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Fates Gamble: a Russian Roulette RPG with an Interactive story!!!

A topic by Chillitch created Feb 23, 2024 Views: 9,829 Replies: 306
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My ""2nd Beta"" for the battle system out now!: Click Here.

Hello! I'm excited to create this new amazing project. If you read the title, you'll know that this game takes inspiration from Buckshot Roulette and Undertale

The reason I want to make this game:

The reason I want to do this is because the problem with a lot of  "RPG Horror" is that it's either not really that scary or it DOESNT EVEN HAVE ACTUAL RPG ELEMENTS! (Or who knows, I haven't played a lot of RPG horror like "Parasite Eve" or "Koudelka." so maybe I shouldn't talk so negatively). Basically, I wanna create an RPG horror game that has a unique take on "Choose your own adventure stories" and "RPG battle systems." Which is why I chose Buckshot Roulette as my choice for the battle system and why I chose Undertale for the "Choose your own adventure" part of the game. I liked how in Undertale your choices mattered (for example a Pacifist or Genocide run), because a lot of the RPG's that I played don't even have "Role Playing", and that's one of the reasons why I'm motivated to make this game so I can create a unique experience for RPG's. It's come to the point that it feels like RPG's are only known for battle systems and leveling up, which kind of sucks, because I would really like an RPG that has your choice matter.

More Detailed talk, on what I want to take from "Buckshot Roulette":

If you read the paragraph above, you'll know that I'm taking the battle system of Buckshot roulette and applying it to my game. This also applies for the items in that game. However, I do plan to change some things to make the battle system more interesting, like different guns, new items, and new enemies with unique choices to kill you.

More Detailed talk, on what I want to take from "Undertale":

I plan to take the "Pacifism/Genocide" route system into the game. However, I don't want that to be the only way to get endings so I can give this game a different "Choose Your Own Adventure" style to the game. For example, lets say you can pacify everyone, but you chose not to eat the "legendary cookie" in the snow world, and lets say that if you didnt eat that cookie, a meteor would crash land on all the people you pacified, giving you the "Uno Reverse Card Ending." Not a "Pacifist ending", not a "Genocide ending", nor a "Neutral Ending"... just an "Uno Reverse Card Ending," congrats... You played yourself. I really do plan to make a unique "Choose Your Own Adventure" style to this game.

Not sure what else I would like to take from Undertale other than that, but I've been thinking if I should have a more linear style to map making like Undertale, or a more open world map. The reason being that linearity is easier for storytelling, while open world is easier for exploring. I'm leaning more on the open world idea because I want people to choose what they want to experience and it helps with my "Choose Your Own Adventure" style to story telling so I might pick that instead. But who knows, I might change my mind.

Conclusion:

I'm really excited about making this game. There's so many ideas flooding through my brain and I cant wait to put them out. Of course if you feel the need to ask questions about this project, by all means ask me :)

I plan to make an update about this topic everyday, detailing what I'm doing with the game or maybe other stuff I'm considering of adding.

(1 edit)

Update on the battle system:

Ok so i got all the basic stuff done with the battle system, so I'm gonna work on items. I'll focus more on making the enemy AI better later. Well... calling it AI is kind of stretching it. it's just basic code that makes the Enemy act. Although I still have some ideas to make it harder >:)

IF you guys have any ideas to give me for what type of items should be in the game, please by all means reply to this post :)

EDIT: also when i get the battle system done, ill hopefully have a playable test demo of the battle system on my account.

Update on what I’m working on:

ok I finished the most important items. I plan to add more items, but right now I want to work a little bit on the characters in my game.

DONT WORRY. I’m still making that battle system and hopefully release a test demo on MARCH. It’s just that… my battle system is technically almost done for a test demo. I just plan to add one more gun and new art. Now my test demo won’t have everything right off the bat though, I want 2 other guns and more items in the full game. It’s so I can keep the full game a different experience.

Update on my characters:

The approach I want to write with my characters is in a serious approach. I want every character to be “flawed.” However, I also want every character to have some sympathetic traits to make you feel bad for them. I feel that would best fit my game :)

as of right now I already pre planned some major characters, so I don’t need to work too much. I have 10 major characters haha.

To help me, I plan to make them based off the Enneagram personality traits. If you don’t know what it is, it’s a psychology tool to help find your personality. Kind of like “Myers Briggs” or “the big 5”

 ( some people who are apart of the Enneagram community don’t like calling it a personality typing system because it’s technically a lot more than that)

Quick Update: 

I didnt really do anything today unfortunately. It's just that i had a lot to do. Also I said in the previous post that I was working on the characters, but to be honest I only worked a little on the characters, and went right back to working on the battle system. It's just so fun working on it.     :D

I'll see what I'll post tomorrow, but anyways as of writing this post I'm going back to working.

The battle system is going good :)

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Ok, as of right now, I'm working more on the battle system and the AI for the enemy.

Specifically I'm creating a NEW item. The Swap Card.

if you use the swap card, you can swap one of your items with the enemy's items. But I'm not exactly sure if I should have that. I'm thinking I should just call it "steal card" and change it to where you don't need to swap one of your items so you can just take the enemy's item freely. Not sure if that idea makes it too OP, either way I'll let you guys know if I change my mind about it.

AI is going good. In the test build, he wont be the smartest thing on the planet, but that's not a bad thing, because in the full game, I want every enemy you encounter to have a different set of difficulty (so expect harder AI in the future.). So for now, the enemy's AI is kind of the same as Buckshot roulettes Dealer. I have a lot planned for the AI   :D

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OK wow, the Ai took some time haha. I cant really say much today because I didnt get to do a lot. Unfortunately i had to help my Grandpa with his pickup truck, so not much i could do today. But I will list off some of the things i got to do. First of all I renamed the swap card. yep I've decided on calling it "steal card" now. also I did a little bit of AI work. Sorry, had a tough day today DX

But just to let you know I'm thinking about making a partner/party system. I mean, what's an RPG without a party member :D

However... don't count on it being in the game, because I'm not sure if I should implement it. Sorry if that sounds weird, I'll probably explain the hurdles of developing it when I upload the battle test demo.

SO KEEP YOUR EYES PEELED, because I'll see if I can add party members in the Battle test demo.

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Update on the items and AI:

Hey guys, everything's going great right now. I'm still focusing on the AI and items, though. I'm actually almost done with the items, I just need to work on the steal card... Well, ok I actually have another item planned. THE TARP. 

The Tarp item is used to cover your items so the opponent cant see them, also the enemy has its own set of items so it can use the tarp too. The only problem with that, is the "steal card." If you cant see the enemies items, then how can you steal them? I've been thinking if the tarp should restrict the steal card (but I kind of hate restricting game mechanics -_-) or maybe the steal card can be used to see the enemies items even with the tarp (but I don't know if that's too OP). I'm trying to find a balance /:

Also I'm going to have to go back and help my Grandpa today. So I might as well make this update post right now before I get a call from him.

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Update on the art style for the game:

I'm just testing out certain styles, that I want for my game. I've been thinking of doing pixel art, but I really wanna do a crayon art style. I know that doesn't scream horror but I took some examples from Walten Files.



The character art in my game probably wont be as uncanny as the images below, but i might take some inspiration.

(if the images don't appear let me know with a reply.)








But yeah, I was inspired by Yoshi's island's art style (weird, i know)

I'll get back into making the AI and Items, I just wanna do some art experiments. Oh yeah! also about the whole "Steal Card vs Tarp" fiasco in the update above. I've decide on just making the steal card able to see the items. After all, you have only a limited set of some.

Short Update: 

sorry for such a late post. not much I could add today, other than I've been really loving the crayon  art style for my game. I really want it in the game, I Hope everyone else likes it too.

Now that it is March, I'm sure a lot of you are wondering what day on March, as I did say I would probably release the battle test demo around that month. So when will it be released?  I'm hoping around March 22 - 31. But anyways I still wanna test out some art designs for my "dealer"... Yeah that's it, not much I could say ):

Don't worry I'm gonna get back into coding, I'm just still working on the art designs. I'll see if I can show some artwork tomorrow.    :3

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Update on the artwork:

Hey guys, I'm still working on the art design for my "dealer." So I unfortunately wont show his design, but I will show 1 cut design.

So yeah this design wont appear in the final game. The reason being that I thought that it would be too cliché for an analog horror inspired design, so I chose to do something a little more original. Also I remember it was based of a analog horror series, but I cant remember what it was. STILL LOVING THAT CRAYON ART STYLE THOUGH.  Especially with the scribbly outline, I think it looks cool, so ill probably use that for every character :D

(If your wondering what art program I use, it's "Krita")

EDIT: I found the analog horror series that this image was based on. 

Items and Ai update:

Sorry guys, another mini update. I only got to do a little coding. I’ll see if I can do a little more. just taking a break.

I finished the “tarp” item. Just need to focus on some things in the enemy AI

I’ll see what I can post tomorrow.

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Update on the AI:

IM ABOUT TO FINISH THE AI. I remember on one of the early post I said "all i need to do is add a new gun and some artwork and I'm finished". APARENTLY NOT LOL, the Ai and items made me realize I had a lot to do. But now... all I need to do, is add a new gun and some artwork. Unless I'm missing something or I find a bug, but I've been testing the AI out, its good enough for the beta test. 

for now on I'm going to call my "dealer" the "Opponent"

If you wanna know the differences between buckshot roulettes Dealer and the Opponent, then there's little to go over.

1. The Dealer uses items ASAP. The Opponent might do that but he sometimes doesn't.

2. considering the fact that i have more items in my game then buckshot roulette, the Opponent will see that you have a healing item, so if he has a "steal card", he might use that to help him heal.

3. continuing #2, this applies to knifes. if the Opponent uses the "magnifying glass" and sees a live round, then he'll use a "steal card" and take your "knife" so he can do double damage.

4. The Opponent has favorites compared to the Dealer. What do I mean by that? lets go back to steal cards for a moment. If the Opponents favorite item is a healing item and he has a steal card, he will most likely take the healing item than any other item.

But yeah anyways, I'm really close to finishing the AI. Still not exactly sure on the art design I wanna give him though. still testing that.

Edit: gonna take a break for right now.

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Update on the bugs: 

So apparently the Opponent could use items he didnt even have... oops. 

Also when the Opponent used handcuffs, I would be cuffed for longer then usual due to a bug.

The only bug with the player is that he would do 19 damage when he shouldn't be able to. 

Update on AI:

The only thing I plan on doing is making the AI know what the last round will be in the gun (just like the Dealer from Buck shot roulette). Everything is finished with him unless you count his bugs.

 I'll see what I can do tomorrow, I have a plan for what i want to do with battle animations.

What about items?

I like where i am right now, i think all the items I have are where i should stop, so don't expect any more items unless anyone else has a good idea.

EDIT: I forgot to mention there will be two new items in the test build. But I'm not gonna talk about them >:3

Any news about art?

Im probably gonna do art tomorrow but i really wanna focus on the coding.

He's hiding in the Shadows.

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Art Update:

I finished doing some art for the items.

Also i redid the the Opponents artwork (kind of).

It looks like the post I made above, but i did some slight features to make it look more like a crayon art style (also it wont have the black background so you can see his design). Basically,  I looked back at the opponents artwork and though it could use some tweaking to make it look better. Anyways cant wait for you guys to see all the artwork i did. I don't wanna show you a lot of the artwork until the battle test demo comes out.

ill probably do both art and coding tommorow, haha.

Update on bugs:

I almost forgot to make a post today. sorry i was trying to fix bugs all day lol. I wanted to do some more art but i was taking the longest time with bugs. I think everything is working now, im still gonna do some test to find some bugs though lol.

i hate to give you all another mini update, but hey, at least im getting closer to my march 22 deadline (i hope i make it)

Update on the story and full game:

since i didnt get to say a lot today, i thought maybe i can spill a bit of story. I'm not talking about the story in the battle test demo, i mean the FULL GAME.  

Basically, its a second person perspective story where you're trapped in a music box world (think of Wario land 3). Then you meet this guy whos body got fused to a mountain and now all you can see is his stone face (if that's confusing, think of Mount Rushmore) and he basically tells you go around and do whatever you want. since its an open world and a choose your own adventure game, there's many ways the story can unfold. However if you want a brief introduction to how the story is in this music box world... basically everyone is a bad person. Everyone seems to have an addiction problem, so they all do Russian Roulette to gain money, and its up to you to save everyone or join the world in their conquest for addiction... and of course many other different endings you could get, but that's besides the point.

Art Update:

I've been doing some battle animations. it was a little hard to get them working but i got some done. I'm very proud of them even if they're a bit simple. Gonna finish the rest in a little. 

Bug Update:

fixed some of the Opponent AI (so glad I got this done.) still need to make him a bit smarter though.

I'm honestly so glad to be almost done with the battle test demo, as theirs also other things i want to focus on... Like scorespace #29 jam, BUT DONT WORRY, I plan to still make some updates about ideas I plan on doing when I'm making a game for the jam. :3

I'll try to see if i can add a partner system in the battle test demo, but I'm not sure if it'll have time. by all means I'll let you guys know.

Ideas about the ACT system:

Yeah, just like Undertale i plan on making an ACT system so you can pacify people. However it's different from Undertale. You have to deploy certain strategies for each character, but anything you say can make them happy, scared, sad, or angry. Also a bit of randomization can dictate their attitude sometimes. 

A cool thing about the ACT system is that you can find about a persons life to make pacification easier. I didnt like how Deltarune used a lot of gimmicks for its ACT system, while it was fun, I wanted a more complex and interactive way to pacify people. 

don't expect the act system to be in the battle test demo though.

Weapon Update:

For a while I have been using a weapon called the "revolver" for testing, but now I finished some of the new weapons:

a shotgun that does twice the damage of the revolver :3

a tranquillizer gun that does the same damage as the revolver, but if you shoot the Opponent he is now poisoned, so when he shoots a blank at you, the poison hits him every time.

What's the point of using the revolver when these are much better?

It's because the enemy can use your weapon, so if you use the shotgun, he's going to use it to.

AI Update:

Ok everything is working with the AI, i don't see anything that's bugging it anymore (and i hope it stays that way). Also i made him smarter, he knows what the last round is and also if he steals your Handcuffs or Tarp, he uses it immediately (I plan on doing the same with some other items.)

Deleted 269 days ago
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Bad news

I didnt get to ANYTHING TODAY. ):<

so yeah... cant really make a reasonable update. I would talk about what i have planned but I'm quite tired today     X_X

Also might not be able to do anything tomorrow, because there's just so much I have to do, but I'll see if i can make a reasonable update tomorrow. 

sorry guys

Again on the bright side I'm getting closer to creating that battle test demo.     :3

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It's Okay! Take your time, we'll support you no matter what!

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Thank you so much :3

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Miscellaneous Update: 

Ok so for right now my battle test demo will have some assets that don't fit crayon art style for the game. This is because I want to finish it for the march 22 deadline. Also i guess me calling it the "battle test demo" is kind of wrong. It's more like "beta battle test demo," because of course I want a more finished battle experience in the final game.

AND BY ALL MEANS, when the beta battle test releases, tell me if you ever find bugs (you can do a recording to find bugs if you want :3)

right now I'm gonna work on some more crayon art and building the game scene. 

Also i might have to lay off working on the video game from March 14-16. I have to baby sit some kids on all those three days, but ill see if i can still make some updates :3

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FALSE ALARM

I dont have to take care of my nephews for 3 days. i just had to take care of them for today :)

so i can keep working on my game. I'm gonna go back to working on the game scene really quick. Thank you all for staying and reading the updates, sorry if this is another short update with nothing much of value to talk about, I just got done with needing to take care of my nephews and want to go back to working on the game haha.

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Art Update:

I've been doing some animations for the weapons since I finished the items. However I'm having some problems with SFX. I'm trying to figure out what sounds good.

Game Scene Update:

Basically the game scene starts with you and the Opponent and then (Just like buckshot roulette) you get to make your name. However after that he tells you to pick the items you want. Yeah so unlike Buckshot roulette, you actually get to choose your items rather than be given random items each round. Now comes the important part... Picking your weapons. As I said in an earlier post, there is 3 weapons as of right now. Revolver, Shotgun, and Tranquilizer. After that the first match starts :D. 

Anyways I'll talk more about the game scene in another update if I have time tomorrow.

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Art Update:

Ok I finished everything i need for item & battle animations. I'm very proud of them, even if they're simple. I was holding off from showing them to you guys, but i might as well show their design since i don't have much to show. 

Handcuffs

Tarp

Steal Card

Red Flag

Knife

Four Leaf Clover

Eye Card

Admittedly these kind of look... childish

They're poorly filled in and i didnt use a lot of art tools like the "line tool" which causes the items to have wonky lines instead of perfectly straight lines. However, (you can probably tell) I used a circle tool to make the handcuffs.

So why did i do this?

Well, it's because I want to give of the idea that a kid made it. So the whole idea of it being poorly filled in, is a design choice. Also, a kid with a piece of paper isn't going to make perfectly straight lines as well. This is something I realized with the Opponent. I used a straight line tool and also a mirror tool. I also didnt like that i colored him in too much, to the point that the crayon style... didn't really look like a crayon style.  I fixed him a bit by using some eraser tricks, but I'm wondering if i should totally redesign him again. 

Anyways, all I have to do is just some little finishing touches and making a walking sprite for the Opponent, so I can be done with art.

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Art Update:

I took such a long time figuring some stuff out with the battle backgrounds. I realize I probably shouldn't have worried about it too much, because i spent HOURS on it. I'm sorry guys lol, i need to keep in mind that there's other important stuff I need to work on in my game.

GOOD NEWS:

I might not even need to publish it on march 22, because im getting a lot of stuff done. I know that might seem like its B.S. because i just talked about making backgrounds for hours, but really what matters is the battle system. I realize I don't need to make a literal beta perfect. I realize i can let some things chill down, so maybe I'll have an earlier download available.

Now there may be some problems. I can only port to windows, but later on I'll see if I can make a Mac and Linux version. Im sorry, ill try to make mac & Linux ports as soon as i can.

Sorry guys i tried to work on the game, but im sick today. i have a sore throat and i feel like my head cant think straight. ill try to see if i can do some work later but my head hurts. Hopefully my head will feel better tomorrow so i can work.

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Game Scene Update:

Hey I'm feeling way better. Throat still a bit scratchy but it's getting better and better. 

Anyways, I'm basically finished with the game scene. it has 3 rounds for battle just like Buckshot roulette. However, there are some differences. For one, anytime you accidentally shoot yourself, you still get another turn to try to shoot your opponent unlike "Buckshot Roulette." On the first round the Opponent only uses the revolver so he'll only take away 2 HP. Also on the third round you and the Opponent get reduced health to make it a bit scarier.

There's some secrets in the beta, so I hope you can find them >:3

Game Scene Update:

I don't want to reveal a whole lot in the Game Scene. All I'm gonna say is that in the third round there's "something" I added into the mix to make the final battle scarier. 

Weapons Update:

Do you guys remember when I announced the tranquilizer gun? Well i nerfed it a bit. Basically if you shot the Opponent with the tranquilizer, then that would mean every time he shoots a blank at you, he would get 1 HP taken away. Now it still does that, but now its limited to three turns. So every action the Opponent does, will reduce the turn count and if it hits zero he's not poisoned anymore. This was done to make the tranquilizer less annoying when the Opponent shot you.

Art Update:

The Opponent has two Sprites now :3

Yeah that's it... I'll talk about why I did that when the beta battle test releases.

Conclusion on the Date of Release:

I wanted to see if I could release the beta earlier than March 22, but it looks like I'll be releasing it on that day. Also when the beta comes out, I'll officially put Finished 10%. I remember I was hyped that I got 28 views on my first post, and now as of creating this, it's 487. I'm really happy a lot of people saw my post (even if it may contain viewers coming back which gives an inaccurate number.) Thank you all for reading these post throughout the days. Heck, even if you're someone who just stumbled across this on the Itch.io Devlogs, thank you. I cant wait for March 22.

