Blog Post

2
Pseudolonewolf
6 years ago

Getting back to Miasmon...

◊ Posted by A β Pseudolonewolf
Categories: FH Games Miasmon
I've been slowly getting back to work on Miasmon this week. I've yet to get back into a pleasant and productive rhythm, but I'm getting there.

It's so hard to get back into something you've not touched for weeks or months, though, or however long it's been. I don't really feel familiar with it, I've forgotten what I was doing, etc.

I'm at an irritating stage of development which I can't wait to get past, but which is hindering progress a bit; it's like wading through quagmire.
I'm not looking for advice or suggestions as such - I'll say that now, and again at the end of the post, since I've learned I must - but I thought it might help me just to write about it, and it may be interesting to you to hear about how game development works or something like that.

Firstly, I'll describe a bit about Miasmon's plot... Just the stuff you'd see at the intro, in the first five minutes, rather than anything too spoilery.
If knowing even the basics is too much of a spoiler for you though, then I'd suggest you stop reading here...!



The game is set on a world called 'Fracture', which 'sort of exploded' or something and which now looks like chunks of the crust - 'islands' - orbiting a naked core... I've described this elsewhere.
The planet was home to an ancient sentient race when it was intact, but humans have colonised the remains. Some of these humans are curious archaeologists who wish to find out about this ancient race, and what caused Fracture to fracture.

One group of archaeologists call themselves the 'Daring Delvers'. They're led by an ambitious man named Crayden, and his partner, Sienna. They've also enlisted the help of Dr Francis Marmalade, the archaeologist/scientist who discovered the monster-training technology of the ancients and reverse-engineered it for human use.

They're low on members, though, so they send out adverts to human colonies on other worlds, looking for applicants (this is very much a sci-fi setting).
Two young humans from two different colonies sign up for the job; a man named Zaffre and a woman named Cerise. They each have their own reasons for wanting to join the Delvers.

You choose to play as one of them, while the other becomes an NPC involved in the story. Generally speaking, most plot scenes would involve both characters speaking, so it wouldn't matter too much which one you were controlling, though there would be some points where dialogue would be different depending on who you were.

The game begins with your character teleporting to one of Fracture's islands to meet up with the Daring Delvers for the first time, who are currently involved in a dig here, trying to find some ruins...

But the point that's got me stuck is the exact sequence of events that should happen here.

It's annoying, planning stories, since it's easy enough to plan the plot in terms of significant events, but then later on you have to worry about the small, trivial 'eventoids' that join the more important ones together. This has always been a problem for me with my games, and I always end up with some workable solution, but as I mentioned, there is that 'wading through quagmire' feeling about it sometimes.

In this case, the start has these events:
- You arrive on the island.
- You meet with your counterpart (that is, the protagonist you aren't playing as); you're both confused about what's going on and why nobody was here to meet you. You introduce yourselves.
- You find and meet Crayden, who gives some 'so there you are' kind of speechy thing before saying that you'll need to get a monster from Francis before you'll be of any use to anyone.
- You must find Francis, who gives you a Protonculus and explains it, and monsters in general, to you.
- You return to Crayden, who 'tests your skill' by battling against you (having a first, safe battle like this before wandering off into the wild is to be expected, surely).
- You're then left to make your way to the nearby ruins by yourself.

Writing out these events is not difficult, and they've already been decided on for ages. But actually coming up with the details of each one is less easy.

Originally, the island was deserted, except for the Delvers; they'd found a new ruin there that nobody else knew about.
You'd appear on a 'portable transporter' - that is, just a round metal tile thing placed outside in some grassy/sandy patch, rather than in a building or anything - and could wander around briefly, before encountering your counterpart, who was standing in place, blocking the only path forwards... You had to talk to them, and they were the first person you talked to.

However, it could be that the island has a small, backwater village on it, which the Delvers are using as a base; they could have been alerted to the presence of the ruins by a report from one of the villagers. The settlement might have a special sort of 'warport' building in it, which contains the teleporter that you warp in on. You may then be greeted by warport staff, or by some friendly yokel, or by your counterpart. Would the person detect you and talk to you before you can move at all, walking up to you before you're even off the teleporter pad? Or would you have to walk around and find her or him by yourself?

There are similar uncertainties about each of the other steps that I mentioned, too...



I'll decide on something eventually, and I repeat that I'm not looking for people to give suggestions or advice as if I'm blind without their wisdom or whatever...
But maybe this gives you some insight into some of the less thrilling parts of game development.
17 Comments

on 13 Roots

17 Comments

Epicazeroth
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Haven't been on the site for a really long time and I noticed there's a different format than before. What happened? Or it could be that I'm on iPad instead of Mac.
firecrow91
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Oh, yes! If you've been gone for a while, quite a lot has changed. Welcome to the new and improved Fig Hunter site! Pseudo completely redid it, you see. I'll fill you in on some of the biggest changes, so you can get right into enjoying it!

