Category Archives: Kickstarter

Dreamblazers Devlog: Week of March 10, 2014

Last week’s achievements

* Added new fashion effects
* Implemented ~60 more of them and wrote flavor text for all of those
* Ordered a new computer

Current focus

The equipment system followed by battles.

Sample stuff

Flavor text for “Enchanting Evening Warrior”:

“She’s the dapper girl who wouldn’t feel right without her katana hiding under her spiffy attire. If she disappears from the gala floor for a moment, expect that she’s cut down an assassin in a single elegant strike and returned just as swiftly, leaving no one the wiser.”

Flavor text for “Doubly Dolled-Up”:

“Even small highlights can help create flow from head to midsection and then on to toe. Earrings up top for a smiling face, fingernails painted for hands near the waist, and toenails done likewise for feet down below.”

Weekly goals

* Rethink various hidden stats
* 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.
* Set up new computer (if it arrives this week)

Comments

Mostly the same weekly goals as last time, I realize! I missed two main things last week: I underestimated how long it would take to order a computer (over ten hours of research) and I figured there’d be a linear time scale for testing new fashion effects. Not the case! The more I add, the longer it takes to save changes, among other things.

I back a lot of Kickstarter video game projects and I’ve repeatedly seen developers start giving weekly updates and eventually move to monthly or bimonthly because not enough is happening on a weekly basis to report on. Now I understand why. It’s the sane thing to do.

…but I’m an indie developer. I don’t need no stinking sanity! …at least not yet. Weekly updates will continue because I’m pushing myself.

As part of the fashion system, I have various hidden stats like Shoes, Fashion Theme, and Femininity Confidence that I might need to redo following a recent discussion with the awesome developer of the framework I’m using. Changing them would mean redoing all fashion effects, among other things, but if I’m ever going to redo them, it would only be tougher in the future. If penciling out a new hidden stat system tells me this is the way to go, then it’s best to rip that Band-Aid off now.

In much better news, my new laptop is coming, so it’s onward and upward in a matter of days! My current 2007 laptop is a 2.27 GHz dual-core with 4GB memory while my new one is a 2.7 GHz quad-core with 8GB memory and a solid state hybrid drive, so it’ll be a huge performance upgrade all around.

Kickstarter Spotlight: Sword of Fargoal 2

In a “why didn’t I think of that?” moment, it was suggested to me that maybe I could do a write-up here about current Kickstarter project Sword of Fargoal 2. You know what? Absolutely. I should have been doing this kind of thing since three months ago. Making an awesome game or prototype is less than half of a success story; marketing is arguably more crucial even in the traditional publishing model, but definitely so in the crowdfunded model. What good would it do anyone if one of the world’s greatest games floats out there in the ether, known only to eight people because it didn’t get needed exposure?

I’ve already been giving advice to Kickstarter creators that they sometimes take (most notably, Two Brothers moved the soundtrack reward down to $25 from $50), but I can do more. Starting today, I begin highlighting any Kickstarter games that I back.

Sword of Fargoal 2

Great Things about the Game

  • It’s a roguelike: a rare genre, to say the least. Root for the underdog!
  • The art is done right. Retro styles aren’t always handled well; many games attempt them and fall into the 8-bit or 16-bit equivalent of uncanny valley—they almost look old-school, but not quite. Something tiny is off that. Sword of Fargoal 2 nails the art correctly and genuinely.
  • Visible equipment changes in a 2D game. Between 2D RPGs and adventures, I’ve played probably over 150 games and I can remember two with visible equipment changes: Wonder Boy in Monster World and Landstalker. It was cool there and it will be cool again. I love seeing the results of a character moving through progressively more awesome equipment, so rock on, Fargoal 2.
  • Random dungeon generation
  • and a high challenge level. I like lootin’ time always and I like clobberin’ time when it’s a two-way street. Dungeons, dragons, monsters, mayhem, swords, slimes: I want it all.
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