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Items Update:

Do you guys remember the Four Leaf Clover? If you don't, it was an item that would change the chances to a 50/50 (basically it would put one blank round and one live round lol.) Unfortunately you could cheat by using handcuffs and four leaf clover combo to bypass that problem of having to guess. IT WOULD ALSO BE TOO "OP" WITH THE KNIFE ITEM. 

Conclusion

Erm... I would talk about more, but my game is coming out on march 22 so I don't really feel the need to. Also I didnt have time to implement a lot of secrets like I said :(

Right now there's only 2 secrets. But anyways... I'm so nervous and excited to put the project on my Itch page (even if it is just a beta). Please, whenever you can, notify me of any bugs you find so I can fix them. I'd also recommend you send me a video of you playing the game for the sake of bug reports. One more thing, if you guys could give me suggestions about what you would like to see later in the full game, that would be great. 

Expect there to be some stock assets in the game (Don't worry they wont be in the full game.).

(1 edit)

Hey guys. It's out now. Again it's just for the battle system. I definitely learned some things when making the beta, that i plan to fix when the full game comes out. I hope you enjoy this pretty short experience. Thank you all for reading.

EDIT: Again its only for Windows, because my game engine (RPG maker VX Ace) doesn't support mac or Linux. but when I use RPG Maker MV, it will be better. Right now I need to rest, I'm kind of tired and still kind of sick ):

Beta Battle test.

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It's a great beta, I really like the art style. I know this is still in development and many features will be later added but I would like to share my personal opinion:

1.It needs more feedback & sounds for when the player or the "Dealer" make a move.

2.I think it would be very nice if you could add mid-combat dialogues. So the player could learn more about the intentions of the "Dealer" (It would also make it a lot more distinguishable from buckshot roulette)

3.A few animations would be a nice touch too. I have no idea how hard implementing animations in RPG Maker would be, but I'm sure that it will make battles much more intense & immersive.

I know you have probably thought about implementing these features before I mentioned them, but it is still a good reminder.

Anyways, good luck!

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Hey thanks for the response.

To answer opinion 1, i just wanna say thank you. I completely forgot to add some sounds in certain areas and i apologize for that. Also what do you mean feedback? do you mean like how much damage you take? I understand that RPG maker shows damage numbers really quick, which I want to fix later on.

And for #2, It's interesting you say that, because i was debating on whether i should or shouldn't. Also just to make it easier for me, ill call my "Dealer" simply "The Opponent." The Opponent does have a backstory for his intentions. It's just that I wanted to plan it for the full game because I'm still wondering what I should do for his character. For example, in the full game I plan to create side quest and in these side quest, you'll find some info on the Opponent. 

For #3, Yeah RPG Maker's animation system sucks lol. However i plan on doing something like cell animation. Cell animations basically means drawing a picture all over again frame by frame instead of the static basic animations I have. I think this will work for my game since i like the imperfect look especially for my crayon art style.

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I agree with you, crayon art style mixed with the imperfections caused by cell animation sounds very fitting.

By feedback I mean, anything that makes player's input, more impactful. For example in Buckshot Roulette,  If you successfully shoot the Dealer, he gets thrown out of the camera view for a few seconds. Or when you fire a blank at him, you hear the trigger going off but nothing happening to the Dealer. These are both feedbacks that the game sends to players, one is for when you do something correct, and the other one for when you make a mistake. 

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ohhh, ok I understand now. There's a bit of a problem when it comes to RPG maker and it's animations, because you cant animate the enemy except for weapon and items T_T

BUT THATS OK. RPG maker does allow me to play videos, so i can do something for when the Opponent gets hurt, it's that it'll have to be regulated to a cutscene. Unfortunately it'll take longer because I'll have to do this for every NPC that challenges you and also unlike 3d animation, you cant take the same animation rig and apply it to another NPC. I don't think this will be a problem since I wont have a whole lot of NPC's that attack you but I'm trying my best to think of when the full game will be released because I want to have set deadline. Anyways thanks for the reply if you have more questions about what I plan further, or any ideas you would like in the game, then by all means ask me :3

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I apologize for no Update yesterday. I had some family and friends come over haha.

Anyways, now that I'm done with the Beta... What now? We'll there's still some stuff I need to fix in the battle system, but I want to take a break from the battle system. I mainly wanna focus on art, ACT system, and map design to my open world. 

If you guys wanna know my main plan with the open world, well then basically the idea is that your trapped in a music box world and there's 4 main sections of the world that are divided. I would talk about those more about those sections in detail but... maybe for another time when i feel more confident about what i want to do with the open world. If you guys have any questions you would like to know about the open world then let me know and i will see if i can answer them.

And for the ACT system, I know that I've talked a little bit about how i wanted it to change NPC's moods to happy, sad, angry, and scared, however that's all I really said about the ACT system.  So i might as well tell you that there is some rng thrown in and also I'm taking the FF2 keyword system... Which I know sounds like a bad idea since everyone hated the FF2 Keyword system, but i want to use for ACT system in a cool and creative way to understand the NPC's better so you can pacify them.

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Ideas About the Act System:

So with the ACT system, it is in some ways similar to Undertale, in which you pick different things to say in order to pacify someone. However you have to be careful, because what you say, can make some one take it in a bad way, which can be worse. If you read the post above you'll notice that I said "I'm taking the FF2 keyword system." The idea is that I want players to learn certain phrases that can pacify an NPC (also it can help with that NPC's lore). It's also a great way for players to pay more attention to an NPC talking to them because the phrases will be highlighted and you can pick the "learn" button. Also I guess me saying "phrases," isn't very accurate. While it can be phrases, other times it's names. It could be names of a character, a weapon, an item, etc. There's a lot to learn to pacify people, so i hope people enjoy the ACT system when it's fully finished. There's still some stuff I haven't quite figured out yet so expect another update of the ACT system. 

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Ideas about the Act system:

Ok so I think i have a better idea of how i want the ACT system. So... Every NPC has a basic question you can ask them. Like "Where am I?", "Who are you?", "What are you doing?", etc. But then there's key words. Which I have explained before, are words you can learn through talking to NPC's or through secrets (Again like FF2). 

Here's an explanation of how it works. 

You pick ACT. Then you pick whether you want to ask questions or answer/tell (might just change it to "Tell"). Then you get to choose main words or key words. After that, you get a list of words to pick and then when you pick one word, it leads to specific sentences you can choose to say with that word within it (I hope this isn't confusing). Like if one of the keywords was "Apple" you can pick apple, then proceed to pick a variety of things you want to say about apple, like "where is apple?", "Why do you have an apple?", "Do you know what an apple is?"

Of course, this is really weird and I wouldn't use something as basic as "Apple", but I'm sure you get the point. If you want an example of how this would pacify someone, then lets say you met an important NPC with a name, and then that name got added as a key word. Now if you encountered another NPC that knows that name and if you used ACT to select that key word, they might be interested in knowing more about you.

Here's a little visual example of how it would work in RPG Makers conditional branch.

(I hope this doesn't confuse you lol)

EDIT: I hope this system can make NPC's more interesting rather than every other RPG. If there's any questions you have about the ACT system, then by all means let me know.

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OK SO WOW APPARENTLY THERE WAS A PROBLEM WITH THE BETA. You couldn't go through the final door because APPARENTLY RPG MAKER HAS A VERY SPECIFIC WAY THAT EVENTS ARE SET UP.

Please don't feel scared to tell me any bugs you happen to come across. But anyways, to anyone who didnt see beyond the door here's a screenshot.

You would basically go up some stairs and then end up here:

The sign is just a dev post saying thank you for playing the game and also to get excited for when the full game comes out. Also it says to replay the game again to test out new guns and items. anyways that's it sorry folks lol.

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Stats Update:

I'm debating on whether I want a class system or custom stat system. I'm sure you guys are smart enough to know what those mean, but basically, at the start of the game you are given choices of what you want to be. If it's a class system its about choosing which class you want to be. If it's custom stats, then think of "S.P.E.C.I.A.L." attributes from Fallout.

I'm probably gonna do the custom stats, because i want a more roleplay experience, but who knows, i might change my mind. If anything i could use both, i might make the class system like FF3's or FF5's job system.

But any ways here are my ideas for the custom stat system.

Medical Knowledge: can help you understand how to use certain items that involve reviving, healing, or getting rid of negative states (like poison).

HP: increase HP (of course)

Charismatic LuckHelps with the ACT system. In some situations when pacifying an NPC, it can be dictated by RNG. So this helps increase your chances of pacifying.

HungerThis dictates how much time is needed to eat food. (I genuinely might consider getting rid of this)

Who knows what I'll add next. The reason i didnt add stuff like agility or strength is because it would break my games idea. Strength shouldn't add damage to a shotgun, a shotgun should do the same damage whether your a weak nerd or not (also its a horror game, i cant make the player too powerful.) And hey! by all means, tell me if you have any ideas you would like to see for the custom stat system.

Weapon Update:

I'm thinking of adding 2 new weapons, "the Taser" and "Double Barreled Shotgun". I plan for the taser to shock your opponent when you shoot a so called "blank." Of course keep this in mind that any opponent you do battle with can do the same to you if you use this item. And for the double barreled shotgun, it's technically the most powerful weapon in the game. It will take away 6HP from your opponent when you shoot them with a live round. I plan for the double barreled shotgun to be a rare item, that can only be achieved through your choices in the story, so I hope you can find it.

Anyways, because i felt like i didnt explain the original weapons that well, I might as well give a better description for what they are and what my plan was for them.

Any weapon you choose, the opponent can use, making every fight basically even. This is something to watch out for.

Revolver: It does +2 damage. This is for the player that wants to strategize with out any annoyances. The idea is that the player may not want to have the shotgun because the enemy does too much damage, making it too fast paced for them to strategize and also the player may not like how they get poisoned by the tranquilizer because the tranquilizer is literally meant to ruin strategy. In short, the revolver is a free strategic experience.

Shotgun: It does +4 damage. This is for the player that is confident they will get more hits on the opponent then themselves. This can make matches more fast paced and also make the player feel like they have to use less items when they can get rid of their opponent so quick (unless your talking about herbs).

Tranquilizer: It does +2 damage, and can poison the opponent (doing +1 damage) when they shoot you with a blank. This is for the player that likes messing up strategy. See, any opponent can use items or shoot you, but that contains a turn. When you shoot a live round at your opponent, they get poisoned and it lasts for 3 turns. So this can mess up your opponent when they're deciding on what to do when poisoned. Does your opponent shoot you, risking if it's a blank? Or just waste items to waste turns?

Anyways that's it for today. What a long post haha, I'm glad to make these after all the other short post I make.

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ACT Update: 

So I'm thinking when you talk to an NPC, you can click the "Answer/Tell" button and then click the "Main" button to get a series of things you can say. 

You know when i said that depending on your choices in the ACT system, it can cause an NPC to be mad, happy, sad, or scared. Yeah this is what i mean. I think this will be great.

Ideas about Character Creation:

I'm gonna be honest, I REALLY WANT CUSTOM CHARACTER CREATION IN THE GAME. I just don't know if I will. Not only would it take some time, but the main problem is that RPG Maker technically wont allow players of your game to customize their own character. That really sucks because RPG Maker comes with a character customizer THAT ONLY GOES FOR THE DEVELOPER. However there is one way. 

First, I can instead make Actors into a character customizer. Actors in RPG Maker are basically your party members. So i can make you switch actors, which in reality is actually just you customizing yourself. 

I could use a ruby script that someone already made for character customization, but I don't really like the ones I found.

Don't expect character creation to be in the game, but I'll try my best to add it.

Map Update:

There's not much i can say, because i want to reveal the rest of the map in the 2nd beta, but what i will say, is that I plan to not use a lot of tiles for my map. Instead I plan to use a fully colored in backgrounds that pretends to be the map. The reason why is because tiles are limited to a 32x32 size. I could still make effectively good art with it, but i prefer to use colored in background because i have a bit of problems with size limits. Who knows if I change my mind, but i doubt i will haha.

I'm also really happy with some of the side quest I've been creating. Some of them feel like Twilight Zone stories or Goosebumps stories lololol. I'm sorry I wanna tell you more about them, but I don't want to reveal so much until beta 2.

Class System Update:

So you know how I'm adding a custom Stat system like Fallout right? Well I'm still gonna do it, but I'm adding classes too. Yep, I decided on doing both Stat and Class customization. However Classes are resorted to something like FF5. If you know FF5, you'll know it has a job system so you can play any way you want. I kind of want something like that.

I'll explain some of the ideas I have right now.

Soldier: Can take more hit's and has more knowledge of guns. (This is primarily for battling, so it's probably not the best choice if you want a Pacifist route)

Doctor: Has the ability to revive themselves or party members. Can also remove poison effects.

Spy: Can smooth talk to persuade NPC's and also has more knowledge about guns.

Dealer: You can make deals to make money and smooth talk to persuade NPC's. (This is more for the ACT system, also a funny thing is that you'll look like the "Opponent" in a suit from the 1st beta X3)

I'll try my best to do some more stuff with them, because I don't like how soldier isn't a good option for pacifist route. I want every class to be usable for any ending even if some classes might be better at getting certain endings.

I'll see what I'll be able to show tomorrow.

LOL I'm so dumb. I had to change some of the controls on the page for my beta because i said to use WASD controls for movement lololol. its all fixed now, it says use directional keys.

Map Update:

So I have an idea for how to get classes. There will be a "Job center" placed around the map. If you go into one, that's how you can become a certain class (its also how you change a class).

Other basic stuff you can find in the map:

-Shops and Inn's just like every other RPG. 

-tents that are empty or have NPC's living in them.

-Houses

-Locked Houses (that you can break into >:3)

-small Islands in the ocean.

I plan to have all this stuff in the 2nd beta, just keep in mind its only for the south part of the map. After all, I cant finish the rest of the map haha. I don't know when the 2nd beta will be released, but ill try to make it as fast as possible.

Horror Update:

I wanted to make this post to let you guys understand the type of horror i want to create. I want to have disturbing visuals and decidophobia. I understand this type of horror isn't for everyone, but i hope you stick around because im having some thoughts to add more horrific experiences. Also i would like to list off some types of 'horror' that I either wont be able to do or will be hard to implement.  Some of these include atmosphere, autophobia, eery soundtrack, and vulnerability. I know me saying 'vulnerability' may sound dumb considering horror games are about vulnerability in a way, but ill explain that later. For right now lets talk about atmosphere. This one will be hard to implement because of RPG Maker and the artstyle. First of all RPG maker is not the most technically impressive game. When you look at 'Ao Oni', it doesn't really have any lighting techniques. Although there is a script that someone made for lighting in the VX Ace version that even includes sections where you can use a flashlight, so I might check that out. Secondly the crayon art style might make some people not take it seriously. I'm thinking about making it look scribbly and rough to combat this problem. However i always get that feeling. Im not sure if any of you can relate, but do you get that feeling when your creating something and you say to yourself "will this work?" To me it's always "Is this scary?" I'm constantly second guessing my self. Well then why use the art style if it's such a problem? Because I want to make something unique. I don't really mind this, but it feels like every horror game dev is either doing a PS1 style or realistic style (unless its mascot horror). Again, I don't mind that, I actually think these art styles are great. But when have you seen a horror game with a crayon art style? In short I'm not saying i hate realistic or PS1 art styles, I actually like them ALOT, just the fact it feels like there's not enough variety.

You should check out Mathew Emmet's video on making an unsettling horror game. I recommend giving it a watch if your inspired to make horror games. he talks about atmosphere at 2:15.  But please do watch the whole video.

Now lets talk about Autophobia (also known as Isolophobia). This is basically impossible for my game. if I used Autophobia that would mean my ACT system is useless. and also there would be no reason for Undertale influence. My game needs interaction.

Eery soundtrack is another hard one. First of all I'm not a music composer but I could use some copyright free music or just use RPG Maker built in music. However I'm very specific with the styles I like.

Okay, now lets talk about vulnerability. The reason its hard is because... it's an RPG. You can just level up to make things easier. The only way i can think to fix this would be to add a leveling limit and making items more expensive. However its hard to find that balance. Balance in horror games is kind of hard, but Mathew Emmet made a video about horror game difficulty so i should probably check that out when im done with this post.

In another post I'll talk about why i chose to use Decidophobia and disturbing visuals.

Update on what im working on:

Its honestly amazing that we got 870 views. I know that its probably just people viewing the same post, but I don't care, I'm happy lol. I need to tell you guys, that you're amazing. I just wanna tell you how I'm feeling, gotta make you understand. I'm never gonna give you up, never gonna let you down, never gonna run around and desert you. Never gonna make you cry, never gonna say goodbye, never gonna tell a lie, and hurt you. We known each other for so long, your hearts been aching but... you're too shy to say it. Inside we both know what's been going on, we know the game and we're gonna play it. Aaaaand, if you ask me how I'm feeling, don't tell me you're to blind to see. Never gonna give you up, never gonna let you down, never gonna run around and desert you. Never gonna make you cry, never gonna say goodbye, never gonna tell a lie, and hurt you. Never gonna give you up, never gonna let you down, never gonna run around and desert you. Never gonna make you cry, never gonna say goodbye, never gonna tell a lie, and hurt you. Ok ima make another post later lol.

Ok this time its not an April fools message lol.

Horror Update:

I want to talk about why my game relies on decidophobia. First of all it has Russian roulette battle system. That's all about decidophobia. Second it's one of my biggest fears. That's why I like choose your own adventures haha. I also feel like decidophobia isn't used a lot in games. Ok it technically is, like for example in Resident Evil you have to decide on what items or weapons to bring along. But it really does feel underused (kind of.)

Map Update: 

So I'm debating on what i should do for my open world. My original plan was to have 4 open worlds. Now I'm thinking I should decrease it. I have to realize that i cant be too ambitious and also i have to realize that having a big open world doesn't equal good game design. I also have to realize how long it will take to make the game. I mean i have to set a deadline someday. So maybe I should add backtracking. But I really don't like backtracking. I'll try my best to make backtracking fun (if I implement that), but I'm genuinely trying to consider how much i should add in my open world. I made this post because of another one of Mathew Emmet's videos. He talked about being too ambitious and he had this to say at 11:00 on this video

See yawl tomorrow, when I figure out what to do.

Map Update:

So I have an idea on what I should do for my map. I've put the map count to only 2. However the maps can have some changes depending on your choices. If you read my recent post, you'll know that I planned for a total of 4 maps that would be different from each other. I plan to put the ideas I had on those 2 other maps that I got rid of, inside the 2 maps I'm working on. However, that will only happen depending on your choices. To give an example the best I can, one of my maps had an evil ruler controlling it. However, now that I got rid of that map, he will only become ruler in one of the maps in the full game if you kill the original ruler of that specified map (I hope i explained that well lol). I'll see if I can make 2 maps, I'm confident I can, but who knows if I'll reduce it to 1.

Last thing I wanted to explain is how i will manage backtracking. Now I REALLY hate backtracking. However i have a way to make it fun (in my opinion.) Like I said at the beginning of this post, I'm going to change the map depending on your choices. This is to make the map more explorable without it being boring. So that's one point of backtracking. Another thing for backtracking is mystery. For example, games like Tunic and Chants of Sennaar. They revolve around trying to understand the world around you, which is great for making backtracking fun. 

Anyways I think this'll work out, compared to most games that involve backtracking.

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Story Update:

Ok I've realized that I need to focus on my story. The reason why is because of this video.

You guys probably already know of this video because of the post I made 2 days ago. His first tip in the video was about winging it. It made me realize i needed a story. NOW i do have a story, but it wasn't quite finished in all areas and now that I changed my open world to only 2 maps (and added a lot of side quest), there some stuff i have to write. So for now on I'm going to make some post about my story. I hope that still interests you. I'm sorry if you're interested in more of game design updates but i really have to focus on my story. If it makes you feel better I'll probably be talking about the ACT system as it is important to my story. Speaking of ACT system.

