Show newer

jecka's voice actress in class of '09 i could have sworn i recognized from somewhere. turns out it's kayli mills, the english voice of quna in pso2 :meru_lul: that's hilarious! i'm glad there are still VAs out there willing to voice for ghost-story-tier shit like this lol.

just found out that rpg architect's 3D camera can be controller by the mouse with freelook too instead of just the arrow keys in pre-defined rotations. straight up, that might be how i design my next game. if i can get 8-way sprites and pixel movement in there, which i'm pretty sure i can, i still think that's going to be the way to go over making the jump over to 3d completely. still looking into other engines of course and i will be until the time comes to start working on it, but that's looking pretty convincing as of right now.

not that i don't think my game is good, but man oh man i am going to be so fucking happy if it even gets like an overall score of 60. to be able to make something so huge over such a long period of time and finally release it is going to be awesome enough.

There will always be things slightly off or wrong about AI, in my opinion. I don't think it'll ever be perfect. It could get to the point where it is good enough to trick people, we're kind of already there, but it will fall apart when examined more closely. The interesting thing about it too is that humans aren't perfect, so for an AI to be perfect it also has to have human-like imperfections, which are often unpredictable.

As always, I think it is a good tool to build off and help a person's workflow, but it can't get the job done by itself unless the job is to trick or humor people for a quick buck.

Kamala campaign: *releases this photo of JD Vance*
Male millenials: HOLY SHIT THAT'S ME

I need the zoomers to understand that dudes like this were everywhere, they were socially awkward autists but they were generally fucking awesome guys.

There are certainly other engines out there too. Smaller ones, but ones that are much more focused on specific things. As much as I think Godot, Unity, and Unreal are great and really powerful, they're also very broad and that makes it hard to even just figure out how to use them. What I like about RPG Maker is that it's very clearly meant to make RPGs with it, so it's very focused on that, but if you know your way around the engine you can still get it to do a lot more than that. That's rad.

Just saw some videos for RPG In A Box and EasyFPS. Both of those look pretty interesting to mess around with as well. The former is mostly voxel-based, and the latter is sort of like an engine to make a DOOM clone in. I can see the game I want to make working in both of them as long as they can do everything I'd want them to.

It might behoove me to check out a bunch of these and try to get all of my mechanics I want built in the engine to see how fast I can get them done as well as if I can get them made at all. Just do a bunch of tech demos and then pick from there.

Show thread

To be honest, I quite like the way RPG Maker works and I've been using it for almost 20 years at this point. That's always going to be a hard thing to break away from. There's a software called RPG Architect that is like RPG Maker on crack, and that's something that I think I could get a lot more mileage out of going forward while still being closer to RPG Maker than anything else. It's got 3D support built in too, so I'd be able to make my next game (it's horror) something of a cool 2D-3D hybrid that way.

There's also the prospect of a new RPG Maker coming soon. Nothing has been announced yet, but they're definitely cooking up something. Judging by the dates between other RPG Maker releases, a new one should be coming within the next year or two. That could change things for me also, if they've got something like 3D implemented in it. I really wish I could just take RPG Maker 3 straight from PS2 and use it on PC with the added ability to import assets. That would actually be pretty much my ideal game engine, funny enough.

Show thread

Not really sure what I should start working on next tbh. As far as my current game goes, right now the only thing I can do is rework the trailer to make it shorter and more interesting. There are some other things I need to add for the paid version, like ng+ and the retro soundtrack, but I want to make damn sure the base game is as close to perfect as I can get it first. Those things are extremely simple to get working too, so I'm not too worried about it.

For my next game, there's a lot of stuff I could start working on. I have a pretty good idea of what I want the music to sound like so I could start on that. I'm still really not sure what kind of look I want to go for. Ideally, I'd make it a 3D game in Godot, but I have no 3D modeling skills and I don't know anyone that would be willing to just help a first timer by making all of the assets. I could use stand-ins in the meantime I guess. I could also start learning 3D modeling or learning 2D art, which could benefit the game even if I decided to stick with something like RPG Maker.

As far as the next game goes, I actually already have the entire story, all the concepts for the levels/areas, concepts for puzzles, etc. It's pretty much all on paper atm. So there isn't much I could do there.

I could technically start writing the story for my NEXT next project, the God's Disdain sequel. Not sure that would be a good use of time atm though.

It seems that, due to how long I've been working on the game, it's going to be a lot harder to get Steam achievements to work. Not sure I want the headache. I'd have to upgrade some stuff to newer versions and it might break things I've already got in the game. Worst case, I'd have to swap them out for newer versions or different implementations and redo things for everywhere they are used. I already had some issues with upgrading the quest system to a newer version, which I decided not to and reverted, so if it's something like that then it just won't be worth it to add a few little JPGs people can have tied to their account.

It is theoretically possible, but this is why a lot of games get stuck in development hell or are shadows of their intended designs when they finally release. Technology moves on without them and they keep trying to chase it which messes with the game. I'm already a full engine release behind when it comes to RPG Maker, and by the time the game is actually released it's possible another one could be announced. Been working on this for way too long and it just needs to get done, even if some bells and whistles are unfortunately missing.

back before i started having seizures i was thinking of joining track and field in high school. i'm a blazingly fast runner, especially in those shorter bursts. i still am, it's just the endurance that i have a problem with before my brain starts to turn into soup.

i wonder how fast i could run 100m. think i'm gonna try it out in a few hours once the sun comes up. just curious. it's a lot shorter of a distance than i was imagining and i've definitely made longer runs than that pretty damn quick. i'm probably not going to be at any sort of professional level but i still think it'd be interesting to see.

Show older
Game Liberty Mastodon

Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.