Saturday, March 29, 2014

Move to Game Maker Studio

I don't consider myself a pro (yet) at GM:S but it's probably the most intuitive and fast way to make 2D games of any kind. The first time I used it I prototyped a game in a day. I use unity if this was a true 3D geometry based game but I can do in GM:S in a week that would take anyone much longer to do in Unity. GM:S is a MUCH better choice than any of the RPG Maker series (though they are fine at the one thing) and a GOOD switch. So I'll be doing most of the updating. I'm sorta working on another project so development will be slow but I've got some time to devote.

I'm changing the game direction a bit both mechanically, stylistically, and graphically. Firtsly, it's no longer incorporating "Turn Based RPG" elements. I'm going to take more of a "Zelda" approach for more action based play. I'm still going to take cues from Harvest Moon type farm sim games but I'll also be incorporating a fair amount of Animal Crossing. Now, DON'T get the wrong idea. It WON'T be Mongirl Crossing or a clone but there will be some fun and interesting Multiplayer aspects later down the road... much later!

The game's erotic style will not be tamed down by any means but it will not be the central focus. The plan is to have the Eroge be an element rather than be the single purpose/style. So battles won't all be sexual attacks and animations. The sexy will be there but the more Erotic elements will be less in-your-face and sometimes more subtle. There will, of course, be "fap worthy" elements but they will be icing on the cake rather than all the game is about... like a lot of Eroge I've played...

The big graphical change is Spine based sprites. Spine is a 2D sprite animation application with API that uses animation techniques similar to current 3D animation. (I'm using some popular 2D sprite part templates for temporary use so it will look old school in the alpha phase.) Once the beta is coming along we'll hopefully switch to Spine art, which uses a skeletal animation system and body parts with key framing and poses instead of having to redraw each frame which has that clunky frame-by-frame look. This will make animations smooth and details much higher quality than the original sprite sheet plans. Also, due to the body parts, there will be not only lots of body variation on the Monster Girls but also the NPCs and Players. This will make reusing parts and things like custom/variant clothing much easier to handle without having to write a complicated procedural sprite creating system of our own, prolonging the development.

Another benefit to GM:S is that it will have the potential to be cross platform. We'll probably have to wait till the PC/Mac version is done and we get more money/resources to afford licensing for PS3/4, but mobile devices are also a very possible platform but due to the scale of the game in resources the mobile version might have to be scaled down and put into a different project.

That's about all. All the old features and mechanics will hold true... but maybe not as RPGish as you might have once thought. I'm going a whole new route and trying some new things. Over.

2 comments:

  1. Actually, Mongirl Crossing sounds fun. I mean, that's sorta the direction of the town generator thing anyway... but the NPCs aren't really monster based.

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  2. The towns are generated yes but not exactly AC like. I still think the NPCs should be distinct from the Mongirls (Mamono). Also the term mamono should maybe be used. I don't think confusion with the toys or other English IPs would help the project.

    Also, work is a bit stunted, there's something wrong with the bone placement in Spine files. The legs of my dummy model walk animation seem fine in spine but the legs are spaced out from the hips when I port them in game... dunno if you can help.

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