ACT System Update:

Well this will be short. I have to beat the idea of "don't be too ambitious" in my head, because I want a lot of cool ideas in the act system, but i have to be reasonable and ask myself if I can do it. So I have a plan. The ACT system is mainly used for side quest, so I'm gonna prototype an NPC that can be used well for my ACT system to see how long it takes me. I really hope it goes well, because I like all that I planned for the ACT system. It would be a shame if I have to cut something out in order to meet what I can achieve. I'll see what I can do.

Story Recap:

I feel the need to recap a bit of the story (and some parts that I added to it). You wake up in an underground bunker with no idea of who you are. You meet "The Opponent" (A.K.A my dealer). He's basically your introduction to the game. He introduces you to the battle system and ACT system. He brings you to the surface where you see this huge mountain that has a face on it. The mountain introduces himself as Mt. Go. After that, the Opponent leaves you be, which leads you to talking to Mt. Go. 

Mt. Go is your introduction to understanding the world in a way. He can tell you a lot of stuff, like how this whole world is actually inside a music box... yep. THEN, when you're done talking to him, that's when you're free to explore. 

There's a lot of mystery to unfold, like why are you here? Why is there a lot of weird looking people. Why is this world in a music box? Answers you will find in the full game >:3

Lets talk a little bit about the Opponent:

I want to clarify that the Opponent is different from the Dealer in Buckshot Roulette. I cant talk too much about the Opponent as I want him to be a mystery to yall, but the only thing I will say is that the Dealer and Opponent fit the message about addiction. Which is really the only thing they have in common. If you know, the Dealer represents how addiction is harmful. The Opponent also represents that, but in a unique way. There's still some stuff I have to figure out with his character, but it's getting more clear on how I want to write him. See you all soon.

Story Update:

Ok so right now I have 6 endings that I'm sure I can create. I don't know if I'll ever increase it. 

I guess I should explain how you would even get endings. So for two of the endings are basically pacifist and genocide, which I totally took from Undertale lol. I'm sure it's pretty self explanatory on how you would get them. One is about killing everyone while the other is about pacifying as much people as possible. Admittedly it was a bit of a challenge thinking of how to achieve these endings since it is an open world compared to Undertale's more linear world, but I've got it figured out.

The other 4 are achieved through different means. If you're thinking about how Undertale neutral endings are achieved, that's not what these endings are about. They're achieved through interactive choices. Think of a traditional choose your own adventures.

Map Update:

I guess I should explain how the map works. Basically there's two places that are divided by a wall. The north part of the map and the south part of the map. The south part is basically your introduction and its also easier than the north part of the map. However you're not forced to be in the south part of the map, you can freely go to the north part if you really want to. 

Now that I explained my map, I guess I'll talk about some ideas I have planned. The south part starts out with some stuff to do, but not a lot of stuff. That's until your choices affect the world. For example, lets say you kill someone important to the story. That can affect their involvement around the world. Maybe it's some one evil, and now that he's gone, the world can become filled with more people who don't feel ruled under an evil tyrant. Also sometimes you need to circle around some areas in order to find something you want. For example, I have this vision mechanic in the game. I could've talked about this in the Story Update, but i felt it would be better to talk about it here. This vision mechanic is basically a cutscene where you get this supernatural vision of some one doing something.  This can reveal secrets you would have to backtrack to get. These are both things I plan for the open world.

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ACT Update:

ACT system going good so far. I might be able to implement every feature i want. right now im just testing out some side quest ideas with the ACT system. I hope it works out.

Battle system Update:

*HOLY SHOOT, I JUST FOUND OUT MID-WRIGHTING THIS, THAT BUCKSHOT ROULETTE HAD A STEAM UPDATE, ILL DEFINITELY CHECK THAT OUT TO SEE IF THE AI CHANGES OR SOMETHING.*

I know i said i would mainly talk about story but for right now i want to talk about what I plan to fix later on in the battle system.

First of all, the AI cheats. He can use the Four Leaf Clover X Handcuff combo, which is meant to be prohibited. This is something ill finish later. Second lets talk about how the AI works in general

This video also kind of applies to "The Opponent." They're both pretty dumb. Technically, the only difference between them is that the Dealer AI uses Items right away (usually) while the Opponent doesn't. To explain how the Opponent AI works, it basically decides on weather it wants to use items or not. Then if it wants to use items, It is given a random number to pick an item. However it has to check if it has that item first. So if the Opponent doesn't have that item it checks for another item. It basically checks about 10 times before giving up and just deciding weather to shoot or not. I might change this a little bit in some areas.

Another embarrassing piece of so called "AI" is that the Tarp can be used if you're tired of losing you herbs. let me explain. The Opponent has "favorites," meaning he wants a specific item. So if he has a steal card, he'll always try to steal your herbs. Of course if he can see your items and you have no herbs, then he will pick handcuffs instead. But that's where the Tarp comes in. If he doesn't see your items, he will ALWAYS pick Herbs no matter what. Meaning if you don't have herbs, he'll lose a steal card. I plan to fix this bad AI later on.

And hey you can use this info to go against the Opponent if you have trouble, haha.

Thoughts on what i should take from Buckshot Roulette:

ok so i watched the trailer.

I also watched some youtubers play it, so I have a lot on my mind.

It's cool to see he had the same idea as me to add an item that steals other items (A.K.A Adrenaline.) The only difference between the adrenaline and the steal card, is that the steal card doesn't activate the item you stole right away. I'm not sure why he wanted to do that with the adrenaline but whatever...

I'm happy to know he didnt come up with my Four leaf Clover and Tarp Item.   ^w^

Now there is some other new items that I have not come up with. The inverter is a very unique item, I love it. The Burner Phone and Expired Medicine are just Echo fighters lolololol. Now... Will I take these items and put them in my game?... That's a good question. I love the inverter, but I don't know if I will have something like that because RPG Maker is too limited in how I can use the event system. The Burner Phone is kind of just a worse version of the magnifying glass and the Expired Medicine is pretty much luck based cigarettes. So not much variety I can use. I mean... I probably wont add the Burner Phone, but I'll think about it. Maybe I'll use the Expired Medicine, just maybe.

Also from the ending of the trailer, it looks like online is confirmed. Will I add Online? Well, no. RPG Maker doesn't support online functionality, also I don't have that big of a fanbase for this game. Will I make a sequel to this game on an engine that supports online? Well, no. While it would be cool to have this MMO RPG with a Russian roulette battle system and a bunch of people saying the the most horrendous stuff in chat, it's just... I'll never make a sequel to this game. It will stand on its own. Now I have had thoughts on making small games that exist in the same story of this game, but those aren't really that big.

Sorry if that's sad news, but who knows if I'll change my mind. Thanks for over 1000 views :3

Update on the MV version:

Do you guys remember when I said I'll make an upgraded version of the game on the RPG Maker MV game engine? Well... It's Cancelled. Using the MV version really made me miss the VX Ace version. The reason i got rid of it was because i tested out the event system that handles my battle system logic, AND IT DOESNT WORK! 

You can see every time i press the "yes" button, my character attacks. However when the bat dies, MY CHARACTER JUST ATTACKS THE AIR FOR NO REASON!!!!!!

I EVEN COPIED THE EVENT SYSTEM FROM VX ACE JUST TO GIVE ME AN ERROR ON MV! GGGGGGGGGGGGGGAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH


THERES ALOT MORE TO THIS STORY!! I COULD TELL YOU ABOUT THE HORROR STORY OF USING A VX ACE PLUGIN TO CONVERT TO MV DATA AND THEN ME HAVING TO RESIZE ALL THE GRAPHICS, BUT IM NOT IN THE MOOD RIGHT NOW. I'LL SEE IF I CAN MAKE ANOTHER POST TODAY ARRRGGGHHH!!!!!

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Hi, sorry I wasn't able to make another post before. I was kind of tired.

ACT System Update:

Ok I finally finished the ACT system on 2 NPC's. Admittedly was a bit of a struggle. I think what's most hard is simply making the NPC interesting. If you guys don't know, My ACT system has a way to make the NPC mad, happy, sad, and scared.  Meaning I have a lot of dialog to write. Honestly it shouldn't be that bad, after all I wont have too much NPC's in my game. But it can be exhausting at times. Honestly wish I didnt waste my time with MV. IT SUCKS EVEN MORE KNOWING I CANT REFUND THE MV VERSION NOW!!

Anyways, sorry not much I can say today. All I can say is that I'm proud of the ACT system and that I'm excited for the features being implemented. If you guys have any questions let me know. 

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Man...

That thing is 80 bucks.

If I had 80 bucks I wouldn't be developing games... god damn I'm broke

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haha, speaking of which. I should've asked how much will your game cost?

Also yeah RPG Maker MV really made me mad, but hopefully it wasn't a useless purchase. maybe i can make a game that works on it... Idk.

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It will cost 0$. I'm doing this because I need to build a reputation and get feedback from people. After that, I can move on to bigger projects and my dream games. I will start charging money for my games when I'm 100% sure that they meet the required quality.

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Side Quest Update:

Ok so I realized when making some of the Side quest, that they would get kind of boring. Boring side quest seem to be a common thing in RPG's. I literally was thinking of having a side quest that was about simply giving an old man some money to buy food... that's it. Of course I cancelled that side quest for being too boring, but i would like to explain how I plan to intrigue people to side quest. 

I want to intrigue them with mystery. Oooooohh! Ok so let me give some examples. You hear a scream from a house, do you go and check it out? A little girl tells you that their dad poured them milk with a carton, but the carton showed his face as a "missing" poster. Do you confront the fake father? Last one. You see something shining brightly through the cracks of a house. Do you enter?

I think this is a great way of making side quest fun instead of an NPC saying "Go buy some potatoes and then carve them" or something like that. 

So I realized that making story updates is kind of hard considering that I don't have much to say other than "hey guys i completed another side quest story" or "hey guys, I'm thinking of adding this in the story." Its even harder knowing I cant really reveal these stories for the sake of spoilers.

On the bright side I have a topic I want to discuss.

Difficulty Update:

Id like to discuss difficulty in horror games, because when you think about it, difficulty in horror games is kind of hard to balance. If you make you're game too hard than you get used to the scares. If your game is too easy, then it's not that threatening. So what do I do for my game???

Well my games a wild card, due to it being pretty luck based. I mean its Russian roulette after all. So the difficulty can definitely shift a lot. However I think that works in my games favor, because that's what makes it scary. Of course there is ways to make the game easier, like for example equipping some items to get a bit rid of the luck.

Also i will have a difficulty setting... technically. Ok it's not something like, "Pick Easy, Medium, Hard." If you guys don't remember, I do have a custom stat system. Basically you can make your character have a lot of HP, or let them be really good at smooth talking, so that technically is a difficulty setting.

Of course I will also have level ups. This of of course another way to make the game easier. However, Level ups are more for the classes you pick rather than your normal basic self.

Now is there is some thing I want to add for the sake of making a good difficulty, and that's choosing your fights. What I mean is you can go up to an NPC and sign their waiver if you want to, but really, you just can relax and focus on doing some more safe side quest to get a breather. This is a great way to make the player take break from the horror and settle down instead of being pummeled by random enemy encounters 24/7 and I believe this can add to the horror, as they wont be so exhausted by enemy encounters. After all, choosing to do Russian roulette is a risk for the sake of a reward, not something to be forced. 

A neat idea I have for waivers, is that sometimes they will have different rules applied to them. For example you might have to sign a waiver saying "you cant use items" or "you aren't allowed to use steal cards."

I'll probably make another update about difficulty tommorow.

Im sorry for not posting yesterday, ill make a post today as soon as I can.

Possible Ideas for the ACT System:

So I might change some things in the act system. I'm NOT getting rid of any features, but instead I'm thinking of adding features. So here's the idea. I have two way to talk to NPC's. Advanced and Simple. If you pick simple, you get the basic way to talk to people, like I showed before. 


But then there's advanced.

Advanced is where you can be super specific. It's basically like forming a sentence. For example, you can start a sentence with the word like who, what when, where, why, and how. so if I pick where, then I get the options "are we?", "can I find _____?" "are my items?" So I can create,  "Where are we?", "Where can I find _____?" "Where are my items?" I don't know how complicated I'll make it, but it is something I want to do. However I'm mainly gonna focus on creating the Simple part of the ACT System first.

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Story Update:

So as of right now I have created 7 major characters, I think that's a good enough number for my important characters. Then there's 5 side characters. No I'm not talking about NPC's. These characters will have their important roles in the main story it's just, not too much screen time. I want to reveal them, I'm still just figuring things out with their characters. 

Also I'm having too much fun with side quest. I'm having more fun with them then I do the main story lol. 

I also plan to have a way for the story to continue when you die. Yep you wont really be pushed back to your last save. The reason for this is because it helps make it easier to role play. I noticed in games that it's hard to roleplay as someone different instead of just roleplaying as yourself. For example, if I roleplay as a robber, then obviously I'm going to steal stuff, but if i keep dying because stealing stuff without getting caught is way too hard, then I kind of just give up. Sometimes I want a character that does dumb stuff, that makes mistakes, or does the wrong thing for their character arc but it often leads to death to the point i just try to play the best optimally. I don't want a game to tell me "oh you died, just forget everything that happened after your last save point." 

Even in my side quest, when you make mistakes, it doesn't just say "oh you failed do the side quest over again", no no no, the story continues when you make mistakes. I also plan for some cool stuff when you get a game over like getting captured or revived by a doctor in medical room.

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Story Update:

Ok so I have an idea for my choose your own adventure part of the story. If you played games like the Tell Tale Walking Dead games, you would know that you are timed on your choices. Now in my game, not every choice will have you be timed, it kind of depends. If there's a choice you have to make in the story that's REALLY major or not that important, then you will not be timed. However for timed choices, we'll have to imagine a scenario to give an idea of how i want to use them. So lets say you're gonna get punched, well you obviously don't want that to happen so your options are to [kick him] or [headbutt him.] You have to make a choice quickly before he hits you. It's in the middle, where its not really a major choice nor a insignificant one.

I think this will be great to add to make choices interesting. I'll have another talk about narrative choices tomorrow as there's way more I want to explain. 

Sorry no devlog post today, I apologize. I'll try to make one tomorrow.

Story Update:

So I'm having a bit of a problem. In my game, you can have the choice to be evil or good. Obviously i have stated that i want pacifist, neutral, and genocide endings. However I don't want a genocide route to be the only way of getting an evil ending. 

This video inspired this feeling:

It really made me think, because since a lot of evil playthroughs aren't played, and also I'm a one man team, I start wondering if I should even have an evil playthrough. I'll definitely try my best to implement it, after all i think implementing at least one evil ending will be easy for me. However, I don't know how much endings for an evil playthrough I should have. 

Also in the video he explains how some gamers always play the good guy because they generally roleplay as themselves and how some games reward good behavior than bad ones. While I think that's true, for me it's mainly because I kind of want to be cartoonishly evil, and a lot of games don't have that haha. 

Again, Ill try my best to implement evil routes, but I don't know if I can.

Anyways if anyone read this long, tell me your thoughts on evil playthroughs, and genuinely give me your suggestions if you have any.

Ok, so tomorrow will be score space jam. I will not be working on my game for 3 days. Don't be all sad, after all I'm still going to make post's on this devlog. Weather that be talking about my ideas, cut content, my progress, etc.

Story Update:

I think a cool idea to add, is the idea to be king of a land. There can be a lot of simple choices you can make, that are pretty big deal to the story. For example, certain NPC's will react differently if you are king, or if you are evil, you can do stuff like taxing people high numbers or have increase security. I don't think this will be too hard, as I can think of some really cool ideas without it requiring too much work to implement. 

Another cool Idea is joining groups. This could be any group that's good or evil. For example you can join a group of thief's, and steal from peoples homes. Or join a security squad, keeping people safe. Although, I will admit that using the term "good" for groups is kind of loose. The way I want to write the story is that everyone is either evil or flawed hero. So you can join a group that has good yet evil ideas.

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Since I don't have much to talk about, here's some cut content of the Opponents  design:






This ones a bit messed up lol. It's also kind of different from the the one I used.



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Ok, I'm back... well, ill make an actual post tomorrow. Right now I'm going to take a break and play some jam games, because it felt like i was in rush mode lol. You guys know pizza tower right? And you know stuff gets real when "Pizza Time" starts right? Well that was basically my life those three days working on the Score Space Game Jam. Not sure if some people care, but here's my game on the game jam in case anyone wants to play it. 

https://chillitch.itch.io/elevator-escape

Special thanks to Lemonz for some art and Music.

https://the-lemon-dude.itch.io/

Story Update:

Not sure if some people remember but I'm thinking of getting rid of the advanced ACT system. I felt like there's kind of no point to it for my story, but I want it for a more roleplay experience and in case people feel like the simple ACT is too simple.

The next side quest story I'm working on is going okay, just haven't had time to do it. After I finish that i might go back to working on some main story stuff. Anyways I'm thinking of adding more enneagram psychology in my game. Most of my characters are based of off enneagram numbers but i haven't really focused on side characters. I also want to see if I can use the enneagram as a game mechanic cuz I do think it'll be fun.

Another short update on my thoughts for storytelling. I'll see if I can reveal more of the main story tomorrow and also make a bigger update.

Now this wont be a big update, but I do want to reveal another part of the main story. (Also expect some terrible grammar cuz I'm tired) Specifically the main part of the story if you choose to go to the north part of the map. Basically there's a wall dividing the north and south. Not going to explain why, I want that to be a mystery. In the north part you see a bunch of people struggling with money and with food. Talking to some NPC's you can find out that there is a rule where if you buy a house here, you can NEVER leave. You find out it's heavy with cameras and guards. Then you find the golden stairs where a bunch of beggars sit and wait. These stairs have three gates guarding a mansion at the top. When the last gate at the bottom is opened, a man walks down the stairs. He's known as Python. Python is known as the ruler of the town, and the richest of course. That's why a bunch of beggars are right by the golden stairs. They always beg for money to have any sort of living.

I think this would be interesting not only for story but for narrative choice. Right now i have three choices in your adventure through the north side. You can kill python and become ruler, bring change in the town by helping people, or help people escape the north.

Act system update: 

This technically could be put in “Story Update.” But I should honestly just put this in the ACT update. Little bit ago, I talked about making enneagram psychology a game mechanic. Not sure if a lot of people are familiar with enneagram psychology, but one of the the things about the enneagram is that there’s a thing called “integration” and “disintegration.” “Integration” is the personality you’re assigned to when in health and “disintegration” is the personality you’re assigned to when unhealthy. (I heard disintegration can be healthy, but I don’t know too much info about that.) 

But anyways, I’m debating on if I truly want this to be a mechanic since I already have ways to change someone’s emotions. 

Story update

So I wanna start off by saying Buckshot roulette and my game have the same message about addiction. However there’s other messages I wanna teach. Like, fear, anger, avarice, sloth… basically the 9 deadly sins haha. I know that everyone thinks of the “7” deadly sins, but in enneagram psychology there’s 9 deadly sins. This is going to sound confusing to some people who don’t know much about the enneagram, but basically there’s 9 deadly sins that are something to really watch out as they are very unhealthy, for example mine was avarice. I think it would be interesting to talk about these in my game. 


also there will not be any post tomorrow because I have to go to a wedding. I’m sorry

(+1)

sorry no post today, I have a fever, I’ll see if I’ll be better tomorrow

(+1)

Hopefully you will get well soon!

I have a few questions:


1. Are you doing the art of the sprites by yourself?

2. If yes, is it the same crayon art style?

3. When you think this game will finally be finished?

4. Have you completed writing the story of the game?

5. How many years of experience do you have with game development in general. (Feel free to ignore this question)


Sorry if I've asked any questions that you have already answered in previous devlogs.

