The Price of RPGs

Niemeier tells me what I already knew, that is, the price of video games has been going down, adjusted for inflation. And that’s just the Triple A stuff. Whedonesque dialogue slapped over a mud-genre game with microtransactions. If you are looking for games with soul in them, you’ll find lovely options at half or a third the price. I won’t buy a Sonic game from Sega, and pay $60 or more for a gameplay style I’ve never cared for, only twice as rushed as the games I did care for. But I’ll gladly hand $20 to Lake Fepard for Spark The Electric Jester 3. It’s Sonic Adventure 3. It’s got a poorly written Megaman X storyline that takes itself too seriously. But if you asked for Sonic Adventure 3, you signed up for that. And the gameplay, oh the gameplay! Refinement of many of the best ideas from the 3D Sonics.

Spark isn’t Sonic. It’s its own thing, taking its own direction with its own characters. But it built on the foundation Sega laid and promptly abandoned.

I have often advocated that people take the things they love that are now being defiled by corporate overlords, file the serial numbers off, and sell it. And well I should. I have 3, count ’em, 3 Jump the Shark children’s books for sale,

(you should definitely buy that latest one, it is some nice work if I say so myself. Look, it’s a ten minute bedtime story about a walking shark fighting a ghost kaiju ultimately with the help of a giant moth. If that doesn’t light a fire for you, buy it for someone who will love it, because you definitely know someone), and I have even put some work into making a Jump the Shark game. It’s half-baked. To become a true project worthy of sale, it will have to find an identity that is more than just a Sonic clone, and while Jump the Shark is a very different character from Sonic the Hedgehog, he does not yet lend himself to new gameplay. But as long as I live, the option lives too.

If your favorite game was Sonic, try out Spark. If you’re upset that Nintendo hasn’t made a sequel to the Paper Mario series, give Bug Fable a try. Hollow Knight would be a steal at twice the price. And I’m hearing very happy noises about the recently released Pizza Tower from fans of Wario, Sonic, and Metroid.

If none of these games ring your doorbell, consider perhaps God placed you on this earth to make the game that will. I mean, maybe not. Every gamer has a dream game that doesn’t exist, and very few of us were sent into this world to make it. But some of us were.

Maybe me. Maybe not me, but maybe me.

For me, my favorite games in no particular order are Link’s Awakening, Sonic 3 & Knuckles, Super Metroid, and Megaman X.

So my dream game would be some sort of Open World, probably Metroidvania style, but maybe top-down, with a character that moves fluidly like Sonic, but has a ton of optional upgrades to find. Doesn’t fit Jump the Shark super well, though it could with enough creativity. Can be made to fit Merlin the Rabbit from my Hat Trick comics, which is one thing holding up the sequel book: it might be better to make it a game. Fits Spaz Sparky the Dragon to a T. I have this robot design that could do it. And Wren Valen could work.

And I’ve explored in that direction before as well, though I’m not satisfied with my explorations.

But a genre that keeps calling out to me from the borders of the world is the JRPG. And maybe it should call out to you.

The Dragon Quest-style JRPG is an excellent story-telling vehicle. I love making kids’ books, I do. But distribution of stories would be so much easier, and reach so many more people if I just did JRPGs. And there’s a hunger for them. Oh, not so much as you might believe. Sure, if Squaresoft releases a pixelart Final Fantasy, people will eat it up like they did Octopath Traveller, but for $80 or on sale sometimes $40 you can get RPGMaker, and RPGMaker games are a dime a dozen. They mostly don’t make money.

The primary rule for the ones that do is they ditch the RPGMaker assets for custom graphics and music. And, well, I’m an artist as well as a writer. Why not make my stories in that and add a new skin over the top?

This is something writers should consider. It’s something I am going to consider. I’ll get the demo version of RPGMaker some time in the next couple of months and play around with it. It’s 20 days, which is long enough for me to decide whether it’s worth the money. And one thing I’ve always wanted to do is team up with some of my friends and allies on the internet. I know a couple of musicians and countless writers. Imagine if I made an XSeed RPG with Niemeier. His fanbase appreciates old games. It’d be a win-win for both of us.

