Alternatively, I considered the possibility of just building the game from the ground-up without using design software. As a developer, it helped me see how many unexpected issues could arise when making your own untested system. That tabletop game was the main inspiration behind my current project, thus the name seemed fitting. In addition to the sprites, I have created portraits for each of them that show their various facial expressions in more detail. By the end of the game, the player should truly be able to feel like they were the driving force behind the events at hand.
Thus, Platypus Games was conceived. Emotions may run high at times throughout the game, but unfortunately the sprites alone may not be enough to portray that. I want that to be a piece of this experience as well. I developed conceptual prototypes for each of the methods I was exploring, seeing how the systems worked and what they offered. The program supplies a list of functions for each situation in a user-friendly manner, letting novice creators craft events or mechanisms within the preset definitions of the engine. Hopefully this will give some context as I continue to update the status of the project periodically.
I do, in fact, plan on releasing an official name for when the game is closer to being finished. I have been taking extra efforts to make sure that I maintain cast of complex multifaceted characters. Eventually I moved on to other construction tools with more in-depth functionality. Along with this comes writing, creating events, and assigning variables. This is the reason I have spent the better part of the last two years learning to code and studying game design theory. I found this commentary to be extremely educational and a wonderful insight into their creative process.
It was only natural that I adopted the same handle when I picked up game design again in earnest a few years back. I have made several changes to their aesthetics throughout the project, but I think the core concept of each remains intact. Many of the scenes will be accompanied with detailed descriptions of surroundings, characters, or actions, meaning that this will likely be a text-heavy game in addition to the visual pieces. Nothing turns me off faster than a boring lineup. Tall buildings cover every available space.
The engine was built using Ruby and is completely accessible to the user, meaning that any and all aspects of it can be customized or rebuilt extensively. In my personal experience, that has always created a much closer bond between you and the characters, since their well-being is literally in your hands. During my research into the game design process, I have come across several articles containing advice to new developers given from seasoned professionals. I will probably share those in a future post. Taking some time off to practice and learn was absolutely the right way to go. I also thought this could be a a good starting point for my game design discussions, since the two are so tightly intertwined most of the time.
Not to mention the fact that Zeboyd is a team of experienced developers, and it still took a bit of effort to implement. This usually comes with the benefit of the system being more polished and user friendly for basic needs. In fact, the past few years of learning to code and design games has been extremely rewarding. One of the most important parts of that, in my opinion, is the character sprites. I plan to ensure that each ability is a unique, memorable, and useful addition to the game. I want the player to be faced with the gritty and unsettling nature of their surroundings on a regular basis. I have spent most of the development time working on the engine and framework that will allow for the systems I mentioned above to function correctly.
I really appreciate all of you that took the time to read this mess. The only real confines are the limits of the programming language itself. Each of the systems in the game stats, equipment, buffs, skills, etc. There will be many instances where players feel apprehensive or tense about their situation. As most of you know, making money from video games is no easy task. However, for more advanced users, this is all merely a fleshed out overlay of the underlying Ruby scripting. So, in order to try to move past that barrier, I will be establishing my new Twitter and Facebook pages for Platypus Games in the coming days.
I have also continued to develop my digital art and music composition skills, two things that have been hobbies of mine since middle school. I want players to allocate their own stats and choose what abilities they learn as they advance through the game. When it is time for me to emerge into the gaming community, I want to deliver something worthwhile. I will be manually crafting each of the combat encounters so that they do not get repetitive or stale. They don't anticipate much of a struggle - Mungolans are simple, earthy types without much love for industry. Besides, I was already learning Ruby at the time, so it seemed like a natural choice.
Well, I think that covers most of it. Lastly, the new logo has been created in honor of the great and noble platypus. I want to to seem like you are experiencing a story, except you are interacting instead of just witnessing. Well, I think this was a little overdue… But first, an introduction. The Collosotropolan leaders have decided the simplest solution is to invade the neighbouring country of Mungola. Also, my angst-ridden high-school self was probably desperate to identify with anything that seemed weird or unique at the time.
The end result might be blocky and not have all the detail you wanted, but it is the only way that toddler or unskilled user is going to get any results worthwhile. It makes complete sense that ambition would be the biggest killer of new projects. The user does something, rules are applied, results are determined, and then fun happens along the way. I have read way too many horror stories about people starting game studios, leaving their old jobs behind, and immediately getting in over their heads. The reasoning is simple: in order to allow beginning users to easily craft something, you have to simplify a lot of the complex functions into more understandable terms. Many of them have since been change, removed, or added as I come to understand my strengths and limitations as a developer.