Hope you the best

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Yeah im kind of feeling better today

1. Yes I am. However I have been thinking of getting help. The only problem is that I might have to pay up, but there's some people I think may wanna help.

2.Unfortunately, Vx Ace does not support high res sprites so the battle backs and cutscenes will have the crayon art style.

3. To be honest I'm debating on 3/20/2026 to be the deadline. But honestly it's best to announce a deadline when I'm 80% done with the game. Also I'm considering shrinking some parts of the game more just to get a better deadline because I'm not sure if i can even handle 2 years. Sometimes I accidentally forget to not be too ambitious, which result in me saying to myself "Oh yeah, maybe I shouldn't add that because that's too much work." I'll see what I can do about the deadline, I'll have to debate on what I truly want for my game.

4. Erm, yes... for 3 branches of my story. I'm gonna see if i can finish the other 3 branches to finish off 6 endings. 

EDIT: I forgot to mention that there's endings for both pacifist and genocide routes but those stories are already completed.

5. Well I cant really count that far since I don't really remember. But lets just say umm... 2 - 3 years? I honestly read a lot about game design and stuff, and I try to implement them in my games (although a lot of my games are short and were apart of game jams so they werent implemented the best). I also have learned a lot when using Godot.

If you would like to look at what I used to learn game development, here's some links to some YT channels and books.

Sam teaches Godot : This ones outdated for Godot (also not that important considering I'm making an RPG Maker game) but it did help a lot in making me understand it.

Design Doc : He's help with my thoughts on game design.

D4 : He has specific details on designing video game content.

Mathew Emmet : You know this one already lol.

Toasty's Beginner Tips : He's helped with RPG Maker the most. He's not a game design channel but I linked a playlist of of his beginner tips.

Item Ideas:

I know I said I wasn't gonna talk about items and instead more about story. But these ideas popped into my head. 

Pad Lock: This is technically an Echo fighter for handcuffs lol. Or should I say, Echo Item? Can I coin that term? Basically its locks your items, but you can use your items after any opponent has shot you with 2 blanks.

Gift Box: Gives you a random item. Could be either good or AMAZING. I'll have to balance this item out with money cost haha.

Story Update: 

I would like to discuss some lore of my world that i have completed for the story, but not too much to where it would break. 

#1

Depending on your choices, You will find a thing called a wish stone. No one really know where it came from, but it's a stone that everyone wants. However, everyone is too scared to catch it. Why? Because it's being guarded in a castle by a...





Ķ̴̨̨̢̛̜̘̼̣̜̺͉̹̲̻̻͈̟̫̺͉̻̙̟͕͙͍̺̋͊̐̌̆̓̓̆̃́̌̈̽̿͐̈́̔̅̀̃͒̓͌̒͘͘͘͝͝i̸̛̛̫̙̥̪̱̫̭̠̳͓̮͉̹̻̻͔̳͈͈̺͚̩̖̇́͛̑͒͒̒̈́͛͊̀͆̈́͛̈́̎̆̔̔̍̉̓͛̽̂̎͑̊͗͋͊̀͌̈́͆̈́͐̉̒̒̄̿͐̚̚͘͘̕̚͝͝͝n̷̨̨̡̨̢̡̧̡͓̟̥̗̦͎̘͚͉̹͚̳̞͈͚̲̥͓̰̬͖̙̦͉͍̜͉̮̟͎̠̟̰̥̯̜̻̹̜͚̫̹̙̞͈̙̭̤̤̤̖̝̟͖̫͖̮̲̪̟̘̻͎̟̗͕̳͎͕̫̩̫͉̮̰̙͖̳͓͓͕̣̠̼̖͛͐͋͗̈́͂̑̂̉̀̾̽̀̉̄̈́̌̃̽͆̓̐̌̀̆̈͋̎́̀̃͗͌͑͊͂̉̈͊͗͗̔͋͆͆̾̀̎̐̽͛̇̅͋̽̀̋̍͆͒̽̉͗̈́̐̈̌̕͘̚͜͜͝͝͝͠ͅͅģ̵̧̡̡̢̧̡̧̛̛͚̣͉͎̼̫͚̬̦̜̤̺͉̲̲̭̹̝̺͉̹̭͖̼̳̙͈̭̮̻̻̩̬̫̟͍̖̦̜͈͇͈̣͚͍̻͎̹͉̲͍͓̪͕̠̇̈́̑̋̌͛͛̽̔̔͒̓̋͛͒̈́̉͑̄͂͊̒̅̏̊̇͑̅̓̂͗͆̐̃̃̆̂̈́͒̑̏̐̆̅͋͑̋͋̍̄͌̐̏̋̾̉̅̊̂͛̓̏̈́͛́̇̚̚̕͘̕͝͝͠͝

      ̷̡̨̨̜̮̱̜̰̯̘̻̯̠͙̰̙͈͈͈̪̖̼̤̰̪̤̦͎͎̟͇̮͍͉̰̠̹̫͍͎̻͓͙̍͗͌̄̄̃̃͛͆̉͊̂̏̏̎͗͋̉̈́̒́̇̈́̑́̑̒̓̑́͋̾͆̾̋͘͘͜͜͜͝  ̴̡̨̫͕͙̯̭̰̝͈̥̲͓̎͌͋̈́͆͛͗̇̌̎͂̿̂̎͐̈́̆͋̿͋͌͌̍̔̌̎͛̏̔͋͗̑̚͝

                   





The wish stone used to be heavily guarded with a lot of people, but due to some unfortunate circumstances, everyone tried to get the wish stone. But their lives didn't last long. 

I t   w o u l d  h a v e  b e e n  b e t t e r  f o r  t h e m  t o  k i l l  t h e m s e l v e s  t h e n  t o  e x p e r i e n c e  t h e  h o r r o r   I n  t h e  c a s t l e. 

#2

A house owned by a man named Ruvy has been pretty much the talk of south side. It's been noted for the weird and creepy sounds that come from it. Someone even heard a scream from the house. If you choose to break in you can go down in the basement and find 4 cells and some deformed dead body strapped to a chair. These four cells have some interesting history. Three of the other cells have a bunch of deformed dead bodies as well, but the fourth is differentThere's some thing in that cell. It has unintelligible speech, and constantly laughs. However what's scarier is the words "experiments failed" written with chalk on the wall and below it is a bunch tally marks counting up to 100.


Ok now to be honest, there's more stories I would like to talk about, but I wanna keep the rest hidden... for now.

sorry update will be tomorrow. I hate delaying devlog  post, as I’ve been doing that more frequently it seems like due to unfortunate circumstances 0_o


First scorespace, wedding, being sick, etc. WHAT ELSE. hate doing this to you guys but hopefully I’ll have one tommorow. :)

Story Update:

A recent talk about my main story made me think back to some of the stuff I wrote for it. I wonder, "should I have wrote this differently?" This is a very common thing with me. It's where I write something I think is cool, but then second thoughts come in. Basically I'm having a problem deciding on how long my main story is. As you know it has a lot of branching paths for being an interactive story. So all branching paths have different lengths, and that's throwing my mind for a loop, because I cant decide on if I should make some longer or shorter. I'm still planning to achieve 6 endings, but I've been thinking if I should reduce some branches of their length or increase it. Of course I'll keep in mind to not be too ambitious. 

I also rewrote some things on the pacifism route because I looked back on it to see that it was kind of boring and hard to get the ending. I fixed it now.

Item Update:

Sorry just felt the need to say i should change the gift box to "give and item or not." That'll make it way more tense and balanced. 

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Story Update:

I plan to add some stealth mechanics into my game. This will be for both side and main stories. I'll be using the disguises mechanic from Hitman. Also I plan to use the ACT system for stealth in some way to smooth talk your way through something or to get someone to do something specific for you.  I think this can be great for building a characters story and roleplaying.

As of right now there is many places you can use stealth in. Like a Prison, Castle, Mansion, etc.

Now lets talk about Show don't Tell vs Tell don't Show.

A lot of people say "Show don't Tell" is always better than "Tell don't Show." However that's not true, in some ways "Tell don't Show" can be better. One advantage of "Tell don't Show", is Imagination. For my game that mainly uses visuals, this is really good for me. I wanna use Imagination so the player can fill in all the details themselves. It's also great for horror too. I can imagine a voice tape a player found and then the voice in the tape describes some horrors that happened in the area they're in. Or I can imagine a player talking to an NPC about the world around them and they might give some grave details about how the world works. 

Of course I will be using "Show don't Tell" in some areas. For example my vision mechanic (if anyone even remembers that) will be great with "Show don't Tell." 

Overall, it really bothers me when people think "Show don't Tell" is better. Really both of them have their advantages and disadvantages. 

Story Update:

I think it would be interesting to explain my cutscenes. I know this may sound like a weird thing to talk about but I feel like it would be important, so that people would get the mood that I want to give. 

I kind of want the cutscenes to be like how a lot of YT creators make analog horror. NOW, I'm going to try my best to avoid using analog horror clichés, as I know a lot of people find those annoying. However I do want to use S.A.M. voice for characters.

S.A.M. voice generator

Not only because I feel like its uncanny which gives it the creepyness factor to it, but because I feel like it fits the mood that this world is unnatural. It's also a great way for my poor peasant self to have some different voices without voice actors. T_T

Also I might do what some analog horror does where they have portraits of a character and then have some text to display what they're saying. However I don't want to do it like what every other analog horror does, where they just use it to convey info to the audience for the next part of the segment. I want to use it for imagination. Since there's not a lot of visuals with just showing portraits, I think this will be a great way for "Tell don't Show" where the characters will have to describe something for the audience to use their imagination. I want to remind everyone that I wont do this for every cutscene. After all I would like to use some cell animation for cutscenes.

To give a better example of how I want my cut scenes to be, would be this video.

I know it's kind of weird that I put a Delta rune fan made video in here as my inspiration, but seriously this is how I want my cutscenes to be. I suggest watching it. the way the S.A.M. voice gets deeper the more a scene becomes darker is so excellent, and the way he ported the Deltarune music in scenes that fit the most is so good. I don't know why, but this video really inspired me to make the cutscenes this way. 

Media Update:

Hey! didnt expect a weird update like this right? I've been thinking of using a YT channel for updates and also as a way to advertise my game. Of course this wont replace the devlogs I have on Itch.io. Also I shouldn't expect my game to be popular just by advertising it, it takes time to be popular or at least have some sort of following. Really I'm kind of hoping for 1000 downloads. But really, even if 1 person plays my game, I'm happy.

So basically, YT videos will be for more long, edited visually interesting updates while Itch.io updates will be about my daily thought or daily progress. This is what the developer of rain world said. He basically said post an update of your game to your audience everyday, even if it's little. 

Anyways, I'm just doing YT because that's what makes me feel more comfortable. I might do Instagram, but my Instagram channel is kind of miscellaneous content for anyone who randomly finds it and enjoys it. 

Story Update:

Ok, I rewritten some things again in my main story because some of narrative branches were kind of short, basic, and boring. I said I planned for a total of 6 endings, however technically there's more endings.

I getting more confident with the Main story since I rewrote some stuff to my liking. Still have to focus on some of the unfinished parts of the story though. 

Story Update:

Ok, I'm finished with the endings. Who knows if I rewrite the main story again which involves more endings though lol. That's honestly my experience with writing choose your own adventures. It's where I plan for a small amount of endings, but it always ends up being more due to some consequences. There's still technically 6 endings, its just that there's some endings that are similar to other endings, which basically means that there's more... Yeah.

Sorry very short update, but I'll see what I can produce tomorrow.

Update:

I not sure if I should call this a graphic update, visual update, or... Whatever else. Basically I'm thinking of using a visual novel way of displaying characters when you talk to them. So basically showing a full body with facial expressions. Don't expect this to be in the game, it's just something I've been thinking of having. One thing I'm planning on doing is adding light effects. There's a plugin that gives you a flashlight when in certain dark areas. It also has the ability to give light effects in other areas too. This is perfect for my game since its part of the horror genre.

Story Update:

I'm thinking of getting rid of the vision mechanic. Just in case no one remembers, the vision mechanic was basically the same as Daniel from Amnesia: the Dark Descent, when he would remember something from his past. The only difference being that my vision mechanic would be a cut scene. Also I guess calling it a "mechanic" is kind of dumb since its not really a mechanic. Anyways... I'm replacing it with cassette tapes. These are items that would reveal some history of the people who live in the music box. The reason for this change is because I want players to choose whether they want to listen or not. Rather than being forced to, like the vision mechanic. This also provides more imagination since there's no visuals, which helps with... "Tell don't Show." Sorry that this idea keeps getting brought up, haha. Also I want to clarify that there will still be animated cutscenes, (especially with some side quest) but there wont be too much cutscenes, that's it.

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Story Update:

Ok so I have this idea for a mechanic where every time you die, you get brought back to life. I know that sounds stupid since every game allows you to come back to life. You might say "just go back to your last save." However what I mean by "coming back to life" is there will be NPC's who react to your revival. 

There's a good reason for why you come back to life as well. You can use an item called a "revive syringe." you can use this to revive your partner and yourself. However you don't use the item on yourself if you want to revive yourself. Every time you die, a certain someone will revive you. 

I'm not sure If I'll do this but I also want some of the main characters to come back. For example if you kill someone important they might actively want to seek you out. Or maybe if a person who is part of a clan kills you, then when you come back to life and meet that person again, you'll notice that he's been promoted to a higher degree. Again, I'm not sure if I'll add this but I REALLY want to. I'll have to think about this a lot more before I implement it, because then I have to write some more for the main story.

Sorry for no post yesterday. I feel embarrassed when I say "I'm gonna update you all every day", and then I don't do it T-T.

Story Update:

I've (technically) finished the entire story... I don't know if I'll change it (again), since there's much I'm still doing besides the Main story. Also I'm still thinking about inputting that... erm... What should I call it? "Revival Mechanic?" It's what I was talking about in my last update. 

I guess I should explain the "Opponent" again. You can call him the Dealer I guess, but it's easier for me to call him Opponent because then I get confused with Buckshot roulette. I've already explained that I want him to be similar to Buckshot roulettes Dealer, however there is a lot of differences with them. The Dealer is basically some monster who SOMEHOW killed God himself and provides the player with a fair play challenge all just for some cash. A good villain representing addiction. While the Opponent is... Something. I did say I want him to represent addiction, but all I can say is I'm going to make him completely unknown. You wont know his intentions. He'll still be the tutorial and he will still battle you. However, you wont really know what this guy wants. Also I guess me calling him a guy, might not be true for the future of this game. Depending on your choices, he might be a male or female. Yeah, I'm going to create two versions of the character. I'm not doing it just because I think it'll be fun to have as a little detail, there's a special reason. I know that sounds dumb, but I really do have a good reason for it. I just wont say >:)

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Thanks for over 2,000 views :3

I'm glad people are still reading these.

Story Update:

I worked a bit on some of the main story and side quest. I'm feeling really good about where my game is standing......... It's getting really hard to make daily updates when I don't know what else to say. The thing is that I want to make my devlogs entertaining or informational, but that's hard to do everyday. >_<

I Wish I could say more than "Yay I finished some more stuff."

Overall thank you guys, it makes me happy to know that there's people rechecking this devlog. I believe yesterday had 1,957 views, then it bumped to 2,006 when I woke up today. I'll try my best to add another beta as soon as I can. Although I'm debating on what I should do for my beta since I don't want to reveal a lot.

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Story Update:

So side quest will also be important for the main story (kind of). Basically every character, even ones you think may not have much in common with the main story, kind of do.

Ok, they don't have meaningful impact, but they know the main characters in the story and might have met them. This is where the ACT system and keywords come in to play, because you can talk to these side quest characters about their experience with the main characters, or at least what they know about them. This is also a great way to get info on some characters that you may want to figure out. Which is very unique compared to most NPC's you talk to in other RPG's where it feels like they have no input on the world around them. 

It's definitely a challenge to make a story for an open world game, but I think I did a pretty good job of doing it. The ACT system and keyword system really help for people to get info on the story without making it linear.

I wished I talked about this sooner as it was something I've already been implementing.

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Media Update:

I mainly have experience with the Clip Champ editor to edit videos, but it uhh... sucks, really, really bad. So I'm thinking about another editor. I'm thinking of getting Shotcut or Openshot.

Story Update:

I guess I might as well talk about when the side quest stories will be complete, since I don't have much to say today haha. Erm well, I'm not even sure how much side quest I want in the game. Well, I actually want 12 side quest, but I'm thinking of adding more. I know that sounds low, but it's because the side quest are kind of deep, also it's better than other games that have a lot of side quest, but are super boring. I'm debating on completing the side quest stories at around August - September. HOPEFULLY, I can stay true to that. Or even better, maybe I can finish them in July. 

I still have to think about if there's more I should add to the main story. Which might result in me canceling some side quest. However I'll try my best to add all 12 of them.

Story Update:

Lets talk about Pacifist route and Genocide route. 

Pacifist route Is technically the same as Undertale's. You have to pacify the main characters to complete the story, however in my game, you can choose who to pacify first. But I have a bit of a problem. In Undertale's pacifist route, you have to pacify EVERY ONE you meet, not killing a single soul. But in my game you can still get a pacifist ending, even if you kill some people. This is because I wasn't intending on adding a neutral route like Undertale. Now I realize I should've added it from the start. I guess I have to write some more for the main story T-T

The Genocide route is kind of like Undertale's, where you have to kill everyone. However I'm thinking of changing it. This is because mine might be a harder, considering the fact you don't encounter enemies randomly in my game. The only way you can go to a battle is by finding those enemies. So I have to think about how to fix that problem too X_X

I'll see what I can do, I have a lot of work ahead of me.

Story Update:

Ok so I have a pretty good idea for how I want to execute my neutral ending. I'll be taking a bit out of Undertale's book, where you get a talk from some of the characters, after you escape. There's a little more than that, but that's basically it. 

Also fixed up some parts with the "Opponents" character. I have an amazing lore for him, I think you guys will like the character a lot. He's essentially become the mascot for this game, haha. Sorry for such a short update, I don't have time to really talk, so I'll try to make a more engaging update tomorrow. 

If you have any questions about the story, please let me know.     :3

sorry for no post today. Today is my birthday so I’m taking the day off. I know I said I’ll try to make an engaging update, but somehow I forgot today was my birthday… I’m super incompetent.

See you guys tommorow 

Story Update:

Ok, I'll be honest, I did not have a lot of time to make my game today or even these past three days (yes, including my birthday). I've been doing a lot of stuff so it's been kind of hard. All I can say is the way I'm having the story laid out is getting pretty good but Worldbuilding is getting a bit hard. I know that sounds kind of dumb for an RPG, but there's some areas that need to be fleshed out, that I'm not quite sure how to fix. However, I'm sure I'll figure it out, I'm learning how to use "soft world building."

If you don't know what that is, then watch the video below.

Story Update:

I've been writing some more stuff in the main story. It's been going good, despite a few bumps, haha. I'm still kind of wondering how my world building should be. Well... There is people to talk to, who can tell you why the world is the way it is, but I'm mainly talking about soft world building. I really like soft world building but I also debate on if I should add a hint of "Tell don't show." So I'm mainly debating on what parts should have it in.

This is especially a problem with "MT.Go"... Does anyone even remember that name? If you guys remember the lore, you would know that "Mt.Go" is the mountain with a talking carved face. He may not seem that special of a character, but he does indeed have a MAJOR role in the story. It's been hard figuring out what I should do since soft world building is kind of hard in certain areas, where I feel like there's no other way than to explain it right in front of the users face. 

(+1)

I would've made an update yesterday, but I was so tired when I went to make an update. 

Story Update:

I'm feeling more confident on what I should use for soft world building. I'm having an easier time understanding what to use for soft world building now... Ok there's still more I have to figure out, but it's been going better. 

