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Posts relating to Miasmon :

6 years ago

Miasmon Bestiary 2: Modestoat

◊ Posted by A β Pseudolonewolf
Categories: Miasmon Miasmon Bestiary
I decided to do these at a rate of maybe one per day, but instead I'll just do them 'whenever I'm in the mood', which might be more than once a day, or once every few days, depending on my mood.


Type: Bestial

I like stoats. Did you know that? It only seemed reasonable, then, to include a stoat-based monster.

The ∞ stoat beasts ∞ in Beast Signer were based directly on actual stoats, with little in the way of creative tweaking. This, however, is only sort of based on one, though it also sort of looks like a mouse, or other generic small mammals.

They're found at the earliest parts of the game, in the same kind of places as Gruuls. If Gruuls are Rattata, these are Pidgey... or vice versa.

They are timid and easily frightened. They have a thick ruff of fur around their necks, and often hide their head in it.

Oh, and it's based on the word 'modest', since it's bland and common and shy, rather than on 'mode stoat', which would make no sense.
6 years ago

Miasmon Bestiary 1: Gruul

◊ Posted by A β Pseudolonewolf
Categories: Miasmon Miasmon Bestiary
Looking at the painted portraits from the game I made in 2005, which I talked about in the last post, made me feel bad, because I've barely improved at all in terms of drawing skills since then. I may have even gone backwards!

I want to work on my skills though, and since I'm working on Miasmon anyway, I though it might be interesting if I could regularly make a post like this one, where I include a picture of one of the monsters that will be in the game, as well as a short description.
That way, I'm introducing you to the monsters one by one, hyping up the game, giving you something to see when you check the site, and improving my drawing skills, all in one!

I'll go through monsters in no particular order. First, I will start with the humble Gruul!


Type: Bestial

You should have all seen this one already. Isn't it interesting, comparing this with the version shown in the last post, from 2005?!?

Gruuls are common, basic monsters, which you'll probably find near the start of the game; you could compare them to Rattata or Bidoof. They're physically-focused, with good attack and poor magical attack and defence.

They're commonly seen accompanying rookie trainers, since they're relatively tame and easy to find.
6 years ago

What I have been up to lately...

◊ Posted by A β Pseudolonewolf
I've been rather quiet and secretive about my game projects lately. This was mainly because of the site transition; I didn't want to post about things here because few people would see them, and I didn't want to post on the old site because it felt so clunky and like there was little point if my posts would be 'lost' soon anyway. I didn't want to post in both places due to the effort involved.

So now I'll try and explain what I've been doing for the last month or two. It'll probably be a long post!

Unfortunately, I've rather been flittering around between several things instead of making solid progress on just one...
It seems that I've spent much of the year thinking about or working on Miasmon, and it was getting rather wearying so I fancied a break.

I think I talked about what I did during that break on the old site somewhat. At first, I started making a text-based adventure game thing, tentatively called 'Marooned', which was inspired by an old game of mine that I dug up. It seemed easy and fun to make, and it would have allowed you to play in a manner of your choosing; you could beat monsters up, or you could befriend them instead, by dancing for them, flirting with them, or whatever you could think of. It had limb-based mechanics, so you could chop off enemies' limbs or lose yours.

I got quite far with it before sort of emotionally 'crashing' and wondering whether I should even be working on it... I mean, a lot of it was sexual - not as a focus, but because I found it amusing and because I wanted to ideally have responses for anything the player might sillily type - and it seemed more and more inappropriate for release... It might be disapproved of by sponsors (what with Americans going into a panic at the sight of a girl's nipple but not batting an eyelid about gorily blowing up heads with rocket launchers), or it might ruin my reputation in some way?
Mainly though I just got tired of working on it, after maybe two weeks or so.

Maybe I'll get back to it one day. Maybe not. I don't know. Here's screenshot to give you an idea of what it was like (that's a man, by the way, holding a damagedly red plank of wood, and wearing a bikini he made for himself out of seashells, coconuts and vines that he found lying around):

After that, I felt compelled to go back to Miasmon, but felt so sick of it that I wasn't making any progress at all. I thought it best to use my time on something else, instead, so I started making a platformer, since they're relatively quick to make and fun to work on.

