Today i bring y'all an update on the alpha for Chymixea: Wonder Quest!
I wanted this update to be on somethin' more specific I've been working on. So far I've mapped out most of the first area(The Great Lush Forest), and finished most of the cutscenes! Most of the time of my development has been spent on writing and programming story beats. The hardest part has been me rewriting and in that extent reprogram story and it's cutscenes. Basically the objective of this first area was to introduce the player it the world of chymixea, and teach them game mechanics one at a time, in a way that felt natural, and digestible. I think striking a good balance between gameplay and tutorials is very important for a game's first impression. I think I have a story I'll settle on, but also I've been fighting with my perfectionist habits, doing many things over and over, because I keep thinking it's "not good enough". But I'm learning to accept that my work won't be perfect, and must remember the fact that this is my first serious game. XD
But anyway without further ado, let's go over what I've been working on shall we!
So far two of the dungeons for this area are demo-ready. And currently I am working on the third dungeon, so i thought I'd go into more detail about it! I'll admit i still haven't come up with a fitting name for this dungeon but for now let's call it the "Bog Wood Den".
Usually the first stage of my dungeon making process consist of me plotting a diagram of the layout of it. For this one I wanted to got for a nexus-style layout, where there is a central room the player would have to return to after branching off one of the side rooms. I also keep track of a list of enemies to fight in each route of the dungeon too, some routes are harder, then others. I had an idea of adding a trap route, where the player is punished for failing to solve the puzzle in room 1A.
In the pre-alpha demo the dungeon tile set has a very simple look, so this time around I wanted to give it more personality to help it stand out from other dungeons! ^^
I've been coming up with ideas for blockades. In a world of magical beasts mere metal bar gates won't suffice, so I had the idea of magical barriers to blocks the way until a trail is complete, or the corresponding key is used. I might go for a swirly-ethereal design for the barriers.
I also just been playin' with the tile set. I'm so proud of the staircases, i always love the way these things looked hahah! Though it could use some more polish XD
Also I was having some issues with the tile set, since RPG Maker MV limits how many tiles you can make overlap each other in, I had to get creative. So simply adding to the existing rail tile so that it covers the wall boards will solve the issue. But I'm also interested in making it so the player automatically rises up diagonally when they walk into a stair case like this. I've seen this done in many different games, and feel it would help out here.
Turned out I made it harder then it should've been. so:
by simply using an chain of IF ELSE conditions, i made the game ask:
IF x = 15 THEN set "elevation" to 0.
ELSE
IF x = 21 THEN set "elevation" to 0.
ELSE
IF y = 5 THEN set "elevation" to 0.
ELSE
IF y = 10 THEN set "elevation" to 0.
Basically Rascal will have to walk through this green ring. and touching the green ring, sets the elevation variable to 0.
This means that top rails in green area will change from rendering below Rascal to rendering above Rascal!
while the rails in the red or blue area go from above to below Rascal.
and this will only occur for this specific area in the map, which means i could add more collections of events to this same map, and none of them should interfere with each other.
And that's all folks! What do ya' think? So far the game is coming along great! And I'm getting more and more excited as it's development comes along. I'd guess the game is getting close to being demo ready. I'm reach for a demo release early next year if I can! Hope y'all excited!
And if you're interested in trying out the *Pre*-alpha demo go to this link here! >> https://blizzate.itch.io/chymeria-w.....-pre-alphademo
So in the meantime, Stay cool beanies! :heart: :fox:
I wanted this update to be on somethin' more specific I've been working on. So far I've mapped out most of the first area(The Great Lush Forest), and finished most of the cutscenes! Most of the time of my development has been spent on writing and programming story beats. The hardest part has been me rewriting and in that extent reprogram story and it's cutscenes. Basically the objective of this first area was to introduce the player it the world of chymixea, and teach them game mechanics one at a time, in a way that felt natural, and digestible. I think striking a good balance between gameplay and tutorials is very important for a game's first impression. I think I have a story I'll settle on, but also I've been fighting with my perfectionist habits, doing many things over and over, because I keep thinking it's "not good enough". But I'm learning to accept that my work won't be perfect, and must remember the fact that this is my first serious game. XD
But anyway without further ado, let's go over what I've been working on shall we!
So far two of the dungeons for this area are demo-ready. And currently I am working on the third dungeon, so i thought I'd go into more detail about it! I'll admit i still haven't come up with a fitting name for this dungeon but for now let's call it the "Bog Wood Den".
Usually the first stage of my dungeon making process consist of me plotting a diagram of the layout of it. For this one I wanted to got for a nexus-style layout, where there is a central room the player would have to return to after branching off one of the side rooms. I also keep track of a list of enemies to fight in each route of the dungeon too, some routes are harder, then others. I had an idea of adding a trap route, where the player is punished for failing to solve the puzzle in room 1A.
In the pre-alpha demo the dungeon tile set has a very simple look, so this time around I wanted to give it more personality to help it stand out from other dungeons! ^^
I've been coming up with ideas for blockades. In a world of magical beasts mere metal bar gates won't suffice, so I had the idea of magical barriers to blocks the way until a trail is complete, or the corresponding key is used. I might go for a swirly-ethereal design for the barriers.
I also just been playin' with the tile set. I'm so proud of the staircases, i always love the way these things looked hahah! Though it could use some more polish XD
Also I was having some issues with the tile set, since RPG Maker MV limits how many tiles you can make overlap each other in, I had to get creative. So simply adding to the existing rail tile so that it covers the wall boards will solve the issue. But I'm also interested in making it so the player automatically rises up diagonally when they walk into a stair case like this. I've seen this done in many different games, and feel it would help out here.
Turned out I made it harder then it should've been. so:
by simply using an chain of IF ELSE conditions, i made the game ask:
IF x = 15 THEN set "elevation" to 0.
ELSE
IF x = 21 THEN set "elevation" to 0.
ELSE
IF y = 5 THEN set "elevation" to 0.
ELSE
IF y = 10 THEN set "elevation" to 0.
Basically Rascal will have to walk through this green ring. and touching the green ring, sets the elevation variable to 0.
This means that top rails in green area will change from rendering below Rascal to rendering above Rascal!
while the rails in the red or blue area go from above to below Rascal.
and this will only occur for this specific area in the map, which means i could add more collections of events to this same map, and none of them should interfere with each other.
And that's all folks! What do ya' think? So far the game is coming along great! And I'm getting more and more excited as it's development comes along. I'd guess the game is getting close to being demo ready. I'm reach for a demo release early next year if I can! Hope y'all excited!
And if you're interested in trying out the *Pre*-alpha demo go to this link here! >> https://blizzate.itch.io/chymeria-w.....-pre-alphademo
So in the meantime, Stay cool beanies! :heart: :fox:
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