Also I want to express that I wont use soft world building ALL the time. I plan to use some hard world building as well, but I'm trying my best to use more soft world building.

I recommend watching this video to see the difference between soft world building and hard world building. This guy will do a way better job on explaining it.

I'm really excited to see what you're cookin' up!

Anyways, I have a little question:

Does the game have music?

If it does, do you make it yourself or commission it or use royalty free music?

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I have an AMAZINGLY good humble bundle deal for some music. The deal is gone now but it was "HUMBLE BUNDLE Melodic Mayhem: Tier 3." It comes with amazing music including some horror music.

It cost 1,650$, but I got it for I believe only 20$. If you wanna know how I found it, then you should go watch "GamesFromScratch." He talks a lot about bundles that you can get for game development. He's really helped me a lot.

GamesFromScratch

Also I will be using some of the built in music in RPG Maker VX Ace for certain parts. I don't know if I'll change the battle theme, because I really like the one I have right now (AKA "Battle 8" and "Dungeon 9")

Battle 8: 

Dungeon 9: 

Weapons Update:

I know I said I would talk about the story more in these devlogs, but an idea came in my head. I'm thinking of adding a gun that gets more powerful the more you shoot a blank at yourself. So basically +2 damage every time you shoot yourself with a blank. It can be a good competition for the Double Barreled Shotgun on who's the strongest weapon. In my game there's 9 blank rounds and 1 live round. Meaning it has the chance to bump up to 18 damage! I'm thinking of nerfing it, but it's such a fun Idea.

Story Update:

I had a problem in the story. In the pacifist run, I realized that it would be a problem if you didnt kill anyone, but you would be mean to people. Since the ACT system in my game allows you to be a total a**hole, it can make people mean or evil. Of course this isn't pacifist worthy, so I will count the act of changing someone into being evil as killing someone. I mean, making people evil is way worse than killing them. After all, just like Jesus said "do not fear those who kill the body but cannot kill the soul. Rather fear him who can destroy both soul and body in hell." >:) >:) >:)

Will making people evil count towards the genocide ending? That's a good question... I don't now how to answer that. Either I will make a new ending or maybe just put it as a genocide ending, but I'm really not sure, I'll think about it. 

I'm getting better Ideas with the story. I cant wait to reveal some of the more important characters I haven't showed off yet. 

Also I'm debating on the cassette tape mechanic becoming a VHS tape mechanic. Does anyone remember the cassette tape mechanic? As of typing this, it was an update 13 days ago. For anyone who doesn't remember, these cassette tapes were something you can find to reveal more of the story. Anyways, I'm thinking of making it VHS tapes instead, for more visual parts. Now I still want to use "Tell don't show" so not all of it will have visuals, but it is something I'm thinking of.

Just a thought!

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Story Update:

Lets talk about LUCK! Of course we all know luck will be in the battle system, but this goes for the story too. The story will have moments where luck is involved. Think of it like "Dungeons & Dragons" when you roll the 20 sided dice to get the best outcome in a story. Ok I never played D&D before, but I kind of understand the concept of the 20 sided dice.

I guess to give you an example, lets say someone tried to punch you. If you want to kick them and rolled a 1. Then when you kick the person, not only does your kick do nothing to him, it hurts your leg instead. However if it was a 20. Then when you kick the person, he falls and hit's his head hard on the ground so hard it instantly knocks him out. Also, just like dungeons and dragons, I want to reward the player for creative thinking. In D&D, you can do aaaannnnyyythiiiing you want (technically), since you cant really deny any players request. So I plan to make a lot of things a possibility in this game. For example, lets say you encounter a locked door. Well other video games will tell you to find a key. You can choose that approach in my game, but you can also break the door. As long you roll a high number. Of course I don't wanna be too ambitious, so I might not have this feature in everything, but I'll try to implement it in as much as possible.

However to help me make it more balanced and also to give myself not such a headache when I put it in my game. I'll be using the "YES, AND.

What's a "YES, AND?"

This is a 3 minute video on the "YES, AND." I HIGHLY recommend you gave it a watch to understand what I'm gonna do with my game.

Much like he said in the video, it still can break the story. For example, right now I plan to have a side quest where you can explore a haunted mansion, and you can bypass all of it if you have a good roll.       T-T

But that's ok because I want people to have freedom. This helps make my game more about roleplaying, so the player can be encouraged to act exactly as their character. Much like what he said at 0:54, if you have a character that wants to do something, even if its outrageous, he can still (technically) do it, but it comes at a cost with the "YES, AND."

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Story Update:

Wow I'm happy with what I got to do today. Right now I'm writing how the ACT system should go for a special character and I feel really proud about it. The ACT system is getting better and the characters are getting more development. I kind of dreaded writing for the main story at times, but I'm getting more happy with it. After all, I really feel like I got a lot done today. 

Also I really wanna say I'm inspired by the "Fools Gold" Series by DingoDoodles. If you read the update above this one, you would know she's responsible for the "Felix D&D Tips" video as well. Dingo and her boyfriend Felix really inspired the way I write the story for this game. If you don't know "Fools Gold" is a series that she does where she animates her D&D campaigns. Its a really entertaining watch, go check it out.

Fools Gold

But what really caught me was the fact that this wasn't just some writer making this story. It was her group of friends having a D&D campaign where luck was involved and there choices mattered. It made me wonder "Man what if RPG's had something like this." And that's kind of one of the reasons I wanted to make this game. It made me feel like RPG's could be so much greater, and yet RPG's were based off of D&D (So I've been told). While my battle system is mainly Russian roulette, there's times in the story where you have to do traditional fights. No, it's not like every other RPG where there's a menu system to select what you wanna do and having to do big numbers. It's more like a choose your own adventure way of fighting. Which I know sounds dumb since I just said its not like a menu system. 

To give an example, lets say you fight a thief. In a traditional RPG, you would basically have to dwindle the HP on that thief till he hits 0. But in my game, not only can you attack the thief, lets say you can shoot a padlock on a cage for a bull, now the bull can run out and chase after the thief. Or lets say your riding on a motorcycle on top of some canyon and your being chased by a biker gang for whatever reason. You can ram them into the ravine, or maybe trick one of them to ram you, but then right as he gets close, you floor it and he accidentally crashes into his buddy's. It feels like there's more story involved, and you can use the environment around you to make more interesting choices. Rather than just, "You use 'attack'. oh you did 20 dmg... You used a 'special'. Oh it missed. You used 'attack'. Oh you did another 20 dmg."

Sorry,  just wanna say I'll be using stuff like the environment and story to make more engaging fights, thanks to "Fools Gold."

Story Update:

I’m gonna talk more about the ACT system and the cassette tape mechanic. These both really complement eachother because the cassettes reveal a lot of information of the past and present. Yep, this will definitely help get some info on pacifying someone. For example, a cassette tape can give you info on someone’s child hood. So you can use that info to help them. Perhaps they were abandoned, ignored, or hurt in their childhood and that shaped the way they are. This is all sad, but it can be helpful information for you to use in order to change them, much like psychology. I don’t want cassette tapes, just to be lore dumps, I want them to be useful.

there’s more I plan with cassette tapes, I hope to talk about them again some other time.

Story Update:

I'll be adding robots to the story     :D

Ok, well what's so special about them? well first off you can have one as a partner for the partner system (if that ever gets implemented.) They also might be involved with some side quest. Also you can put someone's conscious into a robot, which can be really interesting for some story parts if you want to revive a character. That actually reminds me. Whenever your partner dies, they stay dead. It's not like every other RPG where your partner faints but comes back when out of battle. Nah bro, they really dead, unless you give them a revive syringe or put their conscious into a robot.

Why would you add that? 

Because for a horror game, if your partner dies, it makes your choices feel more anxiety driven. Like you don't wanna pick the wrong choice, so your friend doesn't die, which gives off decidophobia.

Story Update.

Remember when I said you can choose to be in groups (clans, organization, whatever). Right now, there's one where you can join a murderer on his quests. It's one of the ways you can unlock the double barreled shotgun. He goes on a total killing spree for a horrifying reason. If you agree with his actions, by all means... join him.

Also the ACT system is getting better. I'm glad I'm not second guessing my decisions any more, and am feeling more confident with how my game should be.

sorry for such a short update, haha, I'm making this pretty late.

Happy Memorial Day!

Battle Update:

There is indeed bosses. My plan is to have 5 but I only have 3. To be honest I might just keep it to 3. Even most of my bosses are optional, and for good reason. 

what will the bosses be like?

well I plan for them to have smarter AI, and also tend to have more items than the usual enemy you’ll find. 

but what about the normal enemies you’ll encounter? Well, some of them are just like how the Opponent acts in the beta, however there’s ones with gimmicks attached to them. I plan to have an enemy that copies your move like a puppet, which will be interesting to fight. Also there’s some who might shoot themselves too much or might shoot you too much. I won’t be having any enemy that’s cheats by knowing where the live round is. Although the Opponent  will always know the last round, so I will be using that for all the other enemies.

also some enemies will have certain items allowed. Heck they might even give you free items so you can learn to use them.
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Hi! I have a few new questions:

-Are you planning to release a complete product & never touch it again (like Undertale) or release it and then keep updating it with new content? (Stardew Valley for example)

-After this project, are you planning to move onto a more complex game engine like Godot, Unity & GameMaker or stay with RPGMaker?

-Are you a hobbyist or do you want to take game development seriously and consider it you job?

-What kinds of marketing will you do for this game? (& do you have any advise on marketing)

Feel free not to answer some of these questions because they require a lot of planning ahead.

(+1)

I plan to make it a complete product. I'll only update for bug fixes and typos.

My next game Idea I have planned will probably be using Godot. I don't use Unity, also I don't have experience with GameMaker. Might use RPG Maker MV for some other projects, because I want my purchase to feel justified lol.

The third question is a tough one, because I want to make it a hobby but I also REALLY want to make it a job. I've learned from countless game devs about marketing, however I'm struggling with trying to put up my YouTube channel back up. So I am more leaning on making it a job, but I don't really like having my games be paid. Id rather them be free. Even if I did involve payment, I'd rather make it DLC but the game be free. 

Yes I do have marketing. Right now I only have my YouTube channel (That i need to open back up T-T). Also I did actually make an advertisement video on my Instagram channel, but again I'm not really sure if I want to use Insta that much.

Admittedly these videos are more about profit but they're still helpful information, even if you're making a free game.

Goodgis is a really cool youtuber. He has some good info in this video. He also talks about how you should TELL your story on social media. 

GoingIndie is another YT channel I love. He talks about why 96% of Indie game fail. Some people in the comment section disagree with certain points in the video, but either way it still has some good info if you want to make a game. He also says we should go out and talk to people if they want our game so we can understand what we should develop. For example, I have a devlog (of course) and I also posted my beta on the ScoreSpace Discord server because they have a channel for showing off work. However, there's still much more I plan to do other than just those two things. I'm gonna find some more people to talk to, just not right now, I have a lot to do.

Battle Update:

So another thing I might do is have the boss be a little cheeky cheater. This will really fit the boss.

Also, there's a problem with how Russian roulette works.

I'm not sure if I showed this video, but he basically explains why you should (usually) NEVER shoot yourself in Buckshot Roulette. If you watch the video at 8:15, he explains why the amount of ammo is a problem. So one of my strats is to cap the ammo to 10 rounds so it can be even numbers instead of odd numbers. It's not perfect but it helps. So what else can I do to encourage people to shoot themselves. Well for one I have four leaf clover which gives a 50/50 chance, to encourage people to use it in hopes of getting a shot. Also it might scare the player if the enemies use it, so they might be encouraged to shoot themselves to get a higher chance of the live round. But what else could I do?

Not sure if people remember, but does anyone know about that one weapon idea I had about where you could shoot yourself with a blank to get more damage on your gun. Well I'm thinking of turning that into an item or apply that effect to all guns.

Also, speaking of ways to encourage players to shoot themselves....

Item Update:

Explosive round: You can put in an explosive round in the gun. If anyone activates the explosive round when shooting at someone, the explosive round well... EXPLODES giving themselves damage. So you have to guess where the explosive round is, so you can deactivate it. How do you deactivate it? Well... by shooting yourself.

Battle Update:

Ok so I will probably not make the Explosive round an item but integrate it into the battle system. Again this is just to encourage people to shoot themselves more often.

Item Update:

This is just an idea that popped in my head when I watched Vsauce Kevin's video on Russian roulette.

Bullseye Card: You're allowed to shoot the enemy two times instead of one time.

Story Update:

All I can say is that I'm making great progress. Especially with the pacifist route and the ACT system involved with the main characters (Yes I'm working on the main story again /: )

Also I have another character that I might make as one of the main characters. Remember when I talked about robots being on your side? Well there's one robot you can talk with, to put him on your team. Although he doesn't feel emotion so you will have to use some clever talking to get him on your side.

It's been hard making the story, but fun at the same time haha. Hope you guys been doing great. Really wish I could talk about the story more, but I cant really reveal a lot. 

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Hey guys, I wanted to tell all of you, that I have a bit of a problem. I suffer from something. Something that's been hurting me these past days, escpecially when I made yesterdays post. I suffer, from being a complete utter moron. I'm not sure if anyone read the post I made 2 days ago (I know it says 1 day ago, but it says that even when I forget to make a devlog everyday), but anyways, I made a post saying "HeY GUys i MaDE A nEw IteM" when in reality it's no different to another item. I called it the Bullseye Card, which allows you to shoot the gun two times. EVEN THOUGH THE HANDCUFFS DO THE EXACT THING. So I'm changing the Bullseye Card.

Also, I'll admit I didnt really do any work yesterday (Now you know why I forgot to make a devlog yesterday) because I wanted to reflect on somethings on my life and also because I had church. But anyways, I'm hoping to change the 10% to 20% sometime, as I really wanna show that I've been progressing. BUT MAN! Getting this main story and side story done is kind of rough, but oh well, I can push through it.

Item Update:

Bullseye Card allows three shots instead of two. Not sure If I'll ever add any more items but I don't know.

Future for this game:

I've had a lot to think about the future of this game. So here's my plan.

If the game gets pretty popular, I'll make a free online versus mode (Hopefully up to 4 players) and make it in Godot, since RPG Maker doesn't support online.

Else, I'll probably make references to these characters in my other games, or maybe put them in the actual stories of my games.

Again I'm not going to make a sequel to this game. I've had thoughts of making a spinoff, like a "Fates Gamble: Halloween Hack" (based off of Toby Fox's Halloween Hack), but again, at the same time I don't really wanna do that.

Ok I'm going crazy, I swear I did a post yesterday 0_o

Story Update:

ACT system is getting better. I genuinely feel that the ACT system can make people feel like they can be themselves and genuinely make players think of how to solve problems. While I'm not a huge fan of this game, I like how The Walking Dead: Telltale Series really made me feel like I was in the game. I know I worded that kind of weird, so I hope people understand what I mean by that. But really, I love how it amazing it felt, it made me feel more paranoid and anxious on what to say. Yeah if you can tell, my ACT system is WAYYYY different to Undertale's.

Also the characters are more fleshed out. Still some things I need to figure out but I'm glad I rewrote some of them. I'm really not sure when I will finish this game, but hopefully soon.

Sorry for the short Update.

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Hello there!


I just wanted to say something, even though I'm game developer, I don't play games often, but if there is something that I have learnt over the past years is that, video games which use unique or underrated words & sentences tend to stay more memorable. For example "Quota", "+Respect", "Endoskeleton" & etc...

When you hear these words, usually a game comes up in your head. It's because you don't usually hear these words anywhere else. In this case, when you hear the word "ACT", the first thing that comes to mind is Undertale. This is why I think you should choose another name for this system. Because if people play your game, they're gonna notice that it has been heavily referenced from Buckshot Roulette and Undertale, and if they see that your game uses the same set of words as the other two, they may think that your game is a parody or a ripoff.

Obviously, your game is none of that. It has really unique elements and it should not be remembered as that.

What I want to say is that, It is helpful for a indie game to be compared to bigger titles but if you stick your brand to these titles too much, it may completely vanish your brand.

This is just my suggestion, but as a friend who likes to see you succeed, I think it would be healthier for your game if you mention these big titles less, or compare it to a different title, each devlog. And also, use the name of your game more often in these devlogs, because even I don't remember what it's called.

In summary & in my opinion, if you want to make a career out of game development, you should care about your brand and your image.

(+1)

Thanks, this is something I've debated in my head actually so I'm glad you said that. The reason I didnt change the name was because I was scared of people saying that I'm just trying to be unique by calling it different. This is one of the criticisms I've heard about the PS5 game Returnal, for changing some of the names that we all know in video games like XP or HP.

The video in question. Skip to 3:46:

Admittedly it's sort of understandable why he said that. We all played games where we use XP to the point where we all instantly know what it is. That's why I've been debating about it. That's also why I couldn't decide on whether I should just copy buckshot roulettes items or give them a makeover, so I did... both options.

BUT, I will take what you said into consideration, since the only game I know that uses "ACT" is Undertale. Overall, I just need to think about it.

What do you think about my items too? Should I change or keep them?

Well, it's your choice but I think it would be better if there wasn't any overlapping items between your game and Buckshot Roulette. It's okay if they have the same functionality but in my opinion, they should at least have a different look and name.

(+1)

Story Update:

So I've been doing good progress on rewriting some of the main characters for Fates Gamble. However I might cut some characters from the game. Right now I have 6 main characters, however it might go down to 4 main characters. The reason isn't because of time constraints, it's because I felt like one of my characters is too similar to another and the other makes me feel like he would be better as a side character. 

Also, I will most likely change the name to the ACT System to avoid being like Undertale

Some names I have in my head are:

  • ROLE
  • CHAR
  • TALK
  • SPEAK
  • AFFECT
  • PERFORM

These are all just to possibly replace ACT. I'm leaning on Perform or Role, because those names fit for what I'm going for.

I still haven't decided on what I should do with the name "ACT." I still haven't really decided yet. BUT I am thinking of changing the item names. Specifically the ones I took from Buckshot roulette.

So here's my list of what I might do for the items:

  • Handcuffs is now Zip Tie Cuffs
  • Knife is now Plasma Cutter

Those 2 items are the only ones I took from Buckshot Roulette. However I took the name "Herb" from traditional RPG's. It's because a lot of RPG's had herbs as their basic healing item. So I'm thinking of changing this as well.

  • Herbs is now Heal syringe.

...Yeah I know, it doesn't sound much different from "Healing Potion," but having "syringe" fit's the context of my story.

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I'm using ROLE for the name of ACT system. For now on, its ROLE System. 

Media Update:

Ok I will be using ClipChamp for my editing. If you read my last Media Update, you would know I talked about HATING it. When I would use ClipChamp, it was just for fun when I would record peoples games on discord. It would always seem to have audio problems. But now it's working just fine. 

So I'll be having my channel up soon. Just cant decide on what I want it to be. Should it just be a channel about being a gamedev while showing my projects to the public? Or channel about anything gaming, because I don't just wanna be a gamedev channel and I have a gameplay video of Reanimated coming on my channel soon. I'm even thinking of having two channels.

Item Update:

Silencer: If you shoot yourself with a live, it doesn't hurt. Think of it as an opposite of the plasma cutter item. It's good to use this item if you don't have a lot of eye cards or red flags since those get wasted every turn you use them. 

What's the point of the red flag then, if the silencer is just a better version?

Well that's actually a good point. I was thinking the Silencer in the game will have a higher price point, but I know that's not enough for people to use Red flags. To be honest I'm thinking of getting rid of the Red Flag. Another reason I will probably get rid of it, is because of how my game works. I'll explain later in the next Devlog.

I might think of a balance change to help it, but Idk.

Battle System Update:

I had a problem with my battle system before. My main issue was that you could battle enemies but there was no point to it. You would get gold, but that was just to spend on items for battling. There's no XP in the game. Also it could be easy to just use a bunch of items to beat battles. So there was no point. And now that I introduced the Silencer, it meant that the Red Flag is gone.

