I have something special to share with readers of my personal gaming blog this weekend! Last evening I spent more than six hours fine-tuning the timing, dialogue, and scenario of the opening scenes of Legends of Adrigal, my upcoming turn-based RPG with some Zelda-like item usage in dungeons and fields. I shall now share some screenshots of the opening with you. Warning: There are a lot of them, so I'm going to post them after the break.
Saturday, August 29, 2015
Thursday, August 27, 2015
Juicing up my maps in Legends of Adrigal
Development of my RPG, Legends of Adrigal, is underway in RPG Maker VX Ace. The primary aspect of the game in development is the various maps at the beginning of the game. Check out this first explorable area of the game, Mabel Road.
Do you see anything wrong with it? How about looking at the stream dividing the map up? It's unnatural in its design. There are way too many straight sections that in nature wouldn't happen at all. Compare that to the finalized design:
The stream has a lot more jaggedness to it, offering a more natural design. Props like flowers and weeds have been placed in what seems like a random pattern, but this randomness was actually planned by me to again, recreate something that looks natural and made by nature. The paths are weathered to make it look rugged and natural as well. This "juicing" of the map makes it more settling to the eye, thus making it more fun to explore all at the same time.
Let's look at a different example now, the first town in Legends of Adrigal, Mabel. This is around the area where our hero wakes up after entering into the world of the game. Looking at it from this picture, it doesn't seem too bad currently:
Now Mabel looks much more interesting to the eye, and it feels more like a town that isn't just plopped in the middle of nowhere. It has some more added life to it, which is just another example of how juicing a map can add more detail, more to see, and more to enjoy.
Those two examples show a little bit about how juicing, or expanding the capabilities of one's design, can make for a more interesting map. If you're making a setting in nature, try to make it as natural as possible. If you're making a town, something man-made, then perhaps being natural isn't as big of a deal. With this quick tip, you can start out with making some really cool designs with little problem!
Do you see anything wrong with it? How about looking at the stream dividing the map up? It's unnatural in its design. There are way too many straight sections that in nature wouldn't happen at all. Compare that to the finalized design:
The stream has a lot more jaggedness to it, offering a more natural design. Props like flowers and weeds have been placed in what seems like a random pattern, but this randomness was actually planned by me to again, recreate something that looks natural and made by nature. The paths are weathered to make it look rugged and natural as well. This "juicing" of the map makes it more settling to the eye, thus making it more fun to explore all at the same time.
Let's look at a different example now, the first town in Legends of Adrigal, Mabel. This is around the area where our hero wakes up after entering into the world of the game. Looking at it from this picture, it doesn't seem too bad currently:
But what if we add "juice" this map by adding more to the outer boundaries of the town? Sort of like this:
Now Mabel looks much more interesting to the eye, and it feels more like a town that isn't just plopped in the middle of nowhere. It has some more added life to it, which is just another example of how juicing a map can add more detail, more to see, and more to enjoy.
Those two examples show a little bit about how juicing, or expanding the capabilities of one's design, can make for a more interesting map. If you're making a setting in nature, try to make it as natural as possible. If you're making a town, something man-made, then perhaps being natural isn't as big of a deal. With this quick tip, you can start out with making some really cool designs with little problem!
Labels:
juicing,
legends of adrigal,
level design,
mabel road,
mabel village,
map,
map design
Tuesday, August 25, 2015
A look at the Stortzum games collection-- August 2015
Playing and making games is a big part of who I am. Collecting games is a bit of a game all on its own. The thrill of the hunt, the making of a great trade with another person for a game you want, and asking your mommy if you can put a new game on her Best Buy credit card are all fun ways to get new additions to one's collection. It helps that both my older brother and I are huge gaming fans.
Of course, a lot of the games our family used to own were purchased at MSRP. They later went on to sell for much more, allowing us to purchase more games in the process. However, selling or trading away games is something we don't like to do unless I don't foresee myself enjoying a certain game ever again.
With this special post on StortzumSoft, you can take a nice look at our family's current collection, from the PlayStation 2 and GameCube generation to the current generation, albeit just Wii U and 3DS.
Of course, a lot of the games our family used to own were purchased at MSRP. They later went on to sell for much more, allowing us to purchase more games in the process. However, selling or trading away games is something we don't like to do unless I don't foresee myself enjoying a certain game ever again.
With this special post on StortzumSoft, you can take a nice look at our family's current collection, from the PlayStation 2 and GameCube generation to the current generation, albeit just Wii U and 3DS.
