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From Jelly Paladin Wiki
Revision as of 08:24, 1 October 2013 by Jelly Paladin (Talk | contribs)
Contents
Welcome
Hi! Welcome to the wiki for Jelly Paladin, a solo indie game developer. Our current project is a lighthearted 2D fantasy RPG tentatively named ''Dreamblazers'' and almost all information on this wiki will revolve around it.
This is a closed wiki--unlike Wikipedia, TV Tropes, and other well-known wikis, not everyone can edit it--and is meant only to provide public information, to easily organize that information behind the scenes, and to present it in a familiar format for most people.
Our current team members and partners include:
- Jay (me), our game designer and writer. Translation: I figure out how the game is supposed to play.
- Flora Li, our character design artist. Somehow she tolerates me even when I give 10,000 words of feedback on outfits over five rounds of redesigns!
- Nicholas Höllermeier is technically unaffiliated, but I have to credit him for a lot. Without purchasing his ORK Framework RPG creation tool for Unity, I'd be clueless and there would be a programmer on this list plus 385 pages of design documents. Either that or I'd get bored of writing design documents, so there would be a programmer and I'd drawing stick figure design sketches, then paying Flora extra to turn them into slightly prettier design sketches like in the book Level Up!.[1]
After the core mechanics are mostly set in place, I'll begin searching for pixel artists and musicians and the list will grow!
Last updated October 1, 2013
Gameplay Details
Battle System
Setting Details
Development History
Templates
- Template:Abilities
- Template:Character Profile
- Template:Note
- Template:Primary Stats
- Template:Secondary Stats
- Template:Starting Equipment
- Template:Stat Growth (outdated)
- Template:Techniques
References
- ↑ Level Up!: The Guide to Great Video Game Design by Scott Rogers. Great book except for a few quirks like saying game over screens are outdated or that every game will eventually use 3D graphics, but about halfway through I realized that other than beat charts, sales pitches, and other external things, a book about game design can't teach you anything about game design that playing 900+ games won't.