But I have not pitched this yet. Nor will I, ’til I’ve made a small game that proves I can make the big game. And while I am going to dabble in the latest version of RPGMaker to see if it’s suitable for this task, I suspect I won’t use it, and there is a decent chance game making will remain a hobby, or if I make games, they will be action adventure games. And these are the reasons why:

  1. I don’t love JRPGs. I love some of the entries in the genre, but the ones I love are universally entries designed for casual players or players accustomed to other genres. Pokémon, Medabots, Mario & Luigi, Paper Mario and Chrono Trigger — some of these are classics for the ages, but all of them are meant for a broad audience. I don’t really like Final Fantasy, Dragon Quest, Shin Megami Tensei, etcetera. That, in turn, makes me ill-suited as a designer or programmer for this genre. This can be overcome with professionalism and practice. Perhaps it is even a good thing that the games I love are more casual, the better to build experiences that are short and fluff-free. But it is sand in the gears.
  2. I doubt RPGMaker will be easier for me to use than Godot. I can make a pixelart tilemap and a movement system in a day in Godot, and the one I make will be built with constraints I care about in mind, instead of RPGMaker’s constraints. The hurdle that RPGMaker clears for me is that it comes with a built-in combat system, inspired by Final Fantasy and Dragon Quest. This is a dual-edged sword. One the one hand, a combat system is a sticking point for me, so just cribbing someone else’s would be nice. On the other hand, I would very much want my games to have a combat system that is distinct from the RPGMaker combat system. Moreover, with Godot, I already know I can build a web game. Play it in your browser! Ultimate convenience. The latest version of RPGMaker does not promise this. Moreover, every RPGMaker game I’ve played on mobile has used an onscreen DPad and… This is not acceptable. Mobile controls for a retro JRPG should be as simple as touch the place you want your guy to walk to. And again, I can get this running in Godot in minutes, while still allowing DPad/Arrow key controls for your PC and console users. I’ve already done it. The Last Legend Zero prototype uses such a system.

    You can get around these issues in RPGMaker with the right plugins, or by writing your own. But I suspect the effort involved is equivalent to the effort of building it myself in Godot, and less than the effort of simply cribbing my already existing code.

So my recurring dream of making an RPG, and then branching out and telling stories in this way, instead of just with paper books is highly speculative at this point. Most of the pieces exist. It may happen. But as Mr. Niemeier points out, ideas are a dime a dozen. Perhaps you should try RPGMaker, and if you come up with a game you like, get a team to replace the stock art and music. Perhaps you should try building an RPG engine in Godot. Or Unity or Unreal, or raw C++ because unlike me, you’re a Real Programmer.

I don’t care if you steal my idea. If and when I make it, it will be totally different from what you made anyway.

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Captain’s Log N2•30: The Unbearable Weight of Moth

If you look at the project page, you will see that Jump the Shark and Paruvrew is finished. For funsies, I’d like to post a fun two-page-spread from storyboard to draft to final.

And to show how far my process has evolved, here’s the same image side-by-side with a comparable image from Pirate Princess:

The evolution to my process that has happened over the last two books is immense, and worth discussing in and of itself. That’s going to get a separate blog post of its own, which will be linked here. I’m very excited about it. I can’t wait to hold the finished book in my hands. And I’m subtly excited about making more books. Perhaps lots more. Perhaps a book every other month. But perhaps not. Even though every book I release is better than the last, and even the first was good enough that I thought, “man I should have started this years ago,” I don’t think I have the will to make book after book after book. Even though most of my work on video games is inconclusive, I think I have to do it, in between books, to keep my ADHD in check.

Which brings me to February. February is the month of my birth. So February is the month I sit back, look over what happened in the previous year, and try and figure out what I’m going to aim for. It is a month for reflection, and I log out of Twitter to repristinate my thought. And that deserves its own blog post, which I’ll link here after I write it.

But I get grumpy if I’m not progressing some project. So most months, my policy is to pick a project on the first of the month and ride it out to the end of the month. But in February, my policy is to switch whenever I feel like it. Give the ADHD full reign to remove all obstacles to musing. Embrace the chaos.

Towards the middle of last month, I was toying with my perennial RPG engine, and my current thoughts on that deserves a blog post of its own, which will be linked here. Towards the end, I was thinking of working on the Therian Virtual Pet, now renamed Warsprite. But as soon as I got into the month, I lost interest. Now, I’ve got 4, yes, 4, different platformer ideas vying for attention in my head.

