Question for Grenideer
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rpgking

I was wondering what took you the longest time to do in Diver Down. Was it the programming or the map creation? Or was it something else entirely?

BTW, great game you made. I still have yet to beat it :P This game deserves a spot on GameFAQs. If the demo of Sully Chronicles got it, this completed game should some day ;)



Out of clutter, find simplicity. -Einstein

Posted on 2004-01-09 16:38:22

grenideer

hmm, that's kind of tough to say. I guess the map creation did take a long time. Not only did I have to go into PhotoShop for a while to draw up some map items, but actually drawing the layout of the dungeons and stuff took a while. Getting all the back-end programming for that was somewhat automatic after a while, although every dungeon would have something that might break from the others.

Creative blocks seemed to happen mostly in dungeons for me, and there are times when I wanted a dungeon to have so much more but just moved on because I couldn't get out of a rut I was having.

Sometimes making a couple battles took a bit of time. Monster art was done by me in the worse cases and they had to be complemented with special attacks and balancing. Sometimes they were a pain (like skills), but sometimes I banged a few out pretty quickly.

Redoing all the party members chr files was a bitch. All playable characters were all drawn by me and needed 50 or so frames of animation, many of which were used by the battle system.

Most of the other stuff wasn't too bad. Some event code took a while because I would change a small thing and then watch it al over again, fine-tuning. But that was mostly fun anyway.

Dungeons were definitely the biggest bitch. The abandoned mine is probably the best one in the game. The ancient secret tunnel one near the end is very cool, but nowhere near long enough or cerebral enough.



Posted on 2004-01-09 17:24:34

rpgking

I see. A lot of that makes sense. Designing dungeons is definitely one of the hardest things, especially when you have to include small insignificant details to make things seem more believable. I was surprised by the amount of detail Diver Down had in the maps, and mainly the fact that you could go around checking practically everything. That part must've been tough too ;)



Out of clutter, find simplicity. -Einstein

Posted on 2004-01-09 19:38:15


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