So I have an Idea for my battle system. First off let's talk about how to discourage item hoarding. 

You'll be able to put in a certain amount of money to bet on. So basically if you put in 1000 Gold and you win a battle, you get twice that amount, so now it's 2000 Gold. This is a way to make players think about how much they want before they leap, and it also makes them think about how much items they want to use, because items cost money so now they'll have to probably up the gold value in order to get payback for their items. 

Another way to discourage item hoarding is classes. If anyone doesn't remember, I talked about adding classes like, Soldier, Doctor, Dealer, Spy, etc. to affect the players playstyle just like FF5. My RPG game was made with no XP in mind, so there's no leveling up. But since there is classes, they cost money, also if you want to master a class, you'll have to pay up more money. So it's a choice of items or money. Also, not only does this discourage item hoarding, but this is also a way to encourage people to battle, so battling isn't totally useless if you choose to do it.

What About the Red Flag?

Well first off, you know how in buckshot roulette you get random items when doing battle. Well I'm thinking of adding that in the battle system. Don't worry, there's still a good reason to buy items. I'll only allow one random item to be given in battles. So the Red flag will appear when given randomly.

Is there a good reason to buy it?

I'm still figuring that out. I will admit it's still not that great of an item. Maybe dropping the price down will work, but I don't know what price to give it in order for it to be balanced.

(2 edits) (+1)

Item Update:

There's some Items from Buckshot roulette that I will be renaming in Fates Gamble. Specifically Burner Phone and Polaris. Before, I talked about not really liking them, but when I played the steam version I really started to like them a lot more.

Burner Phone will become a Fortune Cookie

Polaris will become Averser.

Also, I'm getting rid of Bullseye card. It was basically a better version of the Zip Tie Cuffs. However, I realized it's really not that fun to fight against or use, so I'm getting rid of it. Also new item Idea.

Chains: It can lock one of your item types, so it cant be stolen. So basically, if you use Chains on the Heal Syringe and have two Heal Syringes, those two will be locked, because it matters what type it is, not which one.

Now, I'm not sure if I'll use this item because I'm not sure if anyone would be willing to even buy this item, and also I'm debating on if it will be even fun to use. But it is something to think about.

Also Mike Klubnika announced doing specific items for multiplayer on Buckshot Roulette.

I'm not sure why he's making them exclusive for multiplayer, but either way, I may or may not put them into Fates Gamble.    :)

(+1)

Sorry I haven't been able to work on my story, there's just a lot I have been doing. Including...

Media Update:

My channel is coming sooner. I'm getting really close to finishing it up. I'm thinking I'll have a channel where I play games and talk about miscellaneous things and have another channel about Gamedev.

Item Recap:

Does Anyone remember the Padlock Item? I accidentally talked about it on yesterdays post so I had to edit it out. But anyways, It would basically it was like Zip Tie Cuffs except it would only lock your opponents items until you attacked the opponent 2 times. At first I explained it POOOORLY, so I'm glad to talk about it again. 

Also I'm thinking about changing the Red flag. Since it's so overpowered, it will now become something new.

Red Flag is now Tactical Vest.

Tactical Vest: If you use this, you will automatically shoot yourself. If you shoot yourself with a live round, you'll lose the vest and take no damage. If you shoot yourself with a blank round, you'll KEEP the vest and take no damage, so now you can shoot your opponent and you can take a free hit from your opponent if he activates a live round on you.

So now, I have a total of 13 Items.

  • Healing Syringe
  • Zip Tie Cuffs
  • Tactical Vest
  • Four Leaf Clover
  • Eye Card
  • Plasma Cutter
  • Steal Card
  • Tarp
  • Gift Box
  • Silencer
  • Padlock
  • Averser
  • Fortune Cookie
(+1)

Hi, I hope you're doing well.

I can't wait to see your videos! Would you upload devlogs on your channel too?

Also, what software will you be using to edit your videos? I've heard that Premiere Pro is a bit expensive. If your videos don't require too many effects I recommend you to use Blender's video editor and Audacity instead. Or if you know any better video editor, please let me know.

(1 edit) (+1)

I stated before that I'm using ClipChamp to make videos :3

It's a really easy editor, however you might experience a lot of annoying bugs, (Especially with text) but the bugs disappear when you use ClipChamp long enough. The Browser version sucks though. It's only good as a temporary solution. It works good on its first run, but later on it crashes so much >_<   (Maybe it will work for u, but I recommend just getting the download version)

Also Yes the plan is that I will be doing Devlogs with editing on my YT channel. I might even start my YT Channel today. However, they wont be daily. I only do daily updates on this devlog.

I love Audacity, I've been using that too. I also use OBS to record sometimes, but that's for gameplay. I've never tried Blender video editor before, but I'll check it out.

Media Update:

Unfortunately I was going to have my YT Channel up and ready but due to some problems I wont be able to have my channel up today, hopefully tomorrow.

I'm still having thoughts about what I should do with the channel. I'm thinking of making it mix of the Sonic The Hedgehog YT Channel and Goodgis, where they do nothing but post anything related to their games. I'm thinking of doing something like that. So since I have Fates Gamble, I'll probably do videos related to that whether that be gameplay, trailers, horror entertainment, devlogs, game development, etc. Not saying I'm only doing Fates Gamble stuff. Just saying for right now, It's mainly going to be about Fates Gamble.

Unfortunately I cannot have the channel up today, will have to delay it for tomorrow. I swear, I keep trying to get youtube to contact me with a verification code but it's not working, ugh. 

Ok well, I do have the channel up, I just cant upload videos on it yet. 

(+1)

Media Update.

Ok youtube is being dumb, REALLY DUMB. I'll see what I can do for the channel tomorrow, since youtube is making no sense. I will explain what happened when I get the channel going. 

Just know that I will have two videos up when I have the channel going.

Sorry not much to say other than I've been working on the story since I cant have my channel up, ugh.

When I made my channel, the process was very straightforward. Are you sure the problem isn't from your side?

(1 edit) (+1)

Well when trying to put in a thumbnail, I was asked to use a phone number. Admittedly one day I did have some phone service issues. However it was off and on, so when I did get service I would put in my phone number. However this didnt work because my service would cut out about 5-10 mins and from what I've heard, YouTube can take up to 15 minutes, sometimes they don't even respond. So whenever I saw my service go up I would type in my code again. however I gave up since it didnt work. So then the next day I logged into YT and it said "You have recently made too many attempts. Please try again later"

X_X 

So I couldn't get my code. Sorry, I should've mentioned that it was also a bit of my fault too and not just YouTube. I needed to be patient and wait for the next day. But I wish they would give me a scheduled time of when I could put in my phone number because I've been waiting for days.

That's ok though, I think I know how to get my channel going today.

(4 edits)

Media Update:

The YT Channel is here!

YT Channel

Right now I only have two videos. Ones a gameplay video and the other is kind of just an introduction video. There's still a lot to learn, as I plan to understand what I want my videos to truly be. Also I plan to get better at editing.

Shut it about my mic being bad     ):<

Game Scene Update:

Also I did update the zip file of the game, but its nothing too interesting. All I did was get rid of the text that would pop up when you shoot yourself in the first round. It would give numbers for the blank and live rounds, because I realized I made them too confusing. Also in the first round live rounds wouldn't hurt you if you shot yourself. The reason for this was to make it "easy" but I feel like it just made it confusing and dumb.

Might do a "double or nothing mode" (Although I'll probably just call it "Hard mode"). Hey, maybe I'll even add more modes just for fun. After all, I hate having to let you guys wait for the full game, so I might add some small new things to the beta, just to ease the wait. 

I will admit I didnt really do much today, so I'll probably do more on the story tomorrow. But I'll bring some ideas for any "modes" I have.

(1 edit)

Ok, no post today, but hopefully tomorrow. Also I do plan on using the "explosive bullet" for double or nothing mode.

I apologize for no update yesterday >_<

Game Mode Update:

Yeah might as well add "Mode" to the name. Right now I have 3 new ideas for "modes".

  • No Items Mode
  • Chance Mode
  • Double Barrel Mode

And of course there is normal mode, which is basically the vanilla battle system you all played already.

I'll basically explain these three modes. 

(Also, in case no one remembers. Explosive bullet is a bullet that you cant activate or else it will...explode. To deactivate it you must shoot yourself.)

No items: This is what it sounds like. Literally the same thing as the vanilla battle system but no items and 1 "Explosive Bullet" will be in the ammo, so be careful.
Chance Mode: This is basically the "Double or Nothing mode". It goes on and on till you give up or die once (Also, you are given random items). However the ammo count will be always 6. Wont go up to 8 or 10. Also, 1 "Explosive Bullet" will be in the ammo count.
Double Barrel Mode: This is the only to access the Double Barreled Shotgun. In case no one remembers, Double Barreled Shotgun can do 6 DMG and it has only 1 live round and 1 blank round, making it a 50/50 chance. 

Story Update:

I'm almost done finishing rewriting this one characters Role System. There's possibly 2 more characters I have to complete. But when I'm done with rewriting this one character, I may or may not work on the other modes.

(1 edit) (+1)

Story Update:

So you know how I said I'm "almost done" with rewriting this one character I have. Well I was wrong, haha. I added a lot more things to this character that I'm writing, so it's gonna take a little longer than expected. Keep in mind when I say rewriting, I mean as in rewriting their ROLE system. I'll try to finish this character as soon as I can, so I can update the beta test on the battle system.    <3

(+1)

Speaking of writing, do you write your stories physically or digitally?
I'm kinda new to story writing and I have decided that I will use a code editor to write the story of my game :D

I feel like that is a horrible idea but it just sounds so cool. lol

(1 edit)

I write them digitally.

I use Twine: https://twinery.org/

This is mainly for choose our own adventure stories though. 

Also code editor? You mean like you're gonna make your own program to help with writing your story or you're just writing your story in the editor? Not sure what you mean, but that does sound cool.

(+1)

Code editors are just fancy text editors.
If you're interested, this guy wrote an entire article about why he prefers code editors for writing stories:
https://jaypenner.com/blog/writing-novels-and-non-fiction-with-visual-studio-cod...

(2 edits)

Story Update:

Ok so I'll probably be able to work on the game modes this Wednesday. I'll see if I can finish rewriting this character tomorrow. Thanks for staying with me guys, hope I can ease the wait with an update.

(1 edit)

Story Update:

Ok I may or may not, work on the game modes on Wednesday. The reason is because I made a mistake. When I was writing my story in Twine I had a wi-fi issue. Twine was working just fine, but it's auto save feature was kind of messing up so I was working on my story but nothing was auto saving. So when I closed my computer, I lost some progress   >_<

It's ok, I'm still sure I can work on them Wednesday.

Story Update:

Wow I added a lot today to this one characters ROLE System. Everything is going good so far, however, now I'm not even sure I'll be able to work on the game modes tomorrow either. Also I wont be here this Friday through Sunday because I'm going on a trip. I hope this isn't bad news. I want to finish this character first before I make the game modes.

But I guess I could mention a few things...

Game Mode Update:

I might have some improved art, but not for everything. I'm also thinking of remaking the art for some of the items, since I changed their names (don't expect the animations to be that good though).

Also one quick thing I'm considering is adding super moves. I plan super moves to be a 50/50 coin flip though. When you activate one, it either can really hurt you or really help you.  However, I'm not sure If I should add them, as I would hate for super moves to ruin the horror of my game.

Story Mode Update:

Yes I wasn't able to work on game modes today, but I almost was. Again, I wont be here this Friday through Sunday, because I'm going on a trip. However I'll see if I can make some kind of update tomorrow. Thanks for staying with me guys

Game Mode Update:

Yes I got to work on the game modes a bit. So let me tell you the things I added as of right now.

  • For some reason I referred to the Revolver as "Gun" rather than just calling it what it is. This is fixed.
  • I added the Opponent giving details about how each gun works.
  • Added Double Barreled Shotgun into the game

Hope to make more another day. I wont be able to update you all tomorrow. I'm going to be working with someone tomorrow.

Ok so I just saw the news on steam about buckshot roulette. 

Ok so there's 2 things to looks at here. There's 4 player online BABBYYYYYYYY! I wanna know if there will be a teams mode though. This reminds me about my partner system. Something I've been wanting to mention is my thoughts on how much enemies you should fight in game, because if you have a partner, then it could definitely be easier to go against one opponent. I might have the player able to fight 2 enemies, but it's hard because battling runs on RPG Maker event system so it would be hard to implement that. I would explain what's specifically challenging me, but I feel like that's boring to talk about.

Also, NEW ITEM! If you look on the left part of the screenshot I gave you, you'll see some kind of tape recorder???? Mike did say he was making items specifically for multiplayer, so I'm not sure what it does, we can only go off of educated guesses. Surely it cant be some Echo Item, since it's about multiplayer. Also how would turns work? Since it is a turn based game, would they have to do it like Uno, where they take turns clockwise or counter clockwise? 

If so, my best educated guess, is that this item is some kind of "Reverse Card" or "Skip Card."

Not much of a post about my game, just wanted to tell you all I'm thinking about what I can base off of.

(1 edit)

Game Scene Update:

Double Barreled Shotgun Mode (DBS Mode) is completed. Just two more modes then I'll be done with the gameplay part. 

Item Update:

Also I changed some money values around. The four leaf clover is now 1000G and the Red Flag (Also know as Tactical Vest) is now 500G. When looking back on the Red flag being 2500G, I realized how outrageous that was.

One more thing. DBS Mode will only have Herbs and Red Flags as items. You cannot buy or use any other item in DBS Mode.

(2 edits)

Game Mode Update:

Ok so I implemented the random items mechanic. I didn't finish Chance Mode, but I was close to finishing it, haha. 

Item Update:

The Eye Card now costs 2000G and the Steal Card costs 2500G.

Battle System Update:

I finally added the explosive round. If you activate it, it will do +1 damage to you. I may or may not bump up the explosive round.

Originally, if you shot yourself, you would still get another turn. This is changed, if you shoot yourself, you will now lose a turn.

Also I added random ammo count. It could go 2 - 10 rounds, instead of just being set at 10 all the time.

Game Mode Update:

Chance Mode is completed. There's more things I plan on putting in the 2nd beta, so do wait for that haha.

(+1)

I'm excited for the second beta!

... and also have some questions:
1. Do the explosive rounds currently have any explosion effects or is it just logic? I'm guessing that would be kinda difficult to implement in RPG Maker...
2. Have you forgotten to update the topic or the game is only 10% finished? I mean it seems like you have been making great progress lately but the tag hasn't changed at all.

(1 edit) (+1)

1: I'm not exactly sure what you mean by that. All that happens is when you activate, you just take -1HP and there's an explosion animation.

2: I understand. I have been making good progress, but I only really add percentages based of how much I added in my game. Not so much in stories or ideas I haven't implemented in the game yet. Hell, I'm actually almost done with the story ( Unless I rewrite it again /: )

I apologize if the game is taking a while, while the story is taking a lot of time, I'm still confident that the game will come at late 2025 - early 2026.

When I'm done with the more ideas and writing parts, then you will see the percentage count probably go kind of fast when I put it in game. I may or may not add 20% on my 2nd beta, it depends on what I put in it.

(+1)

This is all I really plan to add for the 2nd beta, so I think it might be worth putting 20%. Might add more to this list. Again sorry for the long wait.

(+1)

No it's alright, take your time.
I personally think doing things like writing the story, also counts as making progress but everybody has their own opinion...

(1 edit)

Game Mode Update:

No Item's Mode is completed. 

Item Update: 

Been doing some animations for the items, to replace the old animations. Right now I finished an animation for the Four Leaf Clover.


Sorry if this update is a little short, I didnt really get to so a whole lot today. Also I will not be making any devlog updates on Sundays.

(+1)

Art Update:

Ok so I finished the animation for the the Four Leaf Clover, the next one I'm doing is the Heal Syringe. I'm trying to replicate a bit of Martin Walls scribbly art style while also sprinkling some originality. 

Here's a GIF:

This is specifically for the player. Might do something a little different for the Opponent. It's simple, but I think it's effective. I'm still using the sound effects though. I'm really in love with the stock RPG Maker SFX.

(+1)

Art Update: 

I finished the Heal Syringe animation. I'll see if I can show it off tomorrow.

Battle System Update:

Explosion round now does 2 damage.

Item Update:

I'm cancelling the Averser. It was basically the Inverter from Buckshot Roulette. The reason I'm getting rid of it, is because of my "one live round" gimmick. Since there is always one live round in the chamber, it would be too OP.

(2 edits)

Art Update:

Alright so I finished the animation on the syringe...Technically. I didnt add any scribbly outlines, because I'm trying to decide what would look better. I might show another version of this animation.

Heres a GIF:


Might also add a little more frames next time.

Sorry, I've just been working on this the whole day (and also I had to go to the gym which took some time). Trying to replicate "cell animation" is quite hard in it's own way.

ALSO I REALLY HATE THAT KRITA NEEDS FFMP INSTALLED. GAHHHHHH!!! The last animation I did was in krita, but edited with ClipChamp. This time I used FFmp.

(+1)

This is an update...But it's more about whining and complaining about Krita.

Here's the completed version of the Heal Syringe. sorry the GIF makes it look worse.


UNFORTUNATELY, THERE SEEMS TO BE A PROBLEM WITH THE OGV FILES WHEN USING KRITA TO RENDER THEM!!!!

WHAT THE HECK!!! The one's with the purple faded background doesn't work for some reason in RPG Maker. Also the color is missing on them.

I think this might be because the one with the black background was made using JPEG's and manually editing them in ClipChamp instead of the new one being made with PNG's. I would try to change it but Krita's automatically makes my videos in PNG, and I don't know how to stop that. Stop giving me headaches Krita! Either I find out the problem or export all these frames into JPEG's and manually edit them in ClipChamp frame by frame, which I don't want to do.    XP

I'll try to figure out the problem later, right now I need a break.

Also here's the Zip Tie Cuffs.


Sorry, had a kind of tough day today. I'm trying to understand how to fix the problem, had to take care of some kids, and clipchamp cant help with my problem, because it squishes the screen too much. Uuuuuuuggghhhh.

I would have an update tomorrow but I don't do updates on Sundays anymore. Sorry guys, I'll figure it out, I just needed more time.

(+1)

Art Update:

I have successfully found a way for the animations to work, but I have to use ShotCut to help me.

Game Scene Update:

The game will now be 640 x 360 instead of 544 X 480.

(+1)

You're making me jealous with your devlog schedule :P

Also, I know I'm a bit dumb but is it the resolution that you are changing to 640x360? If yes, have you disabled dynamic resolution?
I'm not sure how Fates Gamble looks now, but if you have pixel art in the game, it will not look too good with such a resolution.
Maybe export the animations with a low res but let the game have dynamic resolution.

(2 edits) (+1)

It's funny you mention that. The developer of "Rain World" once said, make a devlog update everyday, even if you don't have much to show. I'm not sure if everyone has the availability to follow that approach, but luckily I've been able to do it... even if I'm not the best at it.  X3

There is definitely some problems, that I plan to re-fix. For example when your in battle, the opponent is put in a bad spot which collides with the table, but that's ok I'm getting rid of the table anyway and replacing it with something new.


The title clips here, so I'm getting rid of the fog.


I have to redesign this whole room to fit the dimensions. Added a bit of water too for fun.

(I may replace the beginning area with a crayon background though)

Edit: Also I don't think RPG Maker has dynamic resolution, but maybe the newer ones do.

(+1)

Item Update:

Challenge card: Challenge an opponent to rock, paper, scissors. If you win you get +4HP, if not, then you get -2HP.

I might add a variant where you can damage your opponent.

Art Update:

Doing animated work on the Eye Card. Using rodoscope to help me out.

(+1)

Sorry had to take care of my nephews today. I might be able to work tomorrow but not for a very long.