And the work on Jump the Shark and Paruvrew and John Michael Jones Gets a Life has got me considering making more comics. Both reviving Re-Tail, reviving Hat Trick, and building out on my system of “game graphics” that can bring back regular Bunny Trail Junction comics. This topic deserves its own post as well, which will be linked here.

So this is a top-level hub for a series of in-depth brainstorms I intend to do over the next week or two. And all of them have the additional caveat of I’m trying to sort out a long term profitable career. In the arts. In the burgeoning age of AI democratization. My success is not urgent to me at the moment. I have a day job which feeds me and covers the bills, and permits me time and energy to put towards my projects. But the job will not last forever.

Anyways, Jump & Paruvrew is done. Get it while it’s hot.

Captain’s Log mc•c0: That RPG itch

At this present moment, I do not have a project.

In January, I will begin production on Jump the Shark & Paruvrew. The storyboards are finished; it will be pure production. And I expect it to occupy most of January. I may begin pencils this week so that I open January with a finished page.

February, I traditionally take a break from social media, go over what I did the year before, and good around in the hopes that these three activities will provide me with a useful direction to move forward. And until a few days ago, I had assumed that would mean in February working on a platformer or a space shooter or something.

Assuming anything at all is silly. In February, I do as my whims bid. By definition. I give full head to the ADHD, see where it wants to take me, and then try to use that information soberly in the months that follow. But I have been for several months leaning towards working on the Jump the Shark platformer I started on in June.

I toyed with the idea of swapping the shark for a dragon because it’s easier to justify powerups for a dragon. And then I toyed with the idea of making a shmup first to lock in the graphics, because dragons can fly. And then I took a moment to design a character solely around my gameplay interests: what sort of character can be in a shmup OR a metroid OR a sonic OR a megaman X?

Honestly, the best course may be to just eschew the shmup and make the platformer, either with Jump or the Dragon, and trust to inspiration over practicality. Many a time, I have trusted to practicality over inspiration, and it doesn’t typically go well for me. But the last few days, I have felt inspiration pushing another direction…

But there’s this idea for an RPG engine as a platform for telling stories that won’t go away.

The first public sighting of this design was in November 2019, although I remember explaining the concept to my brother in or before 2015.

Namely, a simple adventure game format, with JRPG menu battles, would be perfect for mobile, and work elegantly on all other systems. Because it’s me, it’d take some influence from Chrono Trigger and the Mario RPGs. And once a basic system was in place, it’d be a great way to tell my stories. A lot easier to sell than paper books, for sure.

I’ve spent some time puzzling over the ideal interface (in this case stealing liberally from the layout of Darkest Dungeon):

Implemented the basic world exploration in Unity

Re-implemented it in Godot, which was way better and easier.

And then, for a game jam, I tried to make the battle system in a single weekend.

Well, lately I’ve been playing Slay the Spire on and off, and it’s given me a couple of key insights.

  1. I can get sucked into a game that is just the combat system of an RPG, as long as the choices feel meaningful.
  2. Just having a world map with locations you can click on is fine. There can still be a feeling of exploration if the choices feel meaningful. And that puts the workload in “1 or 2 man team” territory.
  3. I love cards as an interface. If I make an RPG framework, it won’t be a deck builder roguelite ala Slay the Spire, but I think I’ll use cards to represent all the items and actions just ‘cuz it’s neat.

So, Juneish, at the same time as I was working on the Jump the Shark Platformer, I started toying with a card framework in Godot.

And the last few days, the concept has come back to me with a fierce vengeance. I redesigned my card fronts to fit my personal style more, and mocked up a game interface.

Right now, this feels like what I want to explore. I’m going to be tinkering with it for the next few days, see what happens.

But of course, by January’s end, when I’ve finished the next Jump the Shark book, all bets will be off. We’ll see what happens then.

