Framing the Work


To get from where I am now to a playable demo and from there to a finished a game, a lot of the work has to start with the framework. 

My intention is to first release a playable demo, which includes Cliche Town and from there, later expand the demo to include up to the first dungeon. For game art and music, as I'm making those myself I'm trying to currently limit myself to only what I'll need for the playable demo. The music for the demo is already done except for a battle theme. For the game art, I have been using some placeholders behind the scenes but I don't want any placeholders in the playable demo. At this point, I have to do a handful of character portraits, animations and busts, icons and the menu/UI/battle system elements. Most of the tileset elements that I currently need for the demo are done. 

I find that most of the work I'm doing right now is with the framework. Pushing out a demo now and adding the framework later could make things difficult down the road. And I've been down that road. Many developers have. You don't want to go down that road. I want all of the game's major and underlying systems in place in the demo. That means the UI/menus, battle system, character and enemy stats system, dynamic camera and lighting.

A lot of this is typically done by the game engine but I'm not using the engine defaults. I'm not trying to hide the fact that this game is made with RPG Maker persay but I do want people to wonder whether or not it was. I do have the benefit of some great freely available scripts to help me with that but I've already found myself digging into the javascript and rewriting a decent amount of code.

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