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Wednesday, April 24, 2013

April 24th

     Today I worked on two main things but for the most part I spent my time with the NPC called Charles. First I set up the switches and variables for befriending him. Then I drew his portrait.

I've recently started using Manga Studio 5 to make the portraits. I'm enjoying it a lot so far and it works better than the other programs I've tried. I don't have enough cash for Photoshop so it's a good enough alternative. I love the pens that it has and the coloring isn't bad either. 
Charles Singer
     Charles was born and raised in Trinin. His family has been running the only hotel in town ever since it's founding over 150 years ago. He lives with his wife Tess and daughter, Olivia, who is the local school teacher. Charles dislikes change and has an uncanny ability to draw out others' problems when talking to people. He enjoys helping others when he's able but can be grumpy if you catch him at a bad time.

     The thing I spent a lot of time doing was the chat option which looks simple on the player's end but behind the scenes it's a more complicated. There are seven "ranks" of friendship. Each rank gets its own text. The text will also vary depending on the season and whether or not his daughter is married. Minor changes also occur if you're a girl versus a boy. Most of this checking is handled in a common event but there are some things that happen in the normal event. This includes the check for which rank of speech to call up and a check for if the player has already spoken to Charles that day. If you have already spoken then you don't get any friendship points. At the end of the chat you're booted from the event and allowed to go on your merry way. There are still some tweaks I plan to add. I'm going to make icons for each choice and may try to add a namebox on the right side. Haven't 100% decided how or where I'm going to display the name of who's talking. For now a name just isn't displayed.

      I will push the portrait more to the left side once I have all the portraits done. For now I'm leaving the largish gap on the left. The windowskin is also placeholder, ignore it.
     The only other thing I did today was begin redoing my maps with the new tilesets I bought today. (futuristic and modern). These screenshots are still very much a work in progress!! I'm still playing around with it. I was only able to get two maps sort-of redone before I ran out of time. I did a NPC's home and a portion of the main town. I like the sets a lot so far. Hopefully I keep liking them despite having the pain of replacing all the old maps :)


Tuesday, April 23, 2013

April 23rd


What I accomplished today:
  • Finished generating the last of the NPCs
  • Replaced placeholder sprites
  • Lacy now walks to and from places on her day off
  • Finished Lacy's headshot
Cya!


Monday, April 22, 2013

April 22nd




Today I was able to get a lot done. I made four icons, completed a headshot, and got NPC Lacy walking to and from work. I also tweaked some maps and made the movement system a bit smoother. Also cleaned up my scripts and got rid of a couple that I'm not using anymore. Also did a little testing. Now I'm off to relax.


Cya!

Tuesday, April 9, 2013

April 9th

Today I made 8 icons. They were all food and all started with the letter B. I'm finally done with all the B food icons though, which is exciting. Next up will be C foods, obviously. 

Cya!

Monday, April 8, 2013

Got Some Work Done


Today has been quite hectic. I have so many things going on. Work, Camp NaNoWriMo, and now GMD. Maybe I'm trying too many things at once but... I have to try, at least. Despite it being hard to sit down and work on Taradiddle today I did it. I got in about two hours worth of work. I planned on paper a new mini-game, created the above portrait, and fleshed out a cutscene. The cutscene is one where you are introduced to Nicole Lore, a NPC, and her problem. The result will vary depending on what choice you make and how you react to what she says. At the end of her storyline it will be your choices that will decide if it is a good or bad outcome. For some people a bad outcome can mean they move away! For others, of course, it isn't as drastic. Your choices in any cutscene will affect the way others treat you. If you consistently pick rude or mean options than other villagers may become more reserved with you.

Cya!

Monday, April 1, 2013

Feeling Better, Script Writing

Hello!
Well, today starts a new month and Camp NaNoWriMo! During this month I will be writing scripts. This includes Taradiddle's cutscenes! So while I may not have any screenshots to show you the progress it will be happening!

Cya!