How I make John Michael Jones

If you are following John Michael Jones Gets A Life, either on Bunny Trail Junction or the Mad Christian Mondays Newsletter, this is a long, in depth, rambly discussion of everything that goes into making an episode. Be warned: the episode I will use for most of my examples is scheduled to run in the newsletter Monday, January 23rd, 2023, and on my own sites the next day, so spoilers. If you want to experience the story in sequence, maybe stick a pin in this post for a month and come back. Or join the Mad Christian Discord, where I release each episode as I finish it in the “studio” channel, and get caught up.

If it’s after the 23rd, or you care more about my process than spoilers, Onward!

Onward!

Captain’s Log M8•T0: Ink-Slinging

Awesome Moments has ground almost to a halt. Almost. I can get out an illustration a day most days of the week. I’m only 5 illustrations away from completion, so I’m going to keep pushing forward, but while I’ve debated making a final super push of two or three illustrations a day (these only take me a couple hours to do), I’ve decided no. I’m going to give every picture my full attention, and if I try to force it I’ll be tempted to get sloppy.

The thing that has absorbed my attention this week has been trading cards. I’ve liked cards my whole life. I thought they were fun in the Amber Chronicles. I loved them in Digimon Season 3 (known as Tamers to us Digimon snobs). I didn’t really get into Yugioh or Magic the Gathering, but I wanted to.

Continue reading “Captain’s Log M8•T0: Ink-Slinging”

The joy of just making the story

I’ve started work on storyboarding a Wren book.

Which brings up a couple of thoughts. First is why am I making a Wren Valen book? How does that fit into my goals. Second is where I’m currently sitting with regard to kids’ books, comics, and vidya. We’ll start with the apologetic.

Why Wren?

It’s a bit of a strange thing, you know. I devised Wren (it feels like) a million years ago. In another world. In a world where I had no problem writing a fantasy of a short sorceress in an airship fighting pirates with her magic.

Now, a million problems arise. My Right Winger, primary audience is going to wonder why I’m telling stories about magic amazons. The world is full of writers who want to make stories about magic amazons. We need more stories like John Michael, of boys being allowed to be the hero again. And I agree.

But I feel like drawing and writing Wren. So I’m drawing and writing Wren.

My target audience may view Wren through a gimlet eye. But their natural foes, the Social Justice types, won’t like her either. She’s a flawed character, not a perfect Mary Sue. She understands that Force Equals Mass times Acceleration. She doesn’t pick fights with gorillas. No, the Left will call me a sexist for writing a human female, and the awesome Right will roll their eyes at Cartoon Rey.

I might pick up some sales among the Ben Shapiro, “I’m totally Right Wing, you can tell because I defend last year’s Left” crowd. People who think women in the military is a Right Wing triumph. But I have no interest in playing to that crowd at all.

Mind you, I don’t care if left, right, or center buys and enjoys my books. My enemies aren’t the commies or the not sees. My enemies are the devils. Any human I encounter is at worst a peon of forces who want to devour him. I say let him read and enjoy my books! It may be a lifeline for him. Or at worst, I will have supplied him a few bright moments in a dark life. And that is still a worthwhile thing.

But, you know, I’m trying to build a business. It’s a bit silly to build a business around books and stories that my own best customers are likely to dislike.

It doesn’t much matter to me for a few reasons.

  1. I’m taking a bit of a breather. I’ve spent four months on one project that I thought was sensible. Now I’m spending a month or two on a project because I feel like it. Got to recharge the batteries if I want to make the laudable stuff.
  2. I mistrust my motives. It is good to write stories that have good messages, good heroes and villains in them. It is good to write stories that will sell. But my vocation as a story teller is to tell stories that are good not because they are profitable or morally upright, but because they take your mind off your troubles for a few minutes. Working on a story, then, that militates against the profit and moralizing motives feels like something I can and even should do, to be true to my vocation.
  3. My wife will like it. And if I make a book that she likes, then the book was a success even if nobody buys it.
  4. There’s no rule that I have to produce this draft next. I’m currently planning to make several draft books in a row, and then pick one to produce as a final book. This Wren book is the first of those drafts. Maybe, after I draft a Hat Trick book and a John Michael Jones book and a Jump the Shark book, I’ll decide, “yeah, let’s go ahead and produce Wren first.” But maybe I won’t.

So that’s my apologetic for seeing this draft through.

Comics, Games, and Books for Children

This kids’ book format is a very compressed way to tell a story. Get in. Load a thousand words into each picture, and then maybe fifty or a hundred words along the side.