Art Update:

I finished animating the card, I just need to add the red eye art on the front. Not sure if anyone remembers, but the Eye Card had a red eye on the front, so that's all i need to animate. Rodo scope animation really helped me create it. Hopefully I'll finish it tomorrow.

(1 edit)

Art Update:

eyyy, I got to finish it. I'm thinking of keeping the wobble on the red eye for inconsistency.     :D

Cant wait to make the others. It kind of sucks when I realized i cant use the paint bucket to color in stuff for these animations lol.

The next item I plan on creating is the Plasma Cutter (Although, I might add some more details to the Eye Card animation to make it more visually interesting). I may or may not be able to work tomorrow, it depends. 

(+1)

Art Update:

I've been working on the plasma cutter, I will probably finish it tomorrow.

Also I realized I didnt put a Scribbled outline on the Eye Card, so I'll finish that too.

(+1)

Art Update:

Added the scribble outline.

Finished the Plasma Cutter.

I'll do Tactical Vest (originally Red Flag) next.

(1 edit) (+1)

Art Update:

Been doing tactical vest, hopefully finish it tomorrow. usually these things only take like 2-3 days, haha.

(2 edits) (+1)

Item Update:

Yeah, it's not really about animation, sorry. I didnt really do much today, but I did come here with some new ideas for items.

Dice Poppers: every time your opponent makes 2 moves it jumbles the the Live and Explosive round in the chamber. This might sound like a useless item as you have to guess the live and explosive round's placement anyway, but it's mean to be a counter to Eye Card and Fortune cookie.

Hot Potato: You activate a hot potato which can explode at a random time (keep in mind you wont be able to see the timer). Every time you shoot your opponent (weather it be a live or a blank), you pass the hot potato to him/her, and every time he/she shoots you, he/she will pass it to you.

Also I've been thinking of changing the silencer a bit. I've been thinking of nerfing it to where it cant even hurt your opponent and also giving the player to cancel the item when he wants. I want it to only be another way of having safer guesses when shooting yourself, and I feel like if your able to give damage to your opponent but not yourself is a bit OP, even if it still involves some luck to get a shot.

(+1)

I'm curious, how do write logic in RPGMaker? Is it with nodes or blocks or events?
I'm asking it, because you have added a lot of items in the game which the opponents have to interact with. So I'm guessing their AI is very complex.

Isn't it difficult to make complex systems with these kinds of logic-making systems or am I just a stupid programmer? :P

(5 edits) (+1)

Well, RPG Maker does use Ruby as a programming language, but I use a thing called the "Event System" which is technically like code. I'm not sure what you mean by "blocks" though, but it's definitely not nodes haha

Also yeah it is kind of complex, because using the event system makes it easier but also limiting. Also calling it "AI" is stretching it, because it's pretty basic due to how limiting the event system is. Honestly I'm pretty lucky that I'm able to make such complex items in a game engine that wasn't built for this complicated stuff. When it comes to the event system, you have to push the limits to get something good. 

Usually when making the "AI", if I have to make something really complex, I'll have to think creatively to solve a problem with the "AI" or make my "event code" pretty long.

Here's an example. If the player chooses "yes" they get a message that says "HELLLOOOOOO", but if it's "no", then they get 9 potions.


___________________________________________________________________________________________________

This is basically a snippet of the Opponents """AI""", if you can even call it that. The event system isn't necessarily made for enemies. 

"[Eric]" is basically the player until you change his name.

the "Control varibales" are basically used for the Opponent to randomly pick items.

I'm gonna change some of this item picking "AI" though,  so he'll/she'll be smarter to choose certain items. There is a conditional branch to detect the players items, so I plan for him/her to use steal cards straight away if he/she sees you have a healing syringe (he/she doesn't F around with those).

(if you look on the screen, you'll see "Common events." These are basically functions/methods)

_______________________________________________________________________________________________

A snippet of when you choose to use items

_____________________________________________________________________________________

A snippet of the reloading ammo event.


sorry, I'm not the best at explaining stuff like this, haha.

(1 edit) (+1)

I wasnt gonna show more, but... ah i dont care.

If the opponent shoots himself with the four leaf clover, then he uses the knife so he gets a guaranteed shot. if he doesn't have a knife, then he will check if you have a knife. If you do have a knife, he'll use his steal card. (of course the knife will be no longer and instead it will be plasma cutter)

________________________________________________________________________________________________

AGGGGGHHHH. I have to use so much conditional branches when the opponent uses a steal card T_T

I CANT EVEN SEE SOME OF THE EVENTS DOWN HERE!     v


this is a huge downside of event systems.    ):

also I'm gonna change a bit of this script, because it makes my opponent a bit dumb.

_________________________________________________________________________________________________

I would show more of how my opponent chooses items, but it's so bloated that I'd rather show it when it's recreated

If you want to see some more specific event systems then let me know.    :3

(+1)

Also as a little side note. The limitations of the event system have (in a way) helped me more then if I were not limited. That's how I came up with the explosive round. while my first idea was to make it an item, it became part of the game now. The reason was because the live round is basically an integer variable and also to detect it, you need a conditional branch (if-else). If I want to put more live rounds then that would mean I have to put more variables and conditional branches, so I would get a long list of IF's and ELSE's.

Not to mention that I would need a control variable to give a random number for a specific version of random ammo counts with random amounts of blanks and random amounts of lives meaning EVEN MORE conditional branches to find these random ammo counts. I probably butchered that sentence way too hard /:

(+1)

Oh god, event systems get hard, real quick in complex projects...

If you want to rewrite the opponent's AI, try using weights and RNGs instead of pure if conditions, this time. By that, I mean:
For example if the opponent is shot, a number will add up to his 'anger meter' times his 'personality multiplier'. Then we generate a random number and if that number is smaller than the 'anger meter', the opponent makes a risky & aggressive decision.

I know this is a bit too complicated but it helps you to make different personalities for your opponents by just adjusting simple values. (like the 'personality multiplier')
This is """"kinda"""" similar to how real neural networks, work.

Also, if you need to put multiple bullets in a gun you don't have to use multiple conditions, instead you should probably use a for loop + condition combo.

Also also, RPGMaker's UI kinda reminds me of Audacity. It has a certain charm to it :P

(1 edit) (+1)

Damn, reading this made me feel really dumb T_T . It's weird how my brain shifts when using different projects. Yeah, I'll keep these in mind. 

I would like to apologize when I was talking about making the explosive round. I over exaggerated it and now I feel embarrassed that I made that reply. The real reason for the explosive round was because back then I didnt know abut Common events. Keep in mind I was pretty new to RPG Maker and also I worked on the "Troops" tab, WHICH IS WAYYYY SMALLER!

Troops tab: 

Also I tried to use the random variable, but i cant use other variables to get random numbers. My plan was to use this:

Control Variable [0002:live round] = Random No.(1...Ammo)

But you cant do that.

So basically it was a mix of screen crunch, not using Common events (methods), being a newbie to RPG Maker, and also no variables for randomizer. All of that combined made me think "Oh it would take too long and also my event code will go off screen because my script is so small, oh well, I'll never try it again."

I thank you for reminding me. When I was reading my reply, I was having a hard time even understanding myself when I said it was too hard, that's when I started doing what you said in RPG Maker and I remembered what I truly meant.

Anyways here's what it basically looks like:


yeah, the code really isn't that long at all...If it's in Common Events    :3

Also for some reason I have an "Else: Break Loop" for the conditional branch "i < Ammo".... Oops.



It is just a quick dummy script I made when I saw your comment, so there's more I plan on adding. I'm still gonna keep my explosive round but maybe I'll mix in some of this stuff too    :3

Also, I'll keep the other suggestions you gave me in mind.

(+1)

Art Update:

I still don't have the tactical vest animation ready, but I did finish the animation where the players hand grabs the vest.

Item Update:

Ok I'm not sure if I'll actually add this in as an item but it's an idea I've planned in my head.

Mask-on-a-stick: If you wear this item, you can read your opponents mind, giving you hint's about beating your opponent.

I have to go to a party in a little bit as of writing this, so I'll stop working for today.

(+1)

Art Update:

I have finished the Tactical Vest Animation.


It shows a little too fast, but it wont be like that in the 2nd beta.

Battle System Update:

If you read the really long reply above this update, you'll know that I'm adding more live rounds to the mix. It was only 1 live round before, but now there will be more. 

Here's what it basically looks like for right now.



Art Update:

I've been working on the Steal Card. I'm using the same rotoscoping technique from the eye card. I will finish it tomorrow. :3

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Art Update:

eyyy, I finished it. It's a little hard to see the yellow arrow though on the card. I'll see if can fix it.

the only one left of the OG items, is... Tarp. I'm not gonna like animating that one. Uuuuuuugggghhhh. I'll see if i can make another rotoscope animation to make it easier, but I really don't know how I should animate it. After I'm finished with the Tarp, I'll proceed to animating the new items.

HOWEVER, keep in mind that I wont do the Gift Box item, because I can only see it doing good in the final game.

MV Update:

So I'm not sure if a lot of you even remember, but back then I used RPG Maker MV to develop a high quality version of the game. It didnt work though because I either got bugs or errors whenever my player died. My Idea was to make Fates Gamble a Dual Release game (kind of like Pokémon). Now I'm thinking about using MV again. To fix the problem with the bugs and errors, I needed a conditional branch to detect if the player is dead (for some reason). I just need to tediously find every time the player would die in my event script so I could implement that logic.

So basically Fates Gamble might have two version of the same game. There will be "Fates Gamble VX Ace" and "Fates Gamble MV." I might change their names, but right now I'm keeping them. 

What's the point of VX Ace when MV is basically more modern and nicer looking?

RPG Maker MV isn't better at everything. First of all, UNEXPECTED BS DOESNT HAPPEN OUT OF NOWHERE WHEN EVENT SCRIPTING. Second, VX Ace allows more Map space. Lastly, VX Ace will have more personality and engagement in the NPC's. I cant really explain "why" for that last part for those who don't understand RPG Maker that well. 

Here's a list of the upsides and downsides.

Fates Gamble VX Ace:

  • +More engaging NPC's
  • +Bigger Map
  • +Works on older windows PC's like "Windows XP"
  • -Looks worse
  • -Smaller screen resolution

Fates Gamble MV:

  • +Looks way nicer.
  • +Bigger screen resolution
  • +Works on Mac, Linux, Windows.
  • -Smaller Map (Which could mean some removed content also T_T )
  • -Less engaging NPC's

Art Update:

Ok so I rotoscoped myself with a blanket to get a Tarp animation. To be honest I don't think I'll be able to finish it in 2 days like all the other. This animation might take me 3-4 days. Also I still need to finish some parts on the Steal Card and I forgot to give tactical vest a purple fade background.

Art Update:

Ok, so my art program Krita is lagging lol, it's a bit hard to use at the moment but I'm sure I'll finish the Tarp animation tomorrow.

Cut Content Update:

I'm canceling Super Moves. The problem is that an opponent could use it when at very little health. Imagine getting so close to killing an opponent and then losing your turn, just so he could use a super move on you    ):

not very fun...

Art Update:

*OK FOR SOME REASON I CANT POST THE TARP ANIMATION I DID! WHATEVER I GUESS*

At least I finished it, I'll see if I can post it tomorrow.

Right now I am doing fortune cookie item. Which is something I wanna bring up... I'll (possibly) only be adding 2 new items to the 2nd beta and leaving the rest for the final release.

Art Update:

I finished the fortune cookie.

Ok so apparently I need to dumb down the resolution a bit for the tarp, sorry it looks so bad and slow. It wont be like this in the final game.

I'll probably make the challenge card. I'm probably gonna use the same rotoscope video again. Also I know I said I'll only do 2 new items, but I'm thinking of adding one more item to the second beta, so I'll see what I can do.

Art Update:

ok I finished the challenge card.

There is only one more item to do, and then I will go to RPG Maker VX Ace and implement the new items.

Also, I'll be fixing fortune cookie and tactical vest animation, as they are missing some scribbly outlines.

Yep, I did the Padlock item, so now I'm done with the items.              :D

Also I had to do some finishing touches on the fortune cookie and tactical vest, like adding there eoutlines.

Now that this is done. I'm going to go back to RPG Maker VX Ace and implement these items.     :D

Item Update:

Hot potato is being replaced. If your opponent was at low health, It wouldn't be fun for him/her to use a hot potato and then do a lot of damage that you couldn't prevent. So I'm changing it to....

Briefcase: There's a chance to get a big damage buff if you use this item. To use this item, you tell your opponent "Deal or No Deal". If they say "No Deal" then the challenge will not begin and you keep your item. However, if they say "Deal", a challenge will commence. You'll look inside the briefcase to see if there's a bomb or not. Then you can tell your opponent what's inside the Briefcase or lie and then proceed to say the words "Deal or No Deal". If your opponent says "Deal" they'll take the briefcase, if they say "No Deal" you keep the Briefcase. If there's a bomb in the Briefcase, then whoever has the briefcase gets a bunch of damage dealt to them. If there isn't a bomb, then whoever has the briefcase gets damage boost. This weapon is great because then if your opponent uses this item, you can just decline the challenge, so it wont be annoying. Think of this weapon as an Echo Item for the Plasma cutter. (I love using that term)

Maybe I'll use Hot potato as a rare/secret item, but idk.

Also I implemented the three new items in game, however I'm going to add the Briefcase to the 2nd beta, so there will be more variety with my item collection.

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Art Update:

I finished the animations for the briefcase... well kind of. I'll show the finished product on monday.

(+1)

Art Update:

it's a little too fast, I got to dumb it down a bit.

Also I'm not just doing items, keep in mind I'm also doing weapons, as well.

right now I finished the shotgun, I plan to do the tranquilizer next. Although there is still some things I need to fix with it I guess.

also when I do the revolver animation, I'm gonna use this toy gun as a rotoscope. 


It's such a weird handle for a revolver. Some might say, they're replicating a revolver shotgun, but...no. A revolver shotgun has a support on the barrel, but there's not one here. It's literally a revolver,  but they slapped a shotgun comb/stock on it.

OK SO APPARENTLY, WHILE I WAS MID WRITING THIS. There actually is guns that do look like this toy. The image below is a  Colt Army Model 1860

They don't use guns like these anymore. Although there is still attempts to make pistols or revolvers have a stock, but usually they don't work well. I mean, why would anyone even use this over a standard revolver????

Anyways, I thought the design looked weird, so I decided to use that as my reskin for the revolver.

(+1)

This gun looks like something I would see in a dreams lol
Also, the guy who made that abomination of a toy, probably didn't even knew about the existence of the real thing. He probably just wanted to make a shotgun but only had revolver molds. XD

(+1)

Art Update:

Ok so, I am working on the tranquilizer, right now its looking alright, but definitely needs more time for the animation. I'll probably be able to finish it tomorrow.

(+2)

Art Update:

still needs some fixing, but it works for now

Also I finished the revolver.

I made it a little too fast though... oops.

(+1)

Item Update:

ok so I technically finished the Briefcase item, however there's still more I have to add to make it the way I want it. Also I want to mention that when you activate the briefcase, the opponent wont have a 50/50 chance of saying "Deal" to take the briefcase, he thinks before he leaps. So you have to think about the best option when challenging him.

ALSO, I've been working on rewriting some characters, due to some new ideas flowing in my brain, haha.

(+1)

Art Update:


Item Update:

I totally finished the Briefcase item. I'm really excited to release this beta. My plan next is to redo some art for the Opponent and give him some animations. 

"RPG Maker VX Ace doesn't allow you to animate any enemies though..."

That is true. However I have a little trick to make them animated.

Your tranquilizer design, reminds me of that scraped gun from Team Fortress!

This one:

Did it inspire you or is it just a coincidence?

I mean, to be fair, all dart guns kinda look the same lol

(+1)

LOLOLOLOLOLLOLOLOL YOU EXPOSED ME BRO! 

However I used another gun for inspiration as well

I was looking for some inspiration, and really liked the reload animation for this TF2 Mod. Nice to know you play tf2 as well lol.

This video shows a different model, but yes that pic you sent me also inspired me lol.

I'm genuinely scared and surprised you even found that out lol.
(+1)

Art Update:

I apologize for no updates these days. Work has been hitting me hard. Unfortunately I wasn't able to do much today, but basically I'm importing the animations into rpg maker. Also, I'm adding unique different sound effects for some of the items animations, so I wont just use stock RPG Maker SFX.

Art Update:

Again I wasn't able to do much today, but I'm sure tomorrow I'll have way more time to work. Right now I'm working on some animation for the brief case and also still working on getting ogg files for rpg maker.

might get rid of outline for the dynamite.


 Krita tends to take some time loading animations, haha.

Art Update:

I'm almost done with everything with importing animations. I just need to give them some sounds and stuff. Also I thought I'll be able to do more today, but due to some unfortunate circumstances I wont be able to do it. For some reason importing animations was way slower. It felt like every time I did 10 minutes of work, I would look at the clock to see that it took 30 minutes.    /:

(1 edit)

Art Update:

OK FINALLY. I was having a bunch of trouble. For some reason VLC Media Player wouldnt be playing my animations. It just stopped...for NO REASON. SO I HAD TO FIND OUT WHAT TO DO FOR LIKE 2 HOURS. I realized I needed to mess around in preferences and update VLC. So then when I fixed it, what do ya know NOW RPG MAKER VX ACE DOESNT PLAY MY ANIMATIONS... FOR NO REASON. So I started thinking, it it VLC's problem? Is it RPG Maker? I mean RPG Maker has be pretty bad when using kritas renderer...But, no that doesnt make sense because I would fix it with VLC, but now VLC just stopped working for no reason, so then... WHATS THE ISSUE. I tried to see if i could fix the issue, with so many ideas, just to end up with no explanation or fix...

LUCKILY, I found a website called Convertio. If you dont know, RPG Maker only allows OGV files. So instead of using VLC, I'll render my animation in MP4 with kritas renderer THEN use convertio to convert it to OGV...Ugh.

https://convertio.co/mp4-ogv/

Well anyways, Importing should be way easier now. I hate that I take so long fixing weird stuff instead of making my game.

Item Update:

I'm almost finished making the tactical vest. I cant believe I almost forgot it. the item should be finished tomorrow.

Item Update:

I'm messing around with the items mostly, Also I finished that Tactical Vest Item. Now I will add no more items

Art Update:

I realized that I have to make a few more animations. I have animations for when the player shoots an opponent but not for when they shoot themselves, so I'm going to fix that.

Miscellaneous Update:

I'm thinking of adding pets to the game. 

For what reason?

Well, I actually have a lot of reason, but mainly it's just because I think it would be fun to have some little buddy by your side. They can also help with certain quests you have. For example a dog can be used to sniff out a dead body.

Also I'm adding more secrets, there's only two secrets in the first beta, but I'll see if I can add more. 

Another thing I might add, is DLC. Ok it wont be "true" DLC, it will be more like an expansion pack (think of street fighter 2 and SUPER street fighter 2). Again, I may not actually do this idea, but as someone who wants being a game dev his future, I think it's something I might do.

Art Update:

Ok so I've just been working on animations where you shoot yourself. Right now I finished the shotgun, now I'm going to do revolver, tranquilizer, and Double barreled shotgun. I cant believe I forgot to do double barrel in the first place.

Animation Update:

Alright I'm almost done with the first three guns. Then when I'm done with those, I need to do the animations for the double barrel shotgun.

Animation Update:

Yes they're pretty simple, but that's because KRITA KEEPS F-ING EVERYTHING UP, and also I didn't animate them firing because then it would look kind of weird when you or the enemy gets hit. Especially the sound of the gun firing would be delayed.

Also I'm sorry if I don't get to show much today, Krita has really been a pain in my butt, but hopefully, I'll have more time to work on the game then the art.