The GameCube collection, part one |
The GameCube collection, part two |
The PlayStation 2 collection |
The PlayStation 2 Collection with the games on the right moved over so you can see what was hidden behind
|
The PlayStation Portable (PSP) collection |
The Nintendo Wii collection, part one |
The Nintendo Wii collection, part two |
The PlayStation 3 collection |
Our current Nintendo 3DS collection as of the end of August 2015 |
Our next Wii U game to join this collection will be Super Mario Maker. |
All of our Nintendo-related strategy guides |
Our amiibo armada |
A special gift from Club Nintendo |
Soon, Princess Peach will be joining the Mushroom Kingdom figure ranks. |
Miniature World of Nintendo figures |
Mario Kart vehicles |
McDonald's Happy Meal Mario Kart toys |
We love Mega Man in our household, so we HAD to get these figures way back when they originally released around 2004, 2005. |
Plushie power! |
A tale of two Sonics ends our tour of our collection. |
Labels:
action figures,
collectibles,
collection,
gamecube,
games,
nintendo,
nintendo 3ds,
nintendo ds,
playstation 2,
playstation 3,
playstation portable,
ps2,
ps3,
psp,
sony,
stortzum family,
wii,
wii u,
world of nintendo
Monday, August 24, 2015
To go along with yesterday's post about maps...
I said yesterday that I did maps as a kid of games that I played such as The Legend of Zelda: A Link to the Past and Mega Man X. That's not all I've done over the years. In fact, I'd like to share with all of you something special from my high school years-- maps of levels for a 3D platformer inspired by games like Banjo-Kazooie, Tooie, and Donkey Kong 64. Thankfully I still have the original drawings left over from over ten years ago.
The general idea for this platformer was to have it star a character I created in second grade, SuperPhillip, as the hero. Although it doesn't really make sense for him to be in these kind of levels because the SuperPhillip stories and TV episodes (yes, you read that right) took place in a modern city setting and not cartoon-like locations. I digress.
Labels:
3D platformer,
banjo-kazooie,
banjo-tooie,
donkey kong 64,
maps,
super mario 64,
superphillip,
video game
Sunday, August 23, 2015
How to (attempt to) get a proper difficulty curve and sense of progression going in Super Push Adventure
Level design has always been a fascination of mine. Even as a third grader, I drew little road maps of cities, drawing in supermarkets, gas stations, intersections, highways, interstates, back roads, side roads, and so much more on the backs of giant sheets of blueprint paper that my mom brought home for me since she knew how much I loved drawing maps. I even got so excited after playing games like The Legend of Zelda: A Link to the Past and Mega Man X that I drew dungeons and world maps of my interpretation of Hyrule from my inspiration from Zelda, and side scrolling levels a la Mega Man X.
Now I'm a point where I can make what was a diversion into a lucrative career. Okay. Well, make that a hopefully lucrative career. My first official release came out on March 27th of this year, Super Push Adventure. It's a game where players move through over 80 different levels of obstacle-laden, push puzzle-filled challenges to advance the story and make progress.
There are eight main areas of Super Push Adventure. Think of these like worlds in Super Mario Bros. 3. In that game, there's a grass world that serves as a means to ease players into the game, a giant world with large enemies as the central focus, an ice world with appropriately slippery surfaces, and many more. Super Push Adventure follows the same premise-- having worlds (or in this case areas) that each introduce a central gameplay mechanic or series of mechanics that are the focus of that world.
For instance, much like Grass Land in Super Mario Bros. 3, the first world of Super Push Adventure, Training Grounds, lets players get used and accustomed to the idea of pushing boulders, learning the difference between light and dark boulders, how to fill holes by using boulders, how to restart a level if the current level becomes impossible to solve, and pushing keys into doors to unlock them. No two mechanics are taught in the same level. Thus, I needed to have enough levels per world to teach each mechanic, let the player ease into it and become comfortable with it, all the while keeping a steady progress of introducing new mechanics while giving players time to catch up. Thus, in order to have enough levels to implement new gameplay concepts and mechanics while not having the player get bored with playing in the same area, I chose to have ten levels per world.
Let's look at the second world of Super Push Adventure, Groovy Jungle. Like every area in the game besides the final, which is merely a summation of every other world's mechanics, Groovy Jungle has ten levels in it. What I'd like to do is go through each of the ten levels, explaining how the difficulty curve and sense of progress are built up throughout this world. Let's begin with Groovy Jungle Floor One.
By no means is Super Push Adventure's pacing, difficulty curve, and such perfect. Far from it. But I did try to be cognizant of whether or not each level in a particular world was harder than the last, and whether or not I was doing due diligence in placing new mechanics and gameplay concepts in the game smartly enough.
