
Lots of work happening
Posted by DanielThe new game (which I’m calling Project Viper for absolutely no reason other than it sounds cool) is coming along nicely. I’ve been working on a lot of new systems to hopefully help the game stand out from the many other games coming out.
New Features
It’s going to feature mouse control which is something I considered adding to Dawn’s Light but by that time it would have been far too much work. We are trying to make the game more accessible in order to reach a greater audience. I’m also creating a new menu system to help with this, which also adds to the uniqueness.
The same can be said of the new battle system. The plan is to make it more streamlined for players on the easy difficulty and deeper for players on higher settings. We’re not dumbing down the game, we’re making it more fun for more players.
Puzzle Tools
This week I’ve been working on puzzles, when I started making Dawn’s Light I’d never touched rpg maker before so some of the earlier puzzles were quite messy and it took a fair amount of time to make the second and third versions of a puzzle.
This time I planned things out properly. I have a whole toolkit of useful things to use when making a puzzle. I can make variations and changes quickly and easily and the whole thing is just a lot smoother. Some of the puzzles we have this time just could not have been done before. Or at least not in a sensible time frame.
Production
We’re coming to the end of this phase of production, the maps are almost done. I’m currently cutting up and positioning dungeon rooms. We’ll soon move into the longest part, building the world, quests, dialogue and of course puzzles.
Personally I think the game is going to be awesome. We’ve learned a lot from the release of Dawn’s Light, we’ve read through tons of feedback about the game and we’re looking to improve on every aspect of the game.