I love it. I’ve done novels, but I’m weak on them. I don’t spend enough time on the descriptions. The sights, the smells. I just dive straight into dialogue and action. Making picture books makes up for my weaknesses by leaning on my strengths.

Of course, comics are even moreso right? Right? Well. I’m not sure. It feels like it takes me forever to get through a story drawing it as a comic. I spend too much time and ink drawing the same picture over and over again.

Why not just make my “comics” as picture books, and let other, more patient men turn them into comics if they like? Seems a good plan to me.

But what will I do with Bunny Trail Junction, then? Shutter it?

Maybe. Or maybe I’ll post my storyboards there. Post them like they are a webcomic. Build an audience for each book before I even make the book.

Vidya, vidya, vidya. Vidya is prime, right? If I make a story in a game engine, I can record it as a video, post it as a comic, even make it as a kids’ book.

No. That’s the wrong approach. And here is why: the heart of my stories is the characters and plots. The heart of a game is the player and his choices. If I try to make my game dev a vehicle for my stories, I will gimp my gameplay and my stories. Better to make the stories as books, maybe post the storyboards in lieu of a webcomic, maybe read them on Youtube. Then, in my copious “spare time”, go ahead and tinker with game development. But as a hobby. If a game starts working out, then, sure, steal liberally from my books so that the books and games cross-promote.

Every now and then I think about Dr. Seuss as some sort of rival. Oh, I’m not trying to compete with his rhymes. And I doubt I’ll ever see hide nor hair of his fame. But there are some things I dislike about the man, and one of them is his pride. It took him forever to embrace making kids’ books. He later saw it as a true and worthy calling, but at first he intended to make serious art for serious people.

Trying to center my work on vidya is the same sort of hubris. I have a hundred fun stories in me. I should walk the shortest road between where I am, and where people can get at them. And I should have always been walking that path.

And are they children’s stories after all?

The Wren stories were not originally aimed at children. But they don’t have anything I wouldn’t give to a kid.

My cartoony style will be off-putting to serious men wanting serious stories. But at the end of the day, at least in the case of this Wren book, I’m making the books I want to make, and I hope some kids may like them and maybe even some adults may like them.

Captain’s Log M3•41: Bygone Months

I know I haven’t said much in February. I’ve been working on comic development for the Mad⳩ crew all month, more or less. I’ve been experimenting with how to make the comic dev and the game dev overlap as well, leading the previous blog post, as well as this:

I think I’m close. I think before I wrap up tonight’s shift, I may have an actual product going into production.

But I’m not there yet.

Captain’s Log M1•O1: I dunno

At the start of last week, I got Spaz into the game engine. Everything seems to be going about as swimmingly as it can.

But I promised the Mad⳩ Crew I’d take a look at the comic when my “two-month” game was done. And since Last Legend Zero is done with me pretending it’s in production, when it’s actually still in the tinkering phase, I turned to the comic.

I was recently reminded that Isekai Is My Favorite genre, from Narnia, to Oz, to Digimon. No, I haven’t seen any of the popular anime, That Time I Got Hit By A Truck And Woke Up in a Fantasy World Where Girls Like Me, and I don’t intend to. I found the first two episodes of Sword Art Online sufficiently tiring to repel me from that particular formula. But Portal Fantasy is my jam. Why not have the escapism be actual escapism?

The first night my mother was home, instead of sleeping, I played various old vidya to try and drum up inspiration for dialing back Last Legend. What I got instead was a notion:

A man sees a bunch of people hunched over their phones. Feels his family has spent too much screen time. Decides to go camping. He drags his kid away from some vidya. Kid reluctantly goes along. At the campsite, finds a retro console in the basement or attic of a cabin, or in the woods or something, and gets sucked into a video game world.

It’s not the first time the idea of isekai’ing someone into a retro game world has occurred to me. John Michael Jones was made to go there at one point…

Well, what I have for John Michael and his family at present doesn’t really fit the story idea. But then, I’m not a huge fan of the story I’ve got going for them, either.

So, I’ve begun toying with the idea of taking this idea, and adapting John and his family into it. Fleshing out situations, world settings, and the like. And making concept art to go with it…

I still haven’t got anything solid. I have some notions that, if I keep pushing them, will turn into a setting that might make a good comic strip or storybook.