One of the biggest changes is the FLIGS system. It replaced the old orb system for post-rating. FLIGS stands for Feelings, Language, Interest, Gratitude and Support, and you can give a post a + or - rating for each of those (or at least you will be able to - just like the old site, you have to wait a week before rating). Please note, however, that rating trolling is still highly discouraged; if a post neither excels nor fails horribly in a given category, don't rate it for that category, and don't rate a post up in all categories just because you like the post unless you think it did well in all of the categories. An orb is compiled for each post based on these votes (except for Support, which is of course highly subjective), and a user's orb is based on the orbs from all their posts. For a more detailed explanation of FLIGS see ∞ here ∞. You can't orb-rate a user either, which brings us to:

Friends and Affinities
The old user orbs and like/hate systems have been replaced by Friends and Affinities. Friends doesn't need much explaining. You can Friend someone on the Friends tab of their userpage, it doesn't have to be mutual (i.e. they don't have to accept your friending like on some sites), and when you do so, a big star will show up beside their name to show they're your Friend! Affinities is more of a personal reminder; click beside someone's username to set one of 7 affinities. The person will not be aware of what affinity you have given to them, although you can check the total number of each affinity you have been given, again on your Friends page. If you're looking to let someone directly know what you think of them, try the...

Blurbs
These are anonymous reviews you can give to other people (although some people prefer to put their name anyway). Just go to the Blurbs tab on their userpage. Remember, even though they're anonymous, this is not a free ticket to get away with trolling; your name is still stored in the system, and Pseudo (and possibly the moderators) can find out who wrote a blurb if needed.

Oh, yes! We have moderators now!
As well as an active Banpoints and Report User system (again on the userpages), so breaking the rules can get you banned a lot faster than previously.
Hmm, other new things...

Aspects
On your userpage, you can set aspects for Academic Subjects, Interests (likes/dislikes), Irregularities, Jobs (dream and current), Political Ideologies, Religions and Words (that describe you). Setting them in your profile links you to a page that shows all the people who have set that aspect. Each page has its own comment board, and you can comment there even if you're not a member of that page. You can create new aspects just by typing them, but try to use an existing one rather than creating a new one that's spelled slightly different. To help with this, most kinds of aspects give you suggestions of pre-existing aspects as you type.

Forum
Much the same as before, except now you can include a poll with any forum post! As usual, try not to include inane polls.

Medals
You get medals for your accomplishments, such as being a member for a certain amount of time, or getting a certain number of green-rated posts. These can be viewed on your userpage.

Fig Coins
If you've been gone for a long time, you might not know about this yet. Pseudo is going to release some of his future games (Beast Signer and FHO for sure, and probably others) as pay-to-unlock on the site. Thus the coded but not-yet-implemented Fig Coins (upper right) and Keys (on your userpage). MARDEK will continue to be free as it would be rude to anyone who has no way of paying to change that now.

Chat
As for the chat... I don't know what's different! I've never been on there! So you'll have to ask someone else!

Finally
The site is still not 100% completed. Notably, the Personality section has yet to be added, and the Music, Art and Temperaments pages link to the old site (which can be found at ∞ archive.fighunter.com ∞ ). If you find any bugs on it, post them ∞ here ∞ (but check to make sure they haven't been mentioned first). You may want a refresher on the ∞ rules ∞, or the new ∞ formatting thread ∞. Otherwise, thank you for reading my incredibly lengthy introduction, and welcome to the new site! Have fun!

EDIT: You can edit your posts by clicking on them, as I just did here.
Abbx
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Abbx 22 Pakistan SanguineMelancholic ENFJ 3w4 573C
Like others have already mentioned, it's great, and it is rather interesting. Can you believe that? :P
Har! Though I would love to wish you best of luck and Happy Games Developing.
Anhelm
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Anhelm 21 Czech Republic MelancholicPhlegmatic INFJ 451 86C
Sounds nice indeed! I wish you good luck, Pseudolonewolf.
HLBeta
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
The best solution I can come up with for this plot snag would be to ditch the temporary teleporter (maybe just say they aren't fully set-up yet and include one later) for some kind of shuttlecraft and start the story on it. After showing off the structure of Fracture a bit, your character would turn to their gender counterpart to make introductions and some idle chatter that can serve as additional set-up while the characters while away the time. It gives them a more plausible reason to talk and identify one another (since I assume it'd be too early for uniforms or other easy identification), while also making room for some scenery set pieces that wouldn't need to break the flow of the opening.

Depending on how you want to play it, Crayden could either be on the craft piloting or otherwise occupied during the set-up period before taking time to brief his new recruits or simply meet them at the landing site. My apologies if it seems like I'm trying to encroach on your writing, I'm just throwing out ideas to try to help.

