So, what’s up with this? Why is there no title? What is it even about?
First off, this project was really meant to be just a 3 day game. Something quick and simple, with most of the plan really being to make gameboy style graphics. Seemed fun enough. However, I ended up being the only one doing this and I have enough 3 day games so I figured I’d extend it this time.
I keep calling it “Gameboy game” or “Gameboy style game” because I don’t really have a title yet. Technically the working title is Rose Blade and I have a title screen for it, but I am unsure if I’m keeping that as the title. I might, I might not. There’s probably a bazillion things out there called “Rose Blade” so who knows. I just wanted to see if i can get a title that really gets to the feel of what I want the game to be. It doesn’t really put one character in the spotlight like Rubi or Adalyn do and those ones I was rushed to put out a title anyway so those were named after the main chars. I can’t do that here, and frankly I’d feel lazy if I always did that. I mean if I really did do that this time it might be called “Chanel” or posssibly “Mina”.
Yes, that Mina. If anyone played the awful game I made for a 5 day contest called Lihtan, then I apologize in advance (I have since taken it down from RMN so if you didn’t get it before you’re not likely to now). However, it did have a character in it called Mina. That and Lihtan is the towns name where most of it takes place. That same town is actually in the game, although this time not the focus. I’ll even post a comparison here:
*Click the screen for the full view*
There’s nothing really developed in Lihtan game that you’d need to know here, you might just notice and see some similarities if you’ve played that and then this.
Anyway, I’ve been working on an actual story for Rose Blade, I have the basics down already but I want to flesh out the world a bit more before I go in. I still have some gameplay systems I need to create as well but the battle system is at least done. There’s one hurdle out of the way. The other hurdle is free time. I don’t have that much of it these days, with doing commissions and working full time and other obligations so I need to take breaks from them to work on this when I can.
The game isn’t coming out anytime soon, it’s still very much in the beginning parts and if I rush it it’s not gonna turn out to be any good if I do. I’d deadline myself but really, I don’t think it’d be good as I don’t have any worthwhile estimates of how long it’d take me to do. I do want to finish it sometime though so I can go back to Adalyn and then other projects. Still plenty in the works…
I rather enjoy sitting down and writing out some of my thoughts, it really helps me reflect and
express myself at the same time. Two birds with one stone (I’m a monster). By the way, I stole this article title (not the subtitle) from a self help deck of cards by Tom Peters. I haven’t actually read them but I did like the name. So thank you Tom, for helping me with the title of this article!
Anyways, let me move on to topic I wanted to talk about…
Americana Dawn was originally called ‘The Long Goodbye,’ a silly test project based on a television show I had never watched. Since it was a test project, I cared little for the basis or origin. After several crises in my personal life, I devoted more time into this project. As I continued my work, realizing my vision, and understanding the source material more, the two became incompatible. Around late 2011, the game became Americana Dawn and the lore and cast were done to suit my own vision. Though I kept one name as a tribute to how it started, even though the person itself became someone else.
It began on a venture deep into the eastern face of the Sierra Nevadas. I never knew such beautiful places could exist, particularly in the United States of America. Since I arrived to Southern California, I have seen nothing but drab concrete structures, but after my first mountaineering adventure, I was inspired to explore the wilderness further.
While exploring the deserts near the Mexican-American border, drove off the road into a distant system of canyon that were illuminated by the sunset. Layers upon layers of sediment with distinctive colors showcased its’ life story. I marveled how grand these geological formations were, and pondered if they had a “soul,” what would they be like? What story would they tell me? And how would they feel about the centuries and millenias?
Another thing that bothered me was the lack of United Statian mythology. Since it is a new civilization. No Homeric Epic, Journey to the West, Legend of Gilgamesh. I thought to combine the naturalistic feeling of mythos with well-documented history.
“but in order for this industry to truly reach the next level and expand into new genres, pure photorealism is needed, argues 2K Games boss Christoph Hartmann.
Speaking in a soon-to-be-published interview with GamesIndustry International, Hartmann noted that the film industry still has an advantage over video games in the sense that movie directors can easily portray strong emotions, like sadness or love. Because that’s difficult to do in games, many developers go back to the action and shooter games, which are safer bets.”
Yes, because early games did not have strong emotions at all. Books don’t have strong emotions at all. Animated movies or comics/mangas cannot have strong emotions at all. Only when a character looks exactly like a celebrity or a real person down the street can there be strong emotions. People are forgetting the role of writing, design, music, scenario, art styles, believability, character development, and all these things. I thought the “war to be the most realistic looking game” was supposed to be over?
Until all the AA games stop thinking that the only way to make a good game is trying to make it a Quick Time event based movie where you shoot middle easterns/save the world from dragons or demons, then they can focus on characters, unique art styles, good writing, and things which actually make strong emotions.