Now I'm a point where I can make what was a diversion into a lucrative career. Okay. Well, make that a hopefully lucrative career. My first official release came out on March 27th of this year, Super Push Adventure. It's a game where players move through over 80 different levels of obstacle-laden, push puzzle-filled challenges to advance the story and make progress.
There are eight main areas of Super Push Adventure. Think of these like worlds in Super Mario Bros. 3. In that game, there's a grass world that serves as a means to ease players into the game, a giant world with large enemies as the central focus, an ice world with appropriately slippery surfaces, and many more. Super Push Adventure follows the same premise-- having worlds (or in this case areas) that each introduce a central gameplay mechanic or series of mechanics that are the focus of that world.
For instance, much like Grass Land in Super Mario Bros. 3, the first world of Super Push Adventure, Training Grounds, lets players get used and accustomed to the idea of pushing boulders, learning the difference between light and dark boulders, how to fill holes by using boulders, how to restart a level if the current level becomes impossible to solve, and pushing keys into doors to unlock them. No two mechanics are taught in the same level. Thus, I needed to have enough levels per world to teach each mechanic, let the player ease into it and become comfortable with it, all the while keeping a steady progress of introducing new mechanics while giving players time to catch up. Thus, in order to have enough levels to implement new gameplay concepts and mechanics while not having the player get bored with playing in the same area, I chose to have ten levels per world.
Each world in Super Mario Bros. 3 has its own central theme. Giant Land, appropriately enough, has giant enemies. |
This next level continues the lesson from the preceding level. It's another maze of bananas where working backwards is key.
|
This level turns the premise of the last one upside-down. Whereas the player didn't want the monkeys to push anything, this time it's necessary in order to clear this level.
|
This level is a combination of having monkeys avoid pushing boulders and allowing monkeys to push boulders. Which is which? I won't tell!
|
By no means is Super Push Adventure's pacing, difficulty curve, and such perfect. Far from it. But I did try to be cognizant of whether or not each level in a particular world was harder than the last, and whether or not I was doing due diligence in placing new mechanics and gameplay concepts in the game smartly enough.
Saturday, August 22, 2015
My process for composing music
So, how does someone with a very small background in music theory and someone who played clarinet in middle school end up being able to compose competent sounding music for his games? Is that a question you've asked yourself before? Did you even know that I've composed the music for my own games? Well, you do now! Hee-hee.
The process takes longer for me than it does for someone more well versed in music composition and theory, but it allows me to add another personal touch to my games. I like my influence to be known in the games I create, and if I can somehow show a side of myself that the world doesn't often get to see, that's even better.
To start things off, I bought this digital voice recorder, the not the DVR you're probably used to seeing. Anyway, it's a device used by journalists to record interviews with subjects and folks giving press conferences. I originally used mine to record a monologue that I needed to remember for an acting class in my early college career. I would replay the monologue over and over again before sleeping in order to attempt to memorize the entire passage.
What I do with it now is when I get a good melody in my head that works for the type of setting I'm thinking of, I hum it into the device and it records my voice. I then replay it to get a general idea on how I want to build it in my music composition software. I use Cakewalk Music Creator 2, a program that is a bit long in the tooth, but it does its job well for me.
This is what the interface looks like. I add MIDI tracks and assign instruments to each track. The staff roll is where the action takes place. By selecting note lengths and placing them on the staff, I rebuild the melodies that I hummed into the digital voice recording device, creating accompaniment to go along with the melodies.
After the melody and accompaniment have been created and the entire song is finalized, I give it the twice over, listening for an irregularities in rhythm, pitch, chords, or whatever else, and if it all sounds good, I do a final save of all of the MIDI tracks together. For preparation for the next program I use, one that does more realistic VST sounds as opposed to the tinny MIDI, I save each MIDI track as a separate file. The hard part (composing and correctly doing notation) is pretty much over now.
This allows me to use REAPER, the next program in question, to put each MIDI track into a separate track, assigning a VST instrument to them. My friend from Fat Bard, a local music studio, Patrick Crecelius nicely gave me a whole slew of instruments to utilize, so many so that it'd likely be impossible to find a use for all of them in my lifetime.
Selecting what instruments sound right, not just the instrument but the instrument type (for example, not just a violin but maybe a legato violin from the vast number of violin types available to me), is quite important to make the finished product sound somewhat professional. The end result is what you hear here:
That's the theme that was notated in the Cakewalk Music Creator screenshot. It's "The Countryside Village of Mabel", played during the opening town of Legends of Adrigal.
I hope you enjoyed the little look at the process of a neophyte video game music composer with this blog post!