On a side note, it seems that Francis is much more cooperative in this outline than in previous posts. Are there still plans for the player character to have to lure him out of retirement or is it assumed that's been done already in the current drafts?
Pseudolonewolf
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Something like a shuttlecraft would require new art, which wouldn't be trivial. It's something that I thought about, but it's just a lot technically easier to do teleporters. They'll also be used for travelling around throughout the game, since it's easy to just have an area transition tile rather than some kind of moving vehicle that you'll need to get on and off.

I'm also rather set on the idea of meeting your counterpart in the place you're supposed to be meeting the Delvers, in some 'hey, have you seen any archaeologists around here?' 'No, but I'm looking for them too. Who are you?' kind of way. It says something about Crayden; he's the sort who wanders off at the first mention of new discoveries, rather than someone who'd wait patiently for mere minions to arrive. This characterisation would come up throughout the plot.

I've decided that I'll keep Francis's original backstory intact, as something that happened before the game begins. He still had some horrible loss, and became a hermit, then was convinced by Crayden and Sienna to join them. It'd never be seen directly, but he'd probably make reference to it.
InvalidUserName
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
There is not much to really say besides the blatantly obvious. Can't wait, looks cool, best of luck!
Observato
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
As a writer of fictional stuff in my spare time, details are always the thing that kills my inspiration. I can have awesome ideas, but after some time trying to write it out, I tend to get bogged in the details. Sometimes it gets to the point where I just want to abandon the story. I know I shouldn't, and since I have a creative writing class this year, I cannot always, but I often do. (My work tends to either be unplanned and rambly, or planned and stale. I'm not really sure which is better.)

Do any of you also have the feeling where you have the perfect idea in your head, but you just, for some reason, simply cannot find the right words to write with? This frustrates me to no end.
The Crimson Sun
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
I have had this before. I had the 'bones' of a story ready to start writing about, but when I sat down and actually tried to start it, I just couldn't find the words. I think it took me something like four hours just to write the first paragraph (which has since been revised). That isn't the only time it's happened, but it's probably the most extreme example.
Nerosro
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
I know one thing for sure, When this game comes out, I'm gonna play it twice just to see the differences between the two story lines.
Also to enjoy another great game from Pseudo.
I for one enjoy the details, hidden things and funny conversations in your games.
Take your time and perfect the game like you want, I will wait patiently for it to be released.
Keep up the good work!
Kaizen
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
"It's so hard to get back into something you've not touched for weeks or months, though, or however long it's been. I don't really feel familiar with it, I've forgotten what I was doing, etc."

That is why I expect Mardek 4 in 2020.
lightknight
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
It is good that you are working on miasmon again. Don't worry too much and take your time. i am sure that you will do the right thing. I usually love the storylines you put in your games.
Data9795
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
Well, I'm happy that you have get back to Miasmon, I hope it will be relased by the end of they year, but I have the fear that, like MARDEK 3, you may get problems with finding sponsors, and getting problems with relasing it. Well, let's hope it won't happen!

Hmm, you slightly changed the plot. I remember that in some forum post on the old site, you said that you wanted to create a "silent protagonist", like in the original pokemon, or Legend of Zelda. Now, we got the option to choose from two different protagonists, with their personality, I suppose.

On another side, I will like to know what's this irritating stage of development" which you "can't wait to get past, but which is hindering progress a bit; it's like wading through quagmire.". What it exactly is? Some boring part of the coding? Or something different?
2b3o4o
0

Notice: Undefined index: FID in /home4/yalort/public_html/charcoal/code/common.php on line 11
2b3o4o 16 United States SanguinePhlegmatic INTJ 5w6 24C
Please completely read the blog post before you comment on it. I know you didn't because if you had you wouldn't be asking this question.

"It's annoying, planning stories, since it's easy enough to plan the plot in terms of significant events, but then later on you have to worry about the small, trivial 'eventoids' that join the more important ones together. This has always been a problem for me with my games, and I always end up with some workable solution, but as I mentioned, there is that 'wading through quagmire' feeling about it sometimes.

"In this case, the start has these events:
- You arrive on the island.
- You meet with your counterpart (that is, the protagonist you aren't playing as); you're both confused about what's going on and why nobody was here to meet you. You introduce yourselves.
- You find and meet Crayden, who gives some 'so there you are' kind of speechy thing before saying that you'll need to get a monster from Francis before you'll be of any use to anyone.
- You must find Francis, who gives you a Protonculus and explains it, and monsters in general, to you.
- You return to Crayden, who 'tests your skill' by battling against you (having a first, safe battle like this before wandering off into the wild is to be expected, surely).
- You're then left to make your way to the nearby ruins by yourself.

Writing out these events is not difficult, and they've already been decided on for ages. But actually coming up with the details of each one is less easy."