“ it will be very hard to create very deep emotions like sadness or love, things that drive the movies”
Most movies nowadays are just remakes or sequels of existing movies. Probably like 90% of the movies are this way. I know there are some good movies out there still, but it’s just amazing just how much AA game developers want to be movie makers nowadays. Basically, playing a movie except you are the one that presses the button to shoot the middle eastern/kill the dragon or demon instead of seeing the character on screen do it. There are some games like Uncharted where this apparently works well (it seems nice, I haven’t played it so I cannot say this with authority), but variety is good. Not every game has to be x or has to have x!
As I said before, animated movies, older games, books, comics, mangas and all these things can have different styles but still can convey these deep emotions. Perhaps it would be good to go over an example.
Final Fantasy 6. They had a character called Locke, who was a thief (self proclaimed treasure hunter). He was nearly always talking and was the one who talked the most out of the whole group. He had a lover called Rachel which he led into a cave to go treasure hunting with her, but due to an accident, she fell down and lost her memory and was injured. After that, Locke tried visiting her but her parents didn’t want him around and blamed him for what happened, and Rachel got upset at him because she doesn’t remember him and that her parents get angry when he gets around. “Go! I don’t know who you are, but ever since you came here my parents got upset!”. Pretty sad when he hears this come from the one he loved.
Later on, Rachel dies in an attack and Locke wasn’t there to visit. The last thing she said was his name, but he wasn’t there to be with her. Rachels body is still around, but she’s dead, just being kept around by a crazy old man who takes care of her body. His overprotecting quality of girls comes in because of this, he doesn’t want this to happen to anyone else.
In a late game dungeon, he goes looking for the Phoenix esper, to try to revive Rachel. He brings it to her body, hoping something would happen. You see him blink twice, nothing happens. He hangs his head down, utterly defeated. The espers gem (magicite) reacts, releases the phoenix, and then shatters. The music, Forever Rachel plays here. Rachel is revived, but she tells him it’s temporary, and is glad to see him at least for a little bit. Locke, the overly talkative character, is incapable of saying anything here other than her name during the entire scene. She she tells him that he made her happy and that’s how she left her life, and lets him be able to forgive himself and move on.
I had to watch this scene again just to make sure I got the details all right, and it is such a sad scene. There are other really good scenes in this game too. It is very effective, and knowing there’s old games with such powerful and memorable scenes despite not having Photorealistic graphics.
Since it was just some silly joke project based on something I had no idea about. In the end, everyone either changed into a different person or was deleted altogether. The one thing I kept was the name ‘Alfred’ heheh. Even if the character himself grew into someone else.
You can choose a genre / type of game then pick your “it” game. This would work better if you actually don’t make a list within a genre, ONE GAME for EACH genre you decide to list.
Don’t be a pansy and list things with the general consensus of being awesome just to fit in, unless they are actually your “it” game!
NOTE: Some of you may think you haven’t found anything that may met your standards yet for whatever reason. Just pick the best out of games YOU’VE played. This isn’t about finding the best game example ever, but the best examples to your knowledge that’s available.
Now, I said I would do a review for this game. But then I thought I might try a LP instead, do a quick run through the game and share via VIDEO TECHNOLOGY. I may still do a review because I wanted to highlight the good and bad “stuff” in Raciela without talking endlessly in the videos, that’s kind of distracting.
I like RPG Maker 2003. It was a pretty cool engine. Had a lot of limitations and the engine could not calculate algorithms properly. It had a good mapping editor with a few layers but tilesets had to be a certain (small) size per tileset. It had color limitations and a lot of desired features individuals wanted required too much man hours doing things the engine was not technically meant to do!
That’s what plugins and such helped accomplish. Sort of increased the ceiling of capabilities of the engine. Sadly eve n with ALL OF THE PLUGINS currently out, Rpg Maker 2003 is still not worth the effort. I thought this video by Meiscool was pretty cool. Mouse support in RM is a grey area, a lot of players use gamepads which Rpg Maker supports. Unless there’s a way to shut off the mouse controls (alternative play) then it’s definitely not a universal feature.
Still a nice watch! Reminds me of the good old days~
I would like to add some more edits to this screenshot but I think I’m comfortable with how it looks at the moment. Rainfall is a project that I plan to commercially release. This is not a solo project and I’m working with with some fellows. If you’d like to learn more about this project, visit my blog here.
Fighting some enemies while traveling through an Ice Cavern~
Oathguard is being designed by mellytan. It is going through a bug testing period but it should be ready to be released soon! I tested it and I can say that while it is still buggy, it is an interesting and fun game. I like what was done to the battle system!…