Retron
Onshi
Okay, to preface, the reason I'm making this devlog before the jam is over is because I'm losing motivation to finish this thing, so I'm going to make this thread as sort of a "contract" that has my soul bound to it, ensuring that I don't chicken out of this game jam and get the game done. So, with that said, this thread will probably just consist of me rambling about technical issues, ideas, progress, etc. But if you want to pitch in your own ideas, nobody's stopping you.
Okay, to start, the theme of this jam is OC's. Now I never had made a GOOD OC before, emphasis on good. But there's a first time for everything, right? If you're expecting me to talk about the OC I created of this jam, well I'm not gonna, since they're not really, what you'd call "fleshed out" yet. Instead, I'll tell you a bit about the game itself.
I wanted to try something new this time. Most of my previous games have all been some variation of a platformer, so I decided to go for a top down zelda like game. It was my first time coding a real time combat top down game before, but it shouldn't be too hard, right? Well no, I was very wrong. There's several problems I ran into, but I'd bore you if I'd go over each one I encountered. Instead, I'll share with you the 2 biggest problems I had: scope and chests. Let's start with the first:
The Problems that make me want to Persona 3 myself
Scope creep is a problem I have with all my games, and I end up really disappointed when I couldn't fulfill everything, but also too lazy to go back and add them. For this game, I planned 6 different dungeons, one big overworld, 3 villages and 22 different enemies, not including bosses. "planning these locations out shouldn't be too hard," I said to myself "and once I got the basic enemy wandering code, the rest shouldn't be hard. Again, I was dead wrong. Dungeons turned out to be way harder to lay out. Right now I only have 3 done, and they're on paper, not the game itself. I still have to implement that. And for the overworld and villages? I still haven't done that. The enemies... oh the enemies. When I finished the wandering script, I thought it would only get easier from there, but it just got worse and worse. Right now I only have 2 functional enemies. Just 2! At the end, I decided just to go with 4 dungeons, 1 village and 1 overworld. For the enemy count, well we'll just see won't we?
Now my second problem, chests. I hate these things. To save you from the technical details, if you open a chest, you get an item, right? Then it should be empty, right? Well, it does become empty, that is until you exit the room it was then go back in. Then it has a, I'd say 50/50 chance, of not remembering that you got the item. This basically means that you get an infinite item glitch. The worse part is, it's only sometimes, I can't consistently replicate the bug. I still haven't found the problem. Well, let's just hope future me suddenly transcends godhood and figures out how to fix it.
Jpegs to stare at
You must be pretty bore by now just reading me rant, right? Well luckily for you, I have some pictures! Not good ones mind you, just pictures.

So this is the layout of the first dungeon. Hakurei Shrine, graphics still pending of course. The concept I had for this game is instead of playing as the regulars like Reimu or Marisa, you play as a normal human kid whose looking for her older brother since it's getting really late and he hasn't returned home yet. Asking around the human village, you'd find out other people who went out haven't returned yet either. After reading like 5 chapters of Lotus Eater, I concluded that the villages see Reimu as some sort of guardian. Well not Reimu herself per se, but the Hakurei Shrine (Though I guess not enough to spare donations). So, I thought it make sense for the first destination you'd go is Hakurei Shrine, to seek help. But Reimu isn't home right now, since there's an incident (hence the missing people). With the absence of the miko, Yokai start thrashing the place. Do you see the water pool at the very end of the first image? That's the first boss arena. It's nothing water related though, it's just a bigger Yokai. Let's call him Zakoni.

