Category Archives: Indie Development

Dreamblazers Devlog: Week of March 31, 2014

Last week’s achievements

* Sent round 2 art feedback for Astrid and round 3 for Autumn
* Added and tested ~260 more fashion effects
* Simplified mechanics of status effects (“real” status effects, e.g. Poisoned, Paralyzed, Asleep, Bound)
* Began prototyping status and equipment menus

Current focus

The status and equipment menus.

Sample stuff

Character design for Celty (click for larger)


Celty has the most playable time and screen time of any character and she’s finally done!

Weekly goals

* Finish layouts of the prototype status menu and equipment menu
* Send in art requirements for character portraits

Comments

At last the fashion effects foundation is virtually finished. The exact Style bonuses the effects give are subject to change if I find they need to be rebalanced, of course, but since at least the structure is in place, that’s a minor and easy adjustment. (Think of it like painting the door of a house versus building an entire house.) Over 300 fashion effects to check for and so far I’m not crashing the framework, which is amazing in and of itself. =)

I’ve gotten rolling with the menus. They seem like a simple thing on paper and I figured I’d plow through them. In a way, I was right; implementation isn’t difficult. The fine-tuning to maximize space and not look crowded nor empty, though, is the kind of stuff perfectionists could dwell on forever. Aiming to cut it off after at most a week!

Dreamblazers Devlog: Week of March 24, 2014

Last week’s achievements

* Finished setting up new computer
* Learned how to configure status menus
* Sent round 2 and 3 art feedback for Hikaru (now finished), round 4 for Celty (now awaiting final art), round 1 for Astrid, and round 2 for Kylie (now finished) and Autumn
* Restructured various fashion effects that were causing infinite loops

Current focus

The status menu followed by the equipment (fashion) system.

Sample stuff

Character design for Sylph Princess Kylie Verde and Cerulean Cleric Hikaru Wilder (click for larger)

Weekly goals

* Create the prototype status menu and equipment menu
* Give feedback on 100% of all art that comes in
* More rigorously test existing fashion effects
* Recheck equipment requirement system and possibly fashion effect requirement system
* Finish off implementation of the remaining fashion effects

Comments

Now that I’m fully up and running on my new computer, the fun has been doubled. : D And by “fun” I mean “speed at which I can change stuff” and by “doubled” I mean more like “quintupled.” And boy oh boy did I need it: I had a few fashion effects that consistently crashed Unity because of infinite loops, so tracking down which ones they were and why involved opening the program over a hundred times between Thursday and the end of Saturday since I was (purposefully) crashing it every few minutes.

Of course, the cause of the crashes came from an unexpected way and place, which is why I hadn’t been dealing with them until now… Since this took longer to unravel than if I’d caught them earlier, I’ll be doing more thorough testing of—well, of everything—than I had been before. I believe I can handle equipment requirements more intelligently than I have until now; fashion effects might be in the same boat, but it’ll take some digging on my part.

Looking really forward to this week, though. Last week was super satisfying despite the issues. =)

Dreamblazers Devlog: Week of March 3, 2014

Last week’s achievements

* Restructured some hidden stats in a more logical manner
* Set up various aspects of the equipment system
* Preliminarily finalized stats for 201 (yes, 201) fashion-based “status effects”
* Implemented ~40 of those status effects

Current focus

The equipment system followed by battles.

Weekly goals

* Finish off implementation of the remaining fashion effects and test all of them
* Write flavor text for at least 60% of the fashion effects
* Begin testing battles: damage formulas, battle text, etc.
* Order new computer

Comments

Even though—no, because it’s fully optional for the player, my fashion system ranks high as one of my favorite ideas. At best guess I’d say I thought of it in late 2012 or early 2013, but in any case, it’s certainly my newest large-scale idea.