The process takes longer for me than it does for someone more well versed in music composition and theory, but it allows me to add another personal touch to my games. I like my influence to be known in the games I create, and if I can somehow show a side of myself that the world doesn't often get to see, that's even better.
To start things off, I bought this digital voice recorder, the not the DVR you're probably used to seeing. Anyway, it's a device used by journalists to record interviews with subjects and folks giving press conferences. I originally used mine to record a monologue that I needed to remember for an acting class in my early college career. I would replay the monologue over and over again before sleeping in order to attempt to memorize the entire passage.
What I do with it now is when I get a good melody in my head that works for the type of setting I'm thinking of, I hum it into the device and it records my voice. I then replay it to get a general idea on how I want to build it in my music composition software. I use Cakewalk Music Creator 2, a program that is a bit long in the tooth, but it does its job well for me.
Hovering a note over the staff plays the note so I can hear the pitch, and placing it then confirms the pick. |
The menu where MIDI and audio tracks are added and removed. This is also where choosing the type of MIDI instrument, channel, and much more are located. |
This allows me to use REAPER, the next program in question, to put each MIDI track into a separate track, assigning a VST instrument to them. My friend from Fat Bard, a local music studio, Patrick Crecelius nicely gave me a whole slew of instruments to utilize, so many so that it'd likely be impossible to find a use for all of them in my lifetime.
A look at the REAPER interface |
That's the theme that was notated in the Cakewalk Music Creator screenshot. It's "The Countryside Village of Mabel", played during the opening town of Legends of Adrigal.
I hope you enjoyed the little look at the process of a neophyte video game music composer with this blog post!
Labels:
game music,
legends of adrigal,
mabel village,
music composition,
theme
Friday, August 21, 2015
The world of Legends of Adrigal
Legends of Adrigal is an RPG I am in the process of building in RPG Maker VX Ace. The game follows the story of three teenagers who enter into a video game and must not only regroup but survive in the harsh monster and enemy filled kingdom of Adrigal.
To show the scope of Adrigal, I created an overhead, faraway map of Adrigal in-engine. This map will never be seen in the game in any way, and it's hardly a professional concept. It's just something I futzed around with to get a general idea of what kind of locations I want to have in the game and where they're located. This gives me a better grasp on how long Legends of Adrigal will be and where I can lead the story in an intelligent way.
Check out the map and let me know if you have any questions.
To show the scope of Adrigal, I created an overhead, faraway map of Adrigal in-engine. This map will never be seen in the game in any way, and it's hardly a professional concept. It's just something I futzed around with to get a general idea of what kind of locations I want to have in the game and where they're located. This gives me a better grasp on how long Legends of Adrigal will be and where I can lead the story in an intelligent way.
Check out the map and let me know if you have any questions.
Thursday, August 20, 2015
Super Push Adventure - Official Trailer
As seen on the game's Game Jolt page, Super Push Adventure has its very own first official trailer courtesy of Rob Santos of PixelPress fame. This thirty second spot shows off the basics of the gameplay and loads of the game's 80+ levels.
Labels:
official,
spot,
super push adventure,
trailer,
video
The many looks of Chickadee
Chickadee is my second major gaming project. It's a Breakout-style game with somewhat nonlinear design in the way that you can choose which worlds you'd like to tackle in the order that you wish. At the end of each world is a battle against a challenging boss with the same Breakout rules. Not only is Breakout an inspiration for Chickadee, but so is Kirby's Block Ball on the Game Boy. Check those two games out if you haven't already.
In Chickadee, the eponymous baby bird can collect coins in levels. These coins can then be used in the shop, selected from the world map, to purchase new costumes that can be worn in-game. There are currently 15 designed costumes to choose from, some of which won't be available for purchase until certain in-game conditions have been met. There's everything from a beach bum Chickadee to a queen-defending knight. Which costumes are your current favorites?
NOTE: Not all designs are final. Many are concept.
In Chickadee, the eponymous baby bird can collect coins in levels. These coins can then be used in the shop, selected from the world map, to purchase new costumes that can be worn in-game. There are currently 15 designed costumes to choose from, some of which won't be available for purchase until certain in-game conditions have been met. There's everything from a beach bum Chickadee to a queen-defending knight. Which costumes are your current favorites?
NOTE: Not all designs are final. Many are concept.
Standard Chickadee |
Workout Chickadee |
Poolside Chickadee |
Bugs Chickadee |
Cheerin' Chickadee |
Clown Chickadee |
Policebird Chickadee |
Ghost Chickadee |
Big Beats Chickadee |
His Majesty King Chickadee |
Kitty Chickadee |
Knight Chickadee |
Life of Crime Chickadee |
Super Chickadee |
Dapper Chickadee |
??? Chickadee |
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