Four months have passed since I last wrote about my work on this game. If you happen to read my blog regularly,
you already know why. Development was on a health-based semi hiatus for that period, but I haven’t been doing nothing either. As the situation gradually improves, and development on the game progresses, it feels appropriate to finally discuss it again. Let’s see what I’ve done over the past few months!
Demo Progress
In my current state, art and level design are the most challenging things to do. Regardless, I was able to make a first pass on the vertical slice dungeon’s first floor:
- 2022-12-09-untitled-rpg-devlog-5-1.png (61.91 KiB) Viewed 26556 times
Before we continue I should note that this is basically a graybox design–it does not represent the final level’s aesthetics, only the general layout and mechanics. With that said, the mechanical aspect is complete! It’s possible to play it through from beginning to end, solving the dungeon’s introductory puzzles and finding loot (some of which is hidden for more observant players to find). There are still at least two more floors to assemble, possibly a third if the result feels too fast-paced.
Unfortunately, that’s most of the demo progress–as I mentioned above, most content creation was very difficult due my health so the rest of my work was more technical.
Controls
One of the things that was plaguing me from the start of the level design work was the lack of a run button. This was happening while I had my own health issues to consider, and it got me thinking about how best to reduce the need for holding keys down… naturally, this lead to a design similar to how games like Wild Arms and Mother 3 did it:
Push a button to start running, make directional inputs just to turn, and BONK comically into walls if you don’t turn away in time!
I think it’s a very good way to handle running for a few reasons:
- When it’s just “hold a button to move faster” you often wind up with an option to always have it on… which everyone picks, effectively just upping the base movement speed
- Not only do you not have to hold the run button, you also don’t have to hold any movement inputs–on a straightaway it’s just fire and forget, which should help folks who have trouble holding movement inputs for long periods of time
- By slowing the player down when they collide with things, this adds a skill curve to “going fast”. As players practice they can fly through tighter and tighter spaces without stopping, which in turn creates a rewarding sense of pride
I also added some rudimentary gamepad support. It’s nothing stellar right now, just a rough stick-to-dpad conversion and button inputs, but it’s a start.
Encounters
Once the base level design was in place, I threw a little bit of love at random encounters. I already had a system for this in place, but I knew it needed more time in the oven. I don’t think old school random encounters are a particularly good mechanic for modern RPGs, but I have to rely on them for ‘budgetary’ reasons: The better alternatives are much more time and resource-heavy.
That doesn’t mean we have to handle them poorly, however. I’d already decided to keep encounters out of puzzle-dedicated areas, and took this a step further by adding some feedback on when encounters are present. To that end, there’s now a small ring at player’s feet indicating how close the next encounter is:
- 2022-12-09-untitled-rpg-devlog-5-2.png (10.36 KiB) Viewed 26556 times
I have another motive for this as well. You won’t see it anytime soon, but I plan to mess with this indicator as a way of building tension (or for bolder players, indicating “come get this!”) in areas where particularly dangerous monsters can appear. The graphic itself is a placeholder though, while I like the ring design conceptually it will need much more polish to meet my standards.
How Do You Save Your Game?
Finally, now that the game has multiple maps it’s important to start thinking about how to track the long-term state of things:
- Is this chest open?
- Which puzzles in this map have been solved? If they have multiple solved states, how do we know which they’re in?
- Where is the player in the plot right now?
I’ve started that process with simple persistence tracking, maps and their entities can mark certain properties to be saved and a central data store records their state when leaving (and of course, restores it when re-entering). It’s not a full save-load solution, but the data being tracked now will probably form the basis of that.
This also got me thinking about how saving works in RPGs. A lot of old games limited saving to specific areas for technical reasons, which often resulted in lost progress that modern players won’t tolerate. Most RPGs these days just let you save anywhere, but to be perfectly honest I have a big gripe with this: When watching people play RPGs, and when doing it myself, “Save Anywhere” frequently becomes “Save
Everywhere”. It’s just one of those things people do, if you give them a button that lets them preserve their progress many will push it constantly, to the detriment of the game’s flow.
I decided to try and consider the real benefits of “Save Anywhere”, and I came up with three main benefits:
- You lose little to no progress on failure
- It’s harder to accidentally lock yourself out of content when hitting a “point of no return”
- You can leave whenever you want and pick up where you left off
I like all of these points, and I think any alternative should preserve them. The first point should be filed with sufficiently robust auto save, although other solutions can exist (such as FFMQ’s ‘retry this fight’ button). Point #2 is probably better addressed in the game’s design, by trying not to lock the player out of content (and making it Very Obvious when you must), but point 3… that one’s tough.
I’m considering some kind of ‘save and quit’ or ‘suspend’-ish feature, where the game simply picks up from wherever you left, but I’m not sure how well players will take to this. I’m still thinking about it, and it will probably come down to later playtesting. In the end I may just give up and add a regular save button, but we’ll see.
So there we are! It’s not much progress for 4 months, but
it is progress and that’s what matters right now. I also did a lot of thinking work, figuring out how to flesh out certain elements of the plot and setting, but it’s simply too early to talk about most of that. I don’t really want to delve into plot and setting detail publicly until I have more visuals to accompany that, and my health forbids it… For now I’m looking forward to an eventual recovery and some flashier stuff to show off, hopefully next year. We’ll see.