Red Wish (formerly Nan’s Game) is an RPG with horror elements. The protagonist, Nan, returns to their hometown only to find it’s not quite the same as they left it. The game revolves around finding Toni, a friend of Nan’s who’d recently gone missing.
So, this game has been changed plot/graphics-wise multiple times and was worked on at a very slow and disorganized pace and I didn’t have much to show for it. I’m starting over from square one again seeing as I have a better grasp on a story line and a better sense of organization.
This game will feature very typical RPG puzzles and is mostly just an experiment of a game/story. Hopefully I can update this blog every week or twice a week with a progress report, and I really just want to see this project through to completion.
…after! It’s still looking a little plain, but it’s a definite leap forward!
Also, from now on, Monday Updates will be bi-weekly. Having to get something presentable out every week is fun and it’s definitely been great cleaning up old ugly art, but I’m not really making as much progress on the game as a whole since my end goal every time I start working is to have some cool screenshot ready. Not much will be different each update, I just think I need more time in between to work on things like eventing or story bits which would be spoilers/wouldn’t be interesting !
…so hopefully this helps speed things up! Next update will be on 1/16!
So at the moment I kinda like having a message system without portraits or nametags because it kinda compliments the minimalist feel I wanna go for and gives it a clean look overall
But I’m worried about how to handle any moments where there would be multiple people talking at once? So I’ve been entertaining the idea of implementing some kind of portraits maybe?
Alternatively, contemplating to solve the issue by putting lil’ textbubbles over the sprites head to correspond with whoever the message text belongs to.
But I’m not sure. Not entirely sold on any method. Feel free to let me know if you have any opinions/ideas/feedback!
This is your first day working at C.C. & C., Inc, the Best Office
in the Land. In between completing the weird tasks you’re given that
don’t really seem to have much to do with each other (and let’s be
honest here, aren’t exactly giving your Bachelor’s degree a run for its
money), you must safely navigate the spooky office hallways.
You’re
not sure what makes the hallways so spooky. Maybe it’s the old, moldy
smell. Or the weird noises made by the old building. Or maybe it’s the
invisible monsters who chomp your head clean off if you linger for more
than 20 seconds…
As you navigate the endless office corridors
with your trusty revolver at your side (well, not THAT trusty -
cutbacks, you know), you must find a way out of this hellish place.
Features:
Original soundtrack made entirely of the human voice
Tense first-person battle system - listen for the invisible enemy’s footsteps, and shoot them before they reach you! (requires stereo sound)
High level of challenge
Looks good on your resume - C. C. & C. is a big name in this town
Hello! Does anyone know how to make the background image of the title screen (title1) loop and auto scroll continuously? I've tried to edit the Scene_Title script myself but since I have 0 coding knowledge I couldn't get it to work. D: (btw thank you Pink and everyone who reply to asks with helpful advice!! This blog has really helped me with my game! ^ o ^)
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The demo for Sweet Detriment has been released!!! ♡
っゝω・)っ
IT’S FINALLY HERE! Bugs have been squashed and plays have been tested to bring you this demo! It is little over an hour long and covers an introduction to the game’s setting and conflict. Download it here, sweet babies! Have fun!
Been messing around with parallax mapping in MV. The background isn’t quite finished yet, but I’m rather liking this approach to room building.
It won’t be useful when building the main dungeons, since they’re several screens in size each, but it’s good to know that I can make important rooms stand out just that little bit more.