So now I’m at a sort of crossroads. I can spend February creating Spaz Invaders. I can spend February developing the comic. Both are good to do. Both feed into each other. I am going to do both. The question is which I will do first.

I’m going to put a bit of thought into it today. This week, I’ll be getting my papers in order, though, and February will be a new year.

Captain’s Log M1•B2: Cleaning Up

This week’s update is simple. My mother is returning home on Thursday. I have to spend most of my time preparing her house for her return. I may tinker a bit here and there before, and I may return to my work full-force after, but this week will be mostly dedicated to those preparations, and to her return.

That I am, by no means, anywhere near where I thought I’d be at this point in development means I need to reconsider my whole plan and workflow. Since my watchers in the government are asking what my plan is, I think next week will be dedicated first and foremost to very question.

February, I historically take off to do whatever I feel like. At the moment, despite spending three weeks of December and one of January pushing hard, though, I don’t feel burnt out on this project. I could easily switch projects, but I could easily just keep my nose to the grindstone and keep going. That’s a good sign that the medications are working, and I expect to re-evaluate, come to new estimates on the same plan, instead of changing plans again.

I ended last week by finding a plugin for Godot that will allow me to import animations directly from Aseprite, and by being fed up with my social media participation and choosing to go dark for a while. I predict both aid my productivity immensely.

Presently, I aim to spend whatever work time I get this week retooling the plan to take the new timing information into account. That, and producing a polished business plan take priority until such are done. I hope next week’s post will be the result.

Captain’s Log LC•R2

Last week, as predicted, I did very little on the game. Not nothing, though. I spent a lot of time doing character and setting designs that will tie into the comic. I found a workflow that is almost as fast for creating “hand-inked” looking vector art as my pixel art workflow is at making pixel art…

..which re-sparked the age-old question of whether I should use HD art or Pixel Art.

There were three elements that tipped the balance for me. First was the seasonal enjoyment of Muppets Christmas Carol. My piqha, and indeed all characters in the retro-cartoony art style I’m developing, are my version of muppets as much as anything. And one thing I like about “my” muppets is that they exist in a digital world, where Mr. Henson’s exist physically. It’s something I’ve tried, and failed, to develop, in the past:

But as much as I haven’t got it figured out, I haven’t let go of it either. Even my “paper dolls” exist conceptually in my head as digital life forms. Pixel art merely makes that explicit.

The second element that tipped the balance was watching a video on Super Mario Brothers speedrunning where they talked about frame rules and manipulable RNG. Mechanics necessitated by the hardware of the time, but mechanics that I fully desire to include in my games on purpose. And the fact that they are pixel art helps thematically hint that these things will exist in my games.

The third element that helped tip the balance was a tutorial on YouTube on how to create a pixelation filter, which I immediately implemented yesterday out of the sheer joy of doing it.

I now have a glitch animation I can call whenever I want from code, as well as a fade out/fade in method that is both more elegant than what I did with Prelude to Nightmare and more Godoty: my Hat Trick fade was done the same way I would do a fade in Unity.

Along the way, I tweaked my inky caricature to be in tune with Popeye, and tweaked my pixel art caricature to be in line with my inky one.

Which is a great improvement in my eyes.

Ink and pixels will both always be elements of how I present my stuff, I think. With 3D making rare but real appearances from time to time..

But I do love the pixels.

One marginal fourth factor convincing me to go with pixels over HD was that I want my games to run on potatoes, and not require super high-end hardware.

One marginal fifth factor is that Sierra called their graphical adventure games “Hi-Res Adventures” because this was hi-res compared to a text adventure:

… and I think it would be hilarious to call my games “Low-res adventures” despite them being higher res than the Sierra high res adventures.

The one thing that was not a factor despite the fact that it ought to have been the single most important factor is that it’d take much of a week to rebuild what I’ve got so far in HD. At some point in a project, you have to commit to not starting over, even though you’ve learned so much and done so much that you know starting over would be faster and better. Because if you let yourself start over once, you’ll let yourself start over again and again and never get done.

My books are not perfect, but they are finished, and the lessons I would learn by starