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Our current people and partners include:
 
Our current people and partners include:
  
* Jay (me), our game designer and writer. Translation: I figure out how the game is supposed to play.
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* Matt (me), our game designer and writer. Translation: I figure out how the game is supposed to play.
* [http://www.shadilyn.com Flora Li], our character design artist. She's on commission, but still an extremely valuable team member. Especially because somehow she tolerates me even when I give 10,000 words of feedback on outfits over five rounds of redesigns!
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* [http://www.floradrawz.com Flora], our character design artist. She's on commission, but still an extremely valuable team member. Especially because 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 [http://www.orkframework.com 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 be drawing stick figure design ''sketches'', then paying Flora extra to turn them into slightly prettier design sketches like in the book ''Level Up!''.<ref>[http://www.amazon.com/Level-Up-Guide-Great-Design/dp/047068867X ''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 Great book except for a few quirks like saying game over screens are outdated or that every game will eventually use 3D graphics, but about halfway through I realized that other than beat charts, sales pitches, and other external things,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.</ref>
 
* Nicholas Höllermeier is technically unaffiliated, but I have to credit him for a lot. Without purchasing his [http://www.orkframework.com 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 be drawing stick figure design ''sketches'', then paying Flora extra to turn them into slightly prettier design sketches like in the book ''Level Up!''.<ref>[http://www.amazon.com/Level-Up-Guide-Great-Design/dp/047068867X ''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.</ref>
  
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* [[Since 1997]]
 
* [[Since 1997]]
* [[Musical Inspirations]]
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* [[Musical Inspirations]] (will be used as references when it's time to find a composer)
  
 
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Latest revision as of 13:52, 7 September 2015

Welcome[edit]

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 people and partners include:

  • Matt (me), our game designer and writer. Translation: I figure out how the game is supposed to play.
  • Flora, our character design artist. She's on commission, but still an extremely valuable team member. Especially because 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 be 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!

Navigation[edit]

Last updated July 25, 2014

Gameplay Details[edit]

Battle System[edit]


Setting Details[edit]


Development History and Details[edit]


Templates[edit]

References[edit]

  1. 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.