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Item Update:

Pocket Watch: This basically resets time. Your items are restored and your HP and the fight starts as it was. Probably going to be the rarest item you can find in the full game. I may not even implement this idea, but I've been thinking of it.

Miscellaneous Update:

Ok so a lot of the animations are finally porting correctly, it's looking better and better, each time. also I did a little fixing to some of the items.

Also I plan to use "Scene 1" song from RPG Maker VX Ace's built in music for a battle possibly.

(+1)

YO BEETHOVEN HAS BEEN REAL QUIET SINCE THIS DROPPED 🗣️🗣️🔥🔥🚓👮

(+1)

LMAO YES LOLOLOL

(+1)

Item Update:

I was fixing some of the items, especially the briefcase. I'm getting really confident in these items, I hope you all like them. Also I'm gonna keep the red flag for this beta.

Art Update:

I'm going to be completing the double barrel shotgun animation tomorrow.

Art Update:

Not really much of an update, since today is labor day, I decided to take another break haha. But just to let you know, I'm almost done with the double barrel shotgun animation.


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Art Update:

I finished the Double Barrel Shotgun animation. 

ugh it goes way too fast again.

Unfortunately didnt get to do much today (I had a lot to do), BUT I can do way more hopefully by tomorrow and this next week, since work wont be bothering me and I'll be having more time to do gamedev.

Also I'm almost finished with double barrel shotgun shooting yourself.

(+1)

Art Update:

I finished the double barrel shotgun, also I forgot to add outlines to Double Barrel Shotgun and the "shoot yourself animations"


Battle System Update:

I'm working on adding the new items for the Opponent so he can use them against you. Then when I'm done with that, I'll add the Opponents animations. Guy's I'm really excited I cant wait for the 2nd beta for the battle system to be done.

Battle System Update:

Mainly I've been fixing bugs in the battle system and also implementing items for the Opponent to use. Yeah not much other than that, but I'm almost done implementing items for the Opponent. and then that means I have to do some animations for the opponent. 


(+1)

Battle system Update: 

I finished the Opponents items, now all I have to do is add animations. just needs a few more test, and then I'm gonna do some art for the Opponent.

Battle System Update:

Ok... I had to do way more test than I thought. HOWEVER, that's a good thing because it made me realize some problems with the Opponent. I've improved a bit of his AI, and I plan to do more to make him smarter    :D

I had to do a lot of bug fixing with the items, so hopefully tomorrow I'll be doing Opponent animations.

I didnt really get much to do today, I'm sorry for the bad news. Basically today was pretty tough. Right now I'm kind of just making another gameplay video of Reanimated, and then tomorrow ill do more work. Sorry guys, just had a rough day is all   :)

(+1)

Battle System Update:

Ok, I should be done with testing the items now. When I do the art, I'm starting on remaking the Opponents art and then doing some animations with him.

Media Update: 

I'm making another gameplay video on reanimated, also I do plan on making another devlog on my YT channel, so I can basically put all this info into one video. I might even make some exclusive devlog videos on my channel to talk about my various ideas for my game, whether that be enemy design, art design, map design. I'll still use this devlog on Itch, but I wanna see if I can make a following on YT to get people to play my game. Expect more videos :)

(+1)

Art Update:

I guess it depends on your preference. I'm trying to find out which one I like, and I cant really decide. I'm thinking #1, but still not sure.

#1

#2

I think i need to give this one another chance, definitely got to redo the head.

#3

(+1)

Wow I love these designs :3
I think the first one looks better.
In my opinion, the color of #2's head doesn't match his body.
And for both #2 & #3, the silhouette of the body might be a bit confusing.

(2 edits) (+1)

yeah I had to redo #2

I think I might use #1, but I really cant decide. For #1, I coated it heavily in black crayon and then used a crayon eraser. The only thing I didnt do the eraser trick on, is the white shirt and the red tie. Maybe I'll redo those too or just keep the red tie and white shirt that way.

For #2, is how I did all the items. Its sort of like how "Yoshi Island" colors it's backgrounds, where you just keep on stroking your crayon in a diagonal line instead of using the paint bucket tool. 

I'm thinking maybe I will just have the dealer use this "crayon eraser" style to make him stand out and everything else have the (what I call) "Yoshi Island" style. Or maybe have everything in the Yoshi Island style like #2. Idk what do you think lol? I'm still thinking of using #1 but I'm really debating it.

right now I'm gonna try and make the female Opponent art and see if I can make some kind of animations.

Art Update:

I like this one. It feels just right. Maybe I could make the head smaller? But anyways, I'm gonna be using this one.

The ones I wont use.


I'm sorry it took me so much time. I really couldn't decide the way I wanted it to go. Also I'm gonna see if I can delete the post I made yesterday. 

ALSO, I'm probably gonna make another update today as well since this post is early.

(+1)

Art Update:

Ok right now I'm working on the healing syringe animation for both Female and Male Opponent. Also I tested them in Rpg Maker VX Ace. I think they look good, but probably need a slight bit of work done on them when imported. 

(+1)

Media Update:

I'm sorry if you guys were expecting art, but I really need to focus on my YT Channel more often. Right now I'm editing a gameplay video on "Reanimated" and I plan to have an exclusive devlog on my YT channel on hopefully this week. I need to make more videos to get an audience. The thing about being a game dev is that you have to imagine yourself being put in a room of people shouting about their game. Whoever's the loudest basically wins. And so I need to really focus on my channel (and also get verified lol).

But do expect some more engaging devlogs on my channel then the short daily updates.

If you haven't already, please subscribe: https://www.youtube.com/@ChillDev_Official

(2 edits) (+1)

Media Update:

Right now my new video on Reanimated is on my channel. It's another long one    :3

My plans now are to make an exclusive devlog video for my YT Channel. It will be about the way I plan to make my horror. I know I talked a bit about it before, but there's a lot more I need to discuss.

(+1)

Thanks <3

(+1)

Media Update:

So when trying to figure out the type of horror I want to create, I made this diagram to help understand the horror I want to create. It's not perfect. You can tell by the question marks that I'm not totally sure if some of the things in this diagram. BUT THATS OK, as long as I understand the main point. What do I mean by that? 

Let me explain...

I'd like to say there 4 pills to horror.

  • Wake Pill
  • FNAF Pill
  • P.T. Pill
  • Slender Pill

Let me explain them two sentences.

Wake Pill: Get rid of the threat. Weather that be using a weapon or not.

Fnaf Pill: Prevent the threat from hurting you. For example, locking some doors to stop a threat, not kill it.

Slender Pill: Escape from the threat. Whether that be running away from it, hiding, etc.

P.T. Pill: Accept the threat. Think of it kind of like those haunted house rides, where you basically have no other choice but to experience what's gonna happen to you in that intended experience, so you just have to accept it.

This diagram isn't perfect, but it will help in my next video for my devlog, where I explain where I want my horror game to fit in.

(1 edit) (+1)

Hmm, that's very interesting.

When I'm planning my horror games I don't usually think about what type of horror game I want to make, I more think about what type of horror experience it will be in general.
Because in my opinion there are many horror genres that has not yet been explored by video games.
I think it would be helpful if you also made a diagram of general horror elements. (like fear of the unknown and fear of being watched & etc...)

(+1)

This is definitely true. Also it's interesting you say "horror experience", because I do talk a little bit about it. Also I'll take your idea's in mind. I really like your "diagram of general horror elements" Idea. 

Also what do you mean by "there are many horror genres that has not yet been explored by video games." I feel like a lot of games have used all types of horror, but I haven't been able to play everything so what do I know, haha. Thanks for the reply  :3

This Idea was based of this video:

(+1)

Media Update:

I should be done by tomorrow or on Friday. I'm adding just one more part to my video, and then I should be doing the editing.

(+1)

I really hate clip champ sometimes. Video will have to be tomorrow unfortunately, I really wanted it to be today. But I hope it serves as a good video to keep you guys invested in what I'm cooking up for my game.

(+1)

Media Update:

Hey, the video wont be out today unfortunately but it will be tomorrow. Sorry guys, yesterday hit me like a brick. It's my fault for the delay, but also just a bunch of other stuff too. 

Game Scene Update:

I was intending Chance Mode to be timed, just like the 3rd fight with the Opponent. But instead it's going to limit your moves instead. So you have to be wise with what you choose.

(+1)

Media Update:

_______________________

Read this after watching the video. 

I felt like this video was more of a video essay on horror games then a Devlog, and I should've realized that. Yes a video game essay on YouTube did inspire this video, but I didn't mean to lean so much on other horror games then my own game. I only really talked about my game at the end. I realized I didn't wanna spoil a lot of my game, so I ended up accidentally making a video on horror games then a “Devlog.” Either way I hope this video was fun and informative in some way, I hope you guys don't consider it a waste of time. 

Also O_Tire, if you're reading this, I'm still gonna use your idea, but I plan to make that it's own video instead  

:3

Just some miscellaneous things to note that will be in my game, that I should've put in my video.

  • Explorable map (that’s basically where more of the danger is. See if you explore and find some dungeon, that’s when stuff gets actually scary.)
  • Feelings of distrait
  • Claustrophobia
  • Decidophobia.
  • Hallucinations (but expect them to only be in the game just a tad)
  • And of course anxiety

Sorry for keeping you guys waiting, next devlog would be way better. I'm gonna go back to doing some animations.

(+1)

Absolutely loved the video :3

Juss wanted to say something:

You should tell your fan base more about your game. Telling people about what they are going to experience ain't gonna spoil anything. In fact, this makes them more likely to play your game because if the idea sounds cool of course they would want to play it.
If you share a bit of the story or gameplay with people, they will get more hooked with it.

I know you want people to play your game without having anything in mind, because that's what makes horror well, horrifying! I think the same. But this is not really achievable by us, indie developers. We don't have triple A budgets to spend on advertising our craft. Instead we should connect with gamers (i hate that word) on a more personal level.

Fates Gamble is one of those games that will be under development for a long time. And it's also one of those games which will attract more people than just your community. So at the end of the day, most people will play your game without carrying any thoughts.

Wow that's a lot of words, I hope you're still reading lol.
Anyway, you get the point, I will shut up now :P

(1 edit) (+1)

Thank you I really needed this. You're right, I'm gonna start doing that for now on. My plan is to make (hopefully) 1 video every month, So I'll definitely spread a lot of information for now on.

(+1)

Art Update:

I'm really close to finishing the syringe animation. I cant wait to show it tomorrow. After that I'll probably do the zip ties.

(1 edit) (+1)

Art Update:

Ok so I finished The healing syringe, and I'll probably finish the zip ties tomorrow. Also I would record the healing syringe animation but I need to do that tomorrow.

Art Update:

Excuse the bad GIF quality. I used clip champ to make it. Also the Male Opponents arm is a bit messed up on the Four leaf clover and Zip tie. I need to fix that. Don't worry about the Male Opponents arm clipping when using the Syringe, my plan is to remake the table to hide the clipping.

Can they look... better.

Well, I actually wanna keep it this way, as long as its like "cell animation", also It would be slower if I tried to import more frames. The reason being that RPG Maker doesn't allow animations for enemies, I had to trick RPG maker into thinking the individual frames are enemies. 


So since I cant use Krita's animation renderer I have to crop and save them individually. Then I use RPG Maker's event system.


Also I can only add 999 enemies in rpg maker. I don't think this would be a huge problem. However, keep in mind I'm going to add more items, that need animations, and also more enemies which means even more animations.

Thoughts on Buckshot Roulette Online:

Critical Reflex has made another post on Steam stating:

"To celebrate we have prepared many, many surprises for you throughout the whole month waiting to be unpacked, like an advent calendar of sorts. And we’ll be launching the BUCKSHOT ROULETTE Multiplayer Beta as one of the gifts — sorry for spoiling the surprise a little. Hope you don’t mind."

I'll indeed be looking out for any content I can stea-... borrow. If they state anything that I feel like I would like to have in my game, then expect me to talk about it.

Art Update:

I almost finished the Plasma Cutter animation. I'll show it off tomorrow. After that, I'll probably do Eye Card, but that will be easy :3

(1 edit) (+1)

Art Update:

Well I still need to finish it. I'm surprised it took this long, for some reason I'm really fast with work and then just slow. ALSO KRITA AND RPG MAKER JUST BECOMES RANDOMLY SLOW!!!!!!!!
I plan to show way more that I finished, I'm just showing the male dealer with the revolver for right now.

WHY IS IT A SLOW STUTTER????????!!!!!!!!!!!!!!!!

definitely working on the eye card tommorow.

(+1)

Art Update:

Ok I finished Plasma cutter with the other items. Also I fixed the arm issue with zip tie and Four Leaf Clover. 

ALSO, I finished the animation for eye card. I'll show it off tomorrow. Right now I'm working on the Padlock.


OK MIDWRITING THIS, someone from a discord server I'm on, made these pieces of art for me. They go by "Tem"

Male:


Female:


I might use something like this for some kind of "boss phase", or Idk, BUT I DEFINITELY WANNA USE THIS FOR SOMETHING. Tem was telling me about how I should take into consideration about making the "female Opponent" waist and chest thinner, so he cooked up these designs. Overall, this design looks so cool. It's way more monstrous than my mischievous look I gave the Opponents.

:3

(2 edits) (+1)

Art Update:

Also I do have the Male Opponent using the eye card and the Female using the Plasma cutter, I just decided not to show them so I can get this out a little quicker. 

Also some of my friends said they liked how the CUT design for the female opponent looked adrogyneous or ambiguous. They also suggested making the waist thinner.


Honestly I kind of wish I used it, because by it looking ambiguous, I wouldn't have to make 2 design for each animation like what I'm doing right now. Oh well, I like the male and female designs anyways. I probably wont use this design, I mean... who knows, maybe if my friends REALLY want it, but Idk how to this design in my game.

Also I would have to do more animations...    T_T

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Art Update:

Ok, so I finished The padlock animation for the Male, now I'm doing the Fortune cookie animation. I'm sorry if I've been very slow, I've had some unexpected work the past days. hopefully ill finish it tomorrow.

Art Update:

I finished the fortune cookie animation. Now I plan to do some more card animations and then what's left is the briefcase animations. I'll show my progress tomorrow.

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Art Update:

Ok I finished the card animations and others.


Tomorrow, I'll be hopefully finishing the Briefcase.

Art Update:

Ok I plan to finish the briefcase tommorow. Im almost done with it. 

:3

Game Update:

there's a video I just watched today, it made me realize something. In short he talks about games tricking you (for example, "Mimic Chest")

Its a great watch. However, it is something I want to talk about. I've had thoughts about putting "mimic chest" or "fake safe rooms", but after this video I'm really thinking I shouldn't. At 21:40 of this video he talks about how something like "mimic chest" makes him put his guard up rather than making him excited he found a chest. He talks more about it, but anyways... I wont be putting any mimics or fake save points, or fake safe rooms. I want people to be excited when they find something interesting... well, there is one thing I plan to have, that can trick you. BUT, it's only for the story, please don't think It will come at the cost of some cool exploration. I wont explain what this thing is, but it will be in the game.

Art Update:

I have finished the briefcase, the one I'm doing now is the Tarp, when I finish that, I will show you the briefcase and the tarp animation.

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Media Update:

I'm writing for another devlog video exclusive to my channel. It's an Idea suggested by O_tire. He said "I think it would be helpful if you also made a diagram of general horror elements. (like fear of the unknown and fear of being watched & etc...)"

So look out for that video. Hopefully it will be out this week.

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I can't wait for the video >3<

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^w^

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Media Update:

I finished recording audio, now all I need to do is edit the video. Hopefully it will be out by tommorow or saturday.

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Media Update:

Its out now! Another Exclusive video for my devlog. In this video I explain what Phobias I will use in my game. I know I talked about Decidophobia in my game before, but there's NEW info about my game in this video, that I have not talked about before.

I'll see what my 4th video for my devlog will be, but for now, I'm gonna take a break on Sunday and get back to doing art on Monday. 

:3

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Art Update:

I Finished the Tarp animation and almost finished the tactical vest animation. Unfortunately I had to take care of some kids so I couldn't do too much work other than rethinking the story. speaking of which

Story Update:

I may or may not rewrite some parts of the story. I felt like my characters didnt have enough screen time or didnt have any impact on the story. Right now I'm rethinking some things and might add more stuff to the story.

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Art Update:

OK, All that needs finishing is the red flag (also I need to do an red flag animation for the player)

Story Update:

I'm having a lot of thoughts about the story. Basically I was watching a YouTuber called "Dumbsville" and I watched his Metal Gear Solid review videos. I was really inspired by their villains personality, and wanted something like them in my game. 

when looking at my OG story, I realized some of my characters didnt really have that much going for them. See in something like Undertale, the characters got a lot of screen time and more character. Of course I'm not saying my characters need Huge amounts of screen time, but to give an example, when playing my game, you would meet a main character and then pacify/kill them at the get go without any buildup or any other time you would meet them. You got some build up of Undyne, you got to go through Papyrus's challenges, you even got to have a warm moment with Toriel. They weren't just "a character you had to pacify/kill" so I'm gonna see if I can make my characters have more important scenes, while still being optional to meet. Undertale has it easy, being a more linear game. 

Another thing about my OG story, is how I treated the ROLE system. See I did say in Devlog #3 that I would like to use gimmicky and goofy ideas to pacify enemies. However this wasn't the case before. It would take way longer to pacify because I wrote so much for dialogue, so the player would be invested in the character through the ROLE, rather than Undertale more focusing on cutscenes with their characters. See if I could pacify a character quickly like Undertale, then My ROLE system would have shorter scenes and my characters would feel less interactable. The ROLE system is supposed to be a more interactive, less limiting, and not repeat as much as Undertale. It made it feel like you could be yourself and have interactions that feel real. If the game had a more Undertale styled ACT system, not only would my characters not get a lot of screen time, they would be broken. What I mean by that is... Lets say I used Undertale's "flirt command." If I make that work, then my more serious characters would break character, just for your flirt command to work. Also, most of my main characters get their characterization from the ROLE system anyways, so it would be very bad If I chose this approach.

Anyways, I don't think having these One dimensional characters that you barely even meet are a bad thing. At 36:50 of this video, it made me wonder "Is there's a way I could have these types of villains in my game." 

It made me realize a mechanic I totally forgot about. I'm not sure if anyone remembers, but I talked about adding a mechanic where if you killed someone, they have chance to come back to life due to a "revive" item and become your rival. If you died by them they would probably have a better rank (for example, they could get promoted for killing you or become a better fighter.) This is something I wanted in my game so it would help create a unique rival for every run. But of course, you could just pacify them. This where the ROLE system would get more fast paced and fun, because I don't have to worry if I "break the character" or "make the character have little screen time." Having a villain be one dimensional can help you give them character. Lets take the "flirt command" again. If I used "flirt" on someone who is one dimensional, well I'm not really making them one dimensional anymore (Kind of). I'm giving them character. Also they don't really have a lot of character to begin with, so I'm not really breaking them.

This is especially great considering my game has an interactive story. 


In short, My main villains/characters get a more compelling ROLE system where you can be yourself and deeply feel the character and the others get a fun and fast paced ROLE system, while still being a huge part of the story.

Art Update:

I have finished the animation for the red flag and the opponent using the red flag. I'll show them tomorrow.

Art Update:

I will admit I didnt really work today. I think I couldn't focus due to me being sick and also I had to focus on some other things than my game.

 

Miscellaneous:

New Update on Buckshot roulette says:

  • New items  for strategic mutual annihilation. No pills included.
  • Round customization  from more health points to item load outs for your convenience

Also, they said they're allowing beta test on their discord, so I plan to test it out when I get a chance so I can see any Ideas I can base off of.

Also I was working a bit on the game adding animations and event changes.

Art Update:

I'm doing weapon animations now. I forgot to work on them... my fault haha. I didnt get a whole lot done, but I'm doing the shotgun animation for both the female and Male dealers. Hopefully I'll finish them tomorrow.

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