That went well, actually. I came up with a game called 'Chameleon' (or maybe 'Chamaeleon', with the pretentious 'ae' thing), where you played as - surprisingly - a chameleon, which could pick up objects using its long tongue in a very Yoshi-like way, and could eat certain things to change its colour, giving it different abilities. You could only swim if you were blue, for example, or double jump if you were purple, etc, and gameplay involved switching your colour around by finding and eating things in order to progress past obstacles.

I've finished most of it, including the soundtrack, basically all of the engine, etc. The only reason I stopped working on it is because... well, M  Firequill and I were supposed to be working on it together, sort of, because we'd talked about the idea of combining our skills to produce games faster. She's a brilliant artist, and I struggle with the graphics in my games, so it only seems reasonable that she could help me like I helped her with the music in Vulpin Adventure.
I did much of the graphics in this Chameleon thing, but she was doing the tilesets. It seems though that, uh... emotional issues have come up between us, making her unwilling and/or unable to finish her contributions, so I'm putting it on hold now until we are in better moods or something... It'd probably have been released by now if we were emotionless robots, though.

Anyway, here are some screenshots of that, to show you what it looks like:

I might add a page for it to the Games section soon.

That game was interesting for technical reasons.
Usually when I make a new game, I start the engine from scratch, using similar concepts that I've used on previous games, but never actually directly copy any old code. This is because I usually learn and improve in a way that makes my old code seem sloppy and obsolete, especially now that I've switched from ActionScript 2 to 3.

However, I find myself writing the same bits of code again and again anyway, especially recently since it seems I'm now familiar enough with AS3 to not still be in a 'learning stage' where I use dodgy techniques and stuff.

So with this Chameleon game, I tried making a 'generic platformer engine' alongside it, which it used, with the intention of using that same engine for other future games, to significantly speed up their development.
I've planned this for a while; it was on that 'The Plan' thing at the bottom of the old Games page for at least a year. (Speaking of which, I should add that to this new site at some point...)

Once I decided to leave Chameleon alone for now, I felt very much in the mood to work on Miasmon again, and I still am in the mood.
But when I returned to it, I found that much of the structural stuff was poorly done, especially compared to this generic platformer engine I'd just made...

I wanted to make a generic RPG engine to reuse for multiple games, and was considering doing it after Miasmon was finished... But instead, I just decided to do it now, using Miasmon as the first game. This means that Miasmon has required 'recoding', but thankfully it's not been nearly as major as the recoding of MARDEK 3. It's only set me back a week or two rather than months, since I've been able to salvage a lot of the code; the battle stuff has been kept exactly as it was, for example; really the only difference is in how explorable areas are handled...

Here's surely the most orgasmic screenshot I could possibly have taken of the newest version of the game:

So anyway, I'm now working on Miasmon again, 'recoding' it and sort of trying to get back up to the point where I was before, while making many structural improvements in the process.

To keep me motivated, I'm working by a timetable; this is something I've tried before, but it seems to be working better this time than it usually does. Other lifestyle changes that I'm making are helping too.

So yes, Miasmon. I originally meant to divide the game into three parts, but I'll divide it into four instead, allowing me to release them quicker, especially the first one. It'll probably end up being as long as MARDEK 1; an introduction of sorts to the characters and setting.
Many of the monster species that I've revealed so far probably won't even be in the first part, as a result; they'll be in the second chapter instead.

I'm enjoying working on Miasmon at the moment, and hope to have it ready to play relatively soon. I can't give an idea of a release date, but I'm aiming for about a month away. That doesn't seem too unrealistic... though you should really multiply it by like six so as not to be disappointed. o_O

Excitingly, after Miasmon is done, I'm sort of interested in getting back to MARDEK 4... It too would use this new engine (each game that uses it would be customised to the point where it wouldn't really be apparent; they'd have different battle systems and menu graphics and stuff).
There are technical problems to deal with if I'm to continue the series, though, and I don't know yet how to get around them... I don't want to talk about it right now though; I'll write other blog posts specifically about it when the time is right.

So yes, that's what I've been up to! Now that everyone's here on the new site, I'll update this blog regularly with my progress and thoughts. I've already got some things in mind that I want to write about over the next few days.