*Trigger Warning: some of my games will feature themes of violence and SA
_Quote of the Week: “A man who procrastinates in his choosing will inevitably have his choice made for him by circumstance.”-Hunter S. Thompson
_Opening Thoughts:
Despite my current work schedule, I’ll do my best to keep this log updated daily. I'll try find time each morning to study and work on either and/or both projects before the day picks up in the afternoon, though that routine is liable to change. Daily progress still remains my main goal. Today’s focus has been on getting more familiar with RPG Maker’s tilesets and considering the possible creative directions for the RPG and Travel Kit.
Current Challenge: Indecision
My takeaway from this morning's study session is that tilesets come in different varieties ordered from A to C. There are five varieties of animated tilesets, designated by 'A', and sit at the bottom of the hierarchy. Furthest downstage are tiles categorized into 'C': Objects. Tilesets for each category have certain file specifications, such as resolution. However, file type and pixels per inch (72) remain constant.
My understanding is that Tilesets are a sheet of assets laid out in accordance with the specified resolution. Once exported to the correct file (RPG Maker MV>Games>'Game Title'>img>Tilesets), the engine will lay a grid over the sheet which also varies between category. From there you sample the squares using a tool similar to an eye-dropper to construct your map. If anyone more experienced in RPG Maker can explain it better, I encourage you to do so. I'm happy to learn as much as possible and think we could all benefit from your input.
References:
https://robotsweater.medium.com/bots-guide-to-custom-art-in-rpgmaker-mv-making-tilesets-5e61d77b1f07
_Addressing the Problem: Creative Indecision
Before continuing, I'm putting my foot down on a theme for the RPG. In the last entry I listed four possible themes I wanted to work with: Zombies, Fantasy, Survival Horror, and Slice of Life UF. As with anything, there are strengths and weaknesses to measure, but I'm going to look more closely at what is feasible with my current skill level and what I can accomplish artistically. I have titles already lined up along with basic visions for their development.
+Twilight of the Dead (Zombies): A narrative driven game focusing on original characters as they struggle to organize at the beginning of a zombie outbreak. I've seen zombies used as effective antagonists in RPG Maker games before, Overgrown: Genesis and Memoirs of a Battle Brothel to name a couple. The former plays like a top-down shooter with minor stealth mechanics while the latter is squad-based and tactical.
Even without using multiple plug-ins, Zombies can still be an effective enemy in a manner of combat similar to traditional rogue-likes. Fear and Hunger uses what the engine calls 'Troops' to form single entities. What this allows for is strategic dismemberment a la Dead Space. Additionally, the feeling of being overwhelmed by a horde can be replicated by filling a whole Troop with various numbers of zombies then each turn they get closer, and if quick wit is not used to destroy or delay the horde, then after a given number of turns, the horde overwhelms the player character resulting in a game-over. Just some food for thought. Still needs tweaking.
+Fyreflight (Traditional Fantasy): An adult, turn-based RPG that borrows the plot from the first three LoTR movies but with a twist. Without divulging more narrative details, it's based on a couple of rough drafts I've written. Artistically, Fyreflight would be more adventurous and hopeful, taking inspiration from the setting of Monster Hunter: World. A traditional fantasy setting should be right at home in RPG Maker and so this option would produce the least friction, creatively at least.
This does give me the idea to use the assets that come pre-installed with MV and any relevant DLC, making Fyreflight potentially the easiest option to work with. But I'm still intent on using custom assets for the sake of challenging myself and incorporating adult elements into the game.
+Obscura Files (Survival Horror): I asked myself, 'what better way to start with than a game for April?'. She is written to be a survival horror protagonist after all. Like Twilight of the Dead, Obscura Files would lean more on its narrative and horror atmosphere but the combat shouldn't be understated. With this option, there's plenty of room to grow from the 'Troops as one enemy' stratagem that I've first seen used in Miro's Fear and Hunger-Dead Space notwithstanding but we're talking about rogue-likes.
Puzzles, mystery solving, branching narratives, the RPG Maker engine is an excellent plot from which to grow these elements into a game. All the staples of classic survival horror can be developed to satisfaction if this option is chosen. My biggest concern, though, is ensuring the art direction is up to the task.
+Lust and Lechery (Slice of Life UF): Inspired by Vrelnir's Degrees of Lewdity, LaL is an erotic sandbox for the player to get lost in. The main difference being that there's going to be more narrative that drives the gameplay. This isn't to disparage DoL, however. It's a fantastic game with lots of thought and effort behind it. Personally, I would just like to work on something where elements are more fixed than interpreted.
LaL would build off of themes of SA, decadence, eldritch horror, and carnal desires. The narrative would be held up by an overarching mystery within the setting along with an art direction inspired by American and European gothicism.
_So what's my final consensus? Fuck it, let's do them all. Another lesson from Rich Dad, Poor Dad is that if you're going to go for it, then fucking go for it. Don't go bankrupt on a duplex, let everyone know you tried to finance the world's first hover-brothel complete with nuclear powered XBOXs and cloned-dinosaur butlers. Decisiveness isn't my strong suit and playing it safe is not how I'm going to start. I'm going to bed.
[END LOG]