Blog Post

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.

on 19 Roots



Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Dude. Make Marooned in its entirety. I have been a huge fan of your games and this sounds like it'll be awesome. Ignore the people who protest and go with what you think of. Besides, I always thought your games could be on the more mature but silly side.

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
cool, also, i don't if this was asked yet, but would you put the progress bar for projects back? Oh, and i just love this new site. ^^

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Wow. It's actually kind of weird, after seeing you dormant for so long, suddenly reveal how prolific you've been! I'm obviously excited for Miasmon...but the concept of "Marooned" intrigues me more. It sounds like it would be a really quirky, memorable, and fun game. How many games let you choose to befriend the monster?

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Hello! I have a pressing issue that's been on my mind ever since I learned Mardek files were erased once in the past, but there was never any time to bring it up... It's that if you make another new "generic" engine as you have suggested, will we have to start from scratch in Mardek 4? The reason I ask this is I invested close to 150 hours into the Mardek trilogy we have now, and I have all my characters with all the skills... it's something I'm proud of and would rather not lose. So I was just wondering, with a new engine would it possible to still save our data?
Aside from that, it's exciting to hear how much progress you've made on multiple games! It's a difference from the normal posts we saw previously. Congrats on the new site, loving it, and can't wait to play more amazing flash games we know you'll be giving us soon!! :D

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
That is one of the technical problems that I don't know how to handle. I mean, later chapters would be very difficult to balance if some players come in at level 25 with average skills and equipment, and others at level 50 with all skills learned and extremely powerful equipment.
It would technically be possible for me to code something that will load old saves, and I will surely have it load at least something of your progress, but I need to do more thinking about how to solve this. Not now, though; I'll start posts specifically about it when I'm thinking more about that game and less about others.

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Well, I like the idea of this 'Chameleon' game. I'm very keen on platformers and I like chameleons, so what could possibly go wrong? Actually, I'd rather not know. I'll figure that bit out for myself.

'Marooned', however, doesn't sound like the kind of game I'd like to play, but you're free to make what you like. I don't see that it really matters whether you're making a game I'll play or not - the important thing is that you are happy making it.

As for this generic RPG engine thing, how detailed an engine is it? Does it mean that all of your RPGs in the future will have the same engine?

Finally, Miasmon. It sounds like it'll be a good game once you've finished recoding it and...finished the rest of it. Out of interest, have you designed all of the Miasmon, or are you still going to ask us you make them or whatever it was you wanted months ago. Actually, since it was months ago, you probably have made them all by now. Or were you making the site then? Never mind.

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
NynjahFisheh 18 United States SanguineMelancholic ESFP 4w5 7C
If you're remaking the battle system for MARDEK 4, I suggest using some of the things Deliverance had. For example, they had three categories you could do when you enter battle--Attack,Items, and Run. Then if you click on one, it would show a bunch of options (not including run, of course, but you knew that.). Some would include using a potion in items, or using a healing "attack" on one of your allies. Also, if you're remaking some other features, you should make it so that if you change your armor in the game, your character would chage to HAVE that armor on. Meaning it would change your appearance.
In conclusion, there are some great things i Deliverance that you could use. You're the best, Pseudolonewolf!

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Raligon 24 United States SanguinePhlegmatic ENTP 792 240C
I'm fairly excited for Miasmon. I feel like it's along the same lines as Beast Signer, which was amazingly good by the way. I hope a few chapters are released in a reasonable amount of time. It sounds like the lifestyle modifications have been fairly successful, but I love this site for the enlightening perspectives in the Blog posts, so I haven't that bothered by your old work habits.
I thought Marooned sounded absolutely fantastic, but I doubt many sponsors would be excited. Text based games aren't exactly popular with the gaming community... I know real life friends I showed your games to who wouldn't play a game just because it had pixelated graphics, much less the near lack of graphics in general. Also, the content could be concerning if released without succumbing to silly American sexual customs. I think it'd be perfectly appropriate for release here regardless though. I don't know if the money/fame opportunities really make it worth being ahead of other projects...
I don't think Chameleon/Chamaeleon sounds as original as the games here usually are, but I'm assuming further details would change that.
I'm kind of concerned about touching MARDEK 4 though... I mean, I assume that's what most people here are truly wanting, but I'd just hope that there are breaks planned into the schedule to work on other projects if it is going to be anywhere near as massive as 3 was.

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
I am glad to see that you are making process, I also like the Idea of 'Chameleon' ('Chamaeleon') you are right the text-based RPG thing was probably a good thing that you are not going to release it, it would probably get no sponsors. I don't mean to be rude but us Americans are very discrete about nudity. So congratulations that you are starting to take a better interest in your game making again, not that you ever lost it, and I hope that it comes out great, so until next time I bid you a great future.

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Oooh, more games! I was really looking forward to Miasmon, but I guess that'll have to wait. :( Oh well Chameleon and Marooned (more so Chameleon, in my opinion) both seem like legitimate games that I would gladly play while I wait for MOAR GAMES!!!11
I hope things get better with Firequill and stuff. So... yeah...

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Ajbcool 30 United States SanguineMelancholic INTJ 9C
What's confusing to me is, I thought Clarence's Big Chance was supposed to follow the Object-Oriented Programming style you were going to adjust to (which was the reuse code idea tossed around), therefore future platformers would just use some of that code instead! Maybe you are doing that, and you just had to build on that core for Chemeleon, but from what you're saying, it sounds like you're starting from scratch again! (Not that there's anything wrong with that).

Anyways, glad to hear that you've got plans to get back into MARDEK after Miasmon, but not so happy to hear that there are difficulties to continuing the series post-4! I hope those get cleared up.

Also, hope everything between you and Firequill goes alright, wouldn't want months wasted due to depression from whatever might happen!

And yeah that's all I have to say.

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
CBC was my first project with AS3, so I was still learning how to use the new language and techniques while doing it, and could have done a lot of things much better than I did, I realised after finishing. I did end up copying some of its code for Chameleon at least, but overall it wasn't structured in a way that would make reusing it easy; I'd never planned to reuse it, but I plan to reuse this newer stuff, and I'm keeping that in mind while writing it.