PLAY MY GAME
PLAY MY GAME
I haven't talked about Witness to Unity here in a while, and I have a backlog of design/code stuff I think might be interesting to talk about here. So lets see to that~.
I haven't posted about Witness to Unity in a while. Given the amount of work and general back-and-forth a lot of code can be, I'll try to be a bit more general for this post, covering some design thoughts and some code thoughts.
Long ago, about 02005-07, I produced an RPG known as Two Halves. To this date, it is my only game other people have played. It was released in irregular betas to a community I was a part of.
The story is pretty terrible. The self-insert main character was teleport-kidnapped by a space-army fixated on reviving their demi-god warrior to fight a "demon" alien. The main character was a reincarnation of half of the dead demi-god. Also an internet forum was a real world location.
It's all kind of a mess because I would alter or make additions to the story over time as I was inspired to. It's really obvious when I look at it.
I haven't talked about Witness To Unity in a long while, or posted on here. Maybe I should do that.
This is going to be a short one though, since I don't really remember the process behind developing this code. I just want to comment on it because I quite like this concept.
Nothing But Interconnections is an old concept of mine. It was born from the proposition of a Shin Megami Tensei game set in New Zealand. For those unfamiliar, the SMT games are RPGs produced by Atlus known for being incredibly challenging and usually revolve around recruiting creatures and deities of various myths to fight for you.
The latter point is in part more the idea "SMT In NZ" was initially brainstormed around. I wanted to make a dark, gritty, urban fantasy RPG where the enemies you fought were based around New Zealand's myths. Of course I'm white as heck and don't really know anything about Maori mythology.
Here I have a collection of save screen screenshots, showing progression of my code and how it makes old saves more and more incompatible. ... well, maybe not quite like that. I was working on what stuff is saved, so of course in this case things got a little weird looking.
I recently finished a collection of world maps/designs to a point. These maps would appear on a location screen which I have yet to code, but they also served to get an idea of the layout of those worlds and plan things around them.
These are things that I should probably have done earlier, but I am focusing more on the experience or gameplay at the moment more than the story. That's a good thing, isn't it?
I have neglected to touch on Witness to Unity for a while due to losing motivation when I got stuck in a difficult stage of production. This happens often. This is the most common reason why I will stop working on one project and decide to work on something else. The other times are usually inspiration distracting me from my train of thought.
Sprites are hard, I am not that kind of artist.
However I have been getting other things done and out of the way, like the 20xx character designs. While the story isn't finished (or started), I have reached a nice and tidy stage with it. Witness to Unity is not in such a state on the other hand. I have a long list of things I need to do, or fix, or whatever else, because I keep leaving threads hanging and wondering where I am.
So there were several problems at hand with what I wanted my monsters to be able to do in Witness to Unity. Some of it came down to the limits of the program I chose to use, but a lot of it seems to be because I'm still pretty dumb when it comes to programming. Oops.
RPG Maker VX Ace is not very flexible about making enemies. I wanted to make my enemies smart about the targets of their skills, choosing the right target to heal conditions, apply them, or exploit elements.