dialogue. By the time this is done you should be able to play through the dungeon without any enemies.

The only thing left is to place enemies and items in the dungeon. This part won’t get done until the very end. Just before we start playing through the game, we’ll go through and place every item and enemy.

The end

That’s our process for making dungeons. They are a lot of fun to make and I think they’re one of the best features of our games. For Project Viper we’ve tried to refine our dungeons to make them even more fun and interesting. They are bigger and they have more variety than Dawn’s Light.

Jan
18

Dungeons: Building

Posted by Daniel

Once we get to the point where we’re ready to start building a dungeon, we’ve already got most things planned out. We have a sketch of the layout, an idea of the story and we know the kind of puzzles we want to have.

A blank canvas

Dungeons are pretty much the first maps we make when we start a new game. We’ll have a rough world layout at this point but it can easily be changed if the dungeons need it to. Everything at this point is subject to change so we don’t spend too much time perfecting things. If we have a new idea that will add to the dungeon, we can easily change our layout now before we get too far in.

Usually a dungeon will be made on one giant map. That means we don’t have to worry about hitting walls when we want to try a different room layout. It does however make the next part a little more difficult.

Heres an early concept for the vault.

Here's an early concept for the vault.

The cutting

This part isn’t much fun but it’s the point where the dungeon really starts to take shape. We’ll take the giant dungeon map with every room and cut it up into smaller maps. Each room usually get it’s own map, it helps with the immersion. If you can see over a wall into the next room it takes away from the atmosphere.

Cutting is a long and boring process. It is however, a very effective method of getting a final dungeon made in a shorter time. If we make each room in it’s own map the first time we’ll end up spending a long time moving things around. The final part of this stage is linking the rooms together which is another boring job but it is easy. I usually watch a movie or something while I do this part.

Puzzles

The next thing we do is get the puzzles working. Sometimes Andrew designs puzzles when he makes the giant map. Other times I’ll design them as I’m making them. Then I have to convince somebody to try them. This is much harder than you might think and I often end up owing all sorts of favors. It’s strange, after the game is released, people pay to be able to play the puzzles but before, I have to pay people to get them to play the puzzles. :)

Some puzzles are not that hard to make, especially with all of the helper scripts I’ve made. Most of the common puzzle elements are automatic. For example, I’ve set up puzzles to automatically remember their starting layout so the reset is automatic.

Other puzzles just take a long time to get working and it’s usually not the ones you expect. If there’s a similar puzzles, I’ll copy bits and pieces to speed up the process but it’s still quite time consuming.

Viper Puzzles

The puzzles in Project Viper are all a step up in complexity from Dawn’s Light. So while I’ve sped things up by making some helper scripts I’ve also slowed them down by trying to do a lot more with each puzzle. There’s a much greater variety of puzzles now. The first dungeon has 4 completely different puzzle types.

Luckily I’ve also streamlined my video guide making process. :)

Jan
17

Dungeons: Design

Posted by Daniel

Dungeons were a big part of Dawn’s Light. Especially since we used islands for the world so there wasn’t a lot of forests and deserts to walk around in. Project Viper takes place on a single land mass, partly because we wanted to try doing some bigger maps and partly because it fit better with the story.

The thing I like about dungeons is that they can have a story of their own, completely unrelated to the main story of the game. They are like their own little game within the game. Instead of just having a maze like cave full of monsters to fight we tried to guide the player through the dungeon with the story.

The Brainstorming

Dungeons are one of the first things we plan for a new game. We’ll try to think of some crazy ideas that would be fun and interesting to make. Then we’ll build the world and sometimes the story around that.

During brainstorming there are no limits. We don’t stop to think whether something will be too hard or if it will even be possible. If we think too much about how much work will be involved we’d end up just cutting everything.

Mine Cart Chase

A good example of this is the mine cart chase from Dawn’s Light. I said, wouldn’t it be cool to do a scooby doo style chase scene in mine carts. Then of course I kept putting it off because I knew it was going to be so much work.

Eventually I forced myself to do it and it was even more work than I imagined. Just getting each guy to jump into the mine cart was a hassle. Even the first room where your 4 party members and 4 skeletons run in and jump in the mine carts took forever.

You were saying

So after we have an basic idea (Twin Castles with witch sisters) and a story (The cats are in trouble) we’ll think of puzzles that would fit into the dungeon. So in the case of the Twin Castles the puzzles had to involve cats so we thought of a bunch of puzzles involving cats.

Once we have puzzles worked out, we move onto layout. Is it going to be a straight path from start to finish? Do you go back to places you’ve already been with new keys? Is there a specific order or can you choose a path? This is usually obvious at this stage since we know the story and the puzzles.

The mansion ended up being very close to this initial layout sketch.

Sketching and concepts

Each dungeon starts out as a rough picture on paper. Just different shaped rooms with the major points marked. After a few different layouts we’ll settle on one that works. Then we’ll mark the locked doors, the keys, the puzzles and so on.

The final part of planning is the concepts. We know the style of dungeon we want to make so we’ll make a couple of test maps trying out different looks for the dungeon. Sometimes this part is easy and we’ll get the look we want right away. Other times it just won’t look right. The Vault got a complete graphical revamp right at the very end because we just couldn’t get it how we wanted it.

So it’s finished now

The planning stage is now complete which means it’s time for the next stage, building the dungeon.

Jan
16

This is Sasha

Posted by Daniel

Here’s another character from Project Viper. This is Sasha, one of our two female leads.

Jan
11

Here’s Griffin

Posted by Daniel

Hi, I’ve been working on lots of boring things for Project Viper so there’s not much to say. The thing about making new menus and battles and so on is that it’s exciting at the start and then you realize just how many screens there are in an rpg menu system!

The end is in sight however and I’ve got a picture to show. This is Griffin, one of your party members in Project Viper. I thought about making him 12 but then I remembered that 12 year olds can’t even pay their rent so how are they going to save the world?

Griffin: “Hi, I’m Griffin. I’ll be your tough yet sensitive guy for this game.”

Dec
21

The move to 640

Posted by Daniel

The default RPG Maker VX resolution is 544 * 416. It’s a strange size and I have no idea why they went with this size. If you’ve played Dawn’s Light in full screen you’ll notice the black border around the outside. You do get used to it after a while but I always wished we could change it.

So why didn’t you?

Changing it part way through development would have been crazy. It’s something you need to know before you do anything on the game.

For Project Viper we knew we were going to use 640 * 480. That’s the resolution that XP games like Aveyond use. It fills the whole screen and it also gives us more room to do cool things.

Change it now then

Changing to 640 isn’t a simple task. It breaks everything. The menus, the battle system, the text box and more. All of those things are set up for the smaller resolution so when you change to 640 you need to change all of those.

You can of course just stretch out the existing menus but then you’re not taking advantage of the extra space.

That’s sad

So I remade the text system, menu system and I’m working on the battle system. I’m taking a little extra time now to make them really good because we’ll probably use the same ones for future games (with new skins and features of course).

The text system huh?

Stretching out the text box would have taken me about 10 minutes or even less if I used an existing script. Instead I decided to start from scratch so that the text could glow…

Text system, later.