One uncommon element of Dreamblazers that I’ve had in mind since at least 2010 is that equipment never becomes irrelevant; even starting equipment can be used until the end of the game. Like so many of my ideas, this was inspired by Pokémon (with a huge hat tip to The World Ends With You). The average player simply blasts through the game with their favorites, but a competitive player like me will reset twenty times until that Bulbasaur from Professor Sycamore has the right nature.

I aimed to appeal to both. A casual player never needs to look at a character’s outfit—and yes, I’m calling my equipment screen the “Outfit” screen to stress this point. The serious player, though, might look at Astrid, see that all of her stats are great but none are exceptional, and give away her Trailblazer Tunic, Agility Anklet, and Enchanted Earrings to, respectively, Power-centered, Speed-centered, and Magic Power-centered characters.

Could I do more, though? Could I create a middle ground between ignoring outfits and having the most intense optimization experience since Monster Hunter? Could an equipment screen be… fun? Maybe so! Each piece of clothing has at least one theme, like Cool or Playful, and piling on similar clothing gives the character a theme and boosts her Style stat. If you give her two or more themes, some have natural synergy, such as Sporty + Swimmer or Girly Girl + Princess, while others oppose each other, like Innocent + Military or Everyday + Formal, increasing or decreasing her Style.

In the end I sifted through 433 theme combos and wound up with 201 ways for players to change their Style. My hope is that seeing status effect names like “Disco Knight” or “Ribbons, Lace, Angry Face” or “Sparkles and Swag” pop up as you change clothes will be as fun as opening the menu in Dragon Quest IX and seeing what myriad of new titles Stella would shower on you.

Dreamblazers Devlog: Week of February 24, 2014 (Cosmic Coincidence Edition)

Unusual edition today! Didn’t get much accomplished but took a master course in RPG design—in a sense—so this is in blog format below the jump. Lots to say!

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Dreamblazers Devlog: Week of February 17, 2014

Last week’s achievements

* Fixed some issues with stat growth
* Set up character classes, stat growth, and starting equipment for Celty and Leaf
* Preliminarily finalized HP and EP regeneration rates
* Got gameplay functional and flavor text written for status effects: Last Stand, Asleep, Berserk, Bound – Arms/Legs/Full, Burning, Crystallized, Disoriented, Fatigued, Frozen, Oiled, Paralyzed, Sealed, Stunned, Watered, and one effect that’s too spoiler-y to mention here (note: not all of these effects may make it into the final game)
* Wrote flavor text for status effects: Confused, Flustered, Frozen, Poisoned, Spasming, Tempted, Tranquilized (these are not functional)
* Set up character classes and stat growth for Tango, Evelyn, Lucky, Telia, Cecille, Flute, Relany, Jig, Sakura, Astrid, Jelia, Kelly, Besarre, Jun, Ardis, Lash, Saga, and Spring

Current focus

I might not get much accomplished this week, actually, but if I do it’s gameplay as always. If art drafts come in, I’ll take care of those.

Weekly goals

See comments.

Comments

My need for a new computer is too apparent now; as one example, today I had to restart twice just so I could open any Internet browser. Last week I also had to redo about seventy minutes that were lost when I crashed Unity—and there was another time when I crashed my computer five seconds after making a backup in Unity. I spent the whole restart cycle praying I hadn’t lost anything and, as it turns out, I didn’t! Hey, I do believe prayer pans out, but all the same I believe it’s time to get some technology on my side too. =P So I’m looking into that and the transition from one computer to a new one is never as simple as I’d like it to be.

In addition, while I’ve thrown out all pretensions of ever creating a 140-minute video review of Tales of Symphonia because Dreamblazers is my focus, I figured I’d at least post the script since it’s already written—it only needs a little cleanup to make it sensible in a blog format. The PS3 re-release comes out in less than ten days now and this is my second favorite single-player RPG and a huge influence for me, so I wanted to do a little something for the tenth anniversary. =)

All that said, can’t imagine a week where I don’t get anything done on the game design front, so I’m sure I’ll have something here for the next devlog post.