This image looks a bit more interesting, right? This is the second dungeon of the game, Moriya Ropeway Caverns. After almost dying and slaughtering an Oni, our young protagonist decides to visit the new shrine everybody is going to, Moriya. The path is made safer too after the instillation of the Moriya ropeway. Though one problem, it's not working. Looks like somebody turned the system off. Since nobody else is going to do it, you got to. The switch is located within a cave nearby, that suspiciously looks like a snake (this is my proudest moment of dungeon design, let me have it). Hakurei Shrine was supposed to be tutorial dungeon, to get you acquainted on how the basics of basics work. Moriya is supposed to be the first real challenge, incorporating puzzle elements and such. I don't want to spoil the puzzles, but it's really not that hard. In fact, I think you could get what to do just by looking at this layout. Well, as for the boss of this dungeon... that's my first OC (let's pretend the protagonist isn't counted as an OC). Again, I haven't fleshed it out, so I won't get into details, but basically the gist is it's a double battle. Somebody will be shooting arrows that home to the other guy and that guy will redirect the arrows in a random direction and more bullet hell stuff. One of them is a Yokai that can manipulate the course of any moving object by touching (or something like that) and the other is a skilled human archer. That's all I'm saying
Well, that's all I have for now. Not much, not even close to finishing. I wonder if I can pull this off? And if you're wondering, yes the last 2 bosses of the last 2 dungeons will also be OC's. Well, I'll do my best to post everyday, till the jam is over to keep whoever is willing to read this updates. Oh, and I got to do art and music, both of which I'm not good at. I hope I can actually pull this off, I got over ambitious and now look at where I am.
orz
Okay, to start, the theme of this jam is OC's. Now I never had made a GOOD OC before, emphasis on good. But there's a first time for everything, right? If you're expecting me to talk about the OC I created of this jam, well I'm not gonna, since they're not really, what you'd call "fleshed out" yet. Instead, I'll tell you a bit about the game itself.
I wanted to try something new this time. Most of my previous games have all been some variation of a platformer, so I decided to go for a top down zelda like game. It was my first time coding a real time combat top down game before, but it shouldn't be too hard, right? Well no, I was very wrong. There's several problems I ran into, but I'd bore you if I'd go over each one I encountered. Instead, I'll share with you the 2 biggest problems I had: scope and chests. Let's start with the first:
The Problems that make me want to Persona 3 myself
Scope creep is a problem I have with all my games, and I end up really disappointed when I couldn't fulfill everything, but also too lazy to go back and add them. For this game, I planned 6 different dungeons, one big overworld, 3 villages and 22 different enemies, not including bosses. "planning these locations out shouldn't be too hard," I said to myself "and once I got the basic enemy wandering code, the rest shouldn't be hard. Again, I was dead wrong. Dungeons turned out to be way harder to lay out. Right now I only have 3 done, and they're on paper, not the game itself. I still have to implement that. And for the overworld and villages? I still haven't done that. The enemies... oh the enemies. When I finished the wandering script, I thought it would only get easier from there, but it just got worse and worse. Right now I only have 2 functional enemies. Just 2! At the end, I decided just to go with 4 dungeons, 1 village and 1 overworld. For the enemy count, well we'll just see won't we?
Now my second problem, chests. I hate these things. To save you from the technical details, if you open a chest, you get an item, right? Then it should be empty, right? Well, it does become empty, that is until you exit the room it was then go back in. Then it has a, I'd say 50/50 chance, of not remembering that you got the item. This basically means that you get an infinite item glitch. The worse part is, it's only sometimes, I can't consistently replicate the bug. I still haven't found the problem. Well, let's just hope future me suddenly transcends godhood and figures out how to fix it.
Jpegs to stare at
You must be pretty bore by now just reading me rant, right? Well luckily for you, I have some pictures! Not good ones mind you, just pictures.

So this is the layout of the first dungeon. Hakurei Shrine, graphics still pending of course. The concept I had for this game is instead of playing as the regulars like Reimu or Marisa, you play as a normal human kid whose looking for her older brother since it's getting really late and he hasn't returned home yet. Asking around the human village, you'd find out other people who went out haven't returned yet either. After reading like 5 chapters of Lotus Eater, I concluded that the villages see Reimu as some sort of guardian. Well not Reimu herself per se, but the Hakurei Shrine (Though I guess not enough to spare donations). So, I thought it make sense for the first destination you'd go is Hakurei Shrine, to seek help. But Reimu isn't home right now, since there's an incident (hence the missing people). With the absence of the miko, Yokai start thrashing the place. Do you see the water pool at the very end of the first image? That's the first boss arena. It's nothing water related though, it's just a bigger Yokai. Let's call him Zakoni.
This image looks a bit more interesting, right? This is the second dungeon of the game, Moriya Ropeway Caverns. After almost dying and slaughtering an Oni, our young protagonist decides to visit the new shrine everybody is going to, Moriya. The path is made safer too after the instillation of the Moriya ropeway. Though one problem, it's not working. Looks like somebody turned the system off. Since nobody else is going to do it, you got to. The switch is located within a cave nearby, that suspiciously looks like a snake (this is my proudest moment of dungeon design, let me have it). Hakurei Shrine was supposed to be tutorial dungeon, to get you acquainted on how the basics of basics work. Moriya is supposed to be the first real challenge, incorporating puzzle elements and such. I don't want to spoil the puzzles, but it's really not that hard. In fact, I think you could get what to do just by looking at this layout. Well, as for the boss of this dungeon... that's my first OC (let's pretend the protagonist isn't counted as an OC). Again, I haven't fleshed it out, so I won't get into details, but basically the gist is it's a double battle. Somebody will be shooting arrows that home to the other guy and that guy will redirect the arrows in a random direction and more bullet hell stuff. One of them is a Yokai that can manipulate the course of any moving object by touching (or something like that) and the other is a skilled human archer. That's all I'm saying
Well, that's all I have for now. Not much, not even close to finishing. I wonder if I can pull this off? And if you're wondering, yes the last 2 bosses of the last 2 dungeons will also be OC's. Well, I'll do my best to post everyday, till the jam is over to keep whoever is willing to read this updates. Oh, and I got to do art and music, both of which I'm not good at. I hope I can actually pull this off, I got over ambitious and now look at where I am.
orz







