Hey, everyone. First post on this forum and first post on forums in general in… half a decade?
(Gosh, this format brings back memories.)
I’m Quinn. I’ve done a few games over the pandemic (which you can find here), and because I apparently have no regard for my physical and mental well-being, nor for my free time, I’ve decided my next project after many RPG Maker 2003-created games would be a turn-based RPG made in Game Maker Studio 2. Here’s how that looks at the moment:
Introduction:
The gist of this game is that you’re a small being living in a place named “His Country”, and get attacked and grievously wounded by an unknown assailant in the dark.
The wound they deal you entirely removes your brain from your body- but miraculously, you’re not dead. You get up. You don’t know what name you had previously, but now, the game calls you “BLANK”.
The pull that keeps you going is finding out who you were, who tried to kill you, and what this odd world you’re in even is.
What is it?
A roguelite JRPG (yes, really). It has a big focus on narrative and immersion in a sizable world with many different paths, while also carrying the threat of considerable loss of progress. There’s some mechanics that make overworld traversal quick and interesting, and turn-based combat with a (soon-to-be) intricate system of character and move-customisation. BLANK’s lack of brain and personality makes him an interesting canvas for that.
Development:
EDIT: at time of creation
Development on this game has been difficult thus far. Actively, it’s been in progress for one year now, and there’s definitely a lot of challenges still left to tackle. The move-customisation system, the dialogue system, the battle system’s intricacies with regard to status effects etc. etc. We spent about a half-year in development hell because, simply put, I was overworking myself and not sufficiently well-versed in programming to put this on its feet with as little assistance as I was seeking.
EDIT: now
all the above-mentioned systems are now in the game. we have a working vertical slice that we are going around seeking support with. wish us luck!
The team:
What I do is pixel art for portraits and enemies, programming, writing and production. Even so, I’m only one half of BLANKSWORD’s game design team; The other half is Leaf Let, who also writes the majority of the music for it and designs the sound. Other people on the team aside from us are:
- kroolnunusual: Programming
- Kitet Frog: Concept art, visual development, battle character art
- June Flower: Environment art, sprite animation
- Mottley: Overworld sprite art and animations, environment art
- Bowser: [not that one] Overworld sprite art, sprite animations
- Lady Saytenn: Music
- Phoebe Crowley: NPC writing, assistence writing
- Folgers: NPC writing, battle bark writing
- Mibyle: Marketing, sensitivity reading
- John Mulcahey: NPC and paratextual writing
- Shannon Strucci: Voice acting
We have a website to visit too!
And: A Substack Newsletter!! Woah!
Do follow those two, if you’d like! :>
I’ll be keeping this devlog updated as much as I possibly can- things are advancing at a rapid pace (EDIT: case in point!) at this stage, so expect fairly frequent posts for a bit. (EDIT: haw haw. well, still, lots of cool things to show i suppose.)
Thanks for taking a look! Feel free to ask any questions you got. I think this game is still at a stage where being asked questions and poked on some of the systems could lead to a lot of positive change, so- your help is appreciated!
-Quinn