January 24, 2012 - The past three monthsAround mid-October I really started slowing down with the game updates, and that is reflected in the forums. I did my due diligence in planning out the custom battle system, but I began losing motivation for the following reasons. I burned myself out and stopped working on the game. From there I went on to doing some Java programming just to see what it was like. Despite being a programmer with a strong passion for game development, I've not done a lot of "real" game programming (other than a game engineering in C++ class in college). In November, Gigatron was born. Gigatron is a simple side-scrolling shooter I developed with a few friends in a few weeks. I learned a lot about rendering, network programming, interface handling, and a lot of the backend work that goes in to something like a real game. Gigatron is written in Java and is more or less complete, but the code desperately needs to be cleaned up before something seriously gets released. After Gigatron, I realized I didn't want to do complex hacky scripting in RPG Maker. I decided to revise the default battle system with some of the ideas I had implemented for the custom system instead. For a few weeks development had resumed; however, this didn't last long for my fourth grief with RPG Maker 2003 surfaced: But not all is lost! SU's future has been on my mind a lot these days. There are many paths I've considered taking now, but none of them involve canceling the project. For one, I can write an interpreter, similar to wolfcoder's RPG Maker 20xx. The big gain here is that I'd essentially be writing my own engine that reads in all of RPG Maker's project data files and customizing it a bit to my liking. This also means something like Starless Umbra in it's current form could be played on something like an iPhone if you really wanted to. But I'm getting ahead of myself. I definitely want to do something mobile, so I'm working on a SU-related minigame in Android that employs many techniques and algorithms I can use if I decide even to write SU from scratch. Within the next month or so if I finish it, it'll be available on the Android market to enjoy and then I'll consider Starless Umbra again. After this game, I am considering implementing the battle system first--once and for all--on a mobile device as sort of a PVP-over-wifi network battle game using all the ideas and algorithms I already developed for the custom battle system. That can easily be extended to a full-length RPG. Well, not quite easily, as now I feel a need for more original assets: sprites, artwork, music, and so on. To make matters worse, this need is amplified by the fact that I've lost a few members of the team due to some personal issues. But hey! At least now I'll have an opportunity to really work out the dialogue kinks and boring parts of the project. What I'm getting with this is if you'd like to help with this project, in the coming months there will definitely be opportunities. Is there compensation? Some, but not much as if I actually owned a company or something. If you want to get in on this though, let me know. If you have any other questions you guys know how to find me. Well, if you don't by now know how to contact me... This project is sort of becoming a testament to my devotion and passion; it will always continue to march forward, even if I've been silent. I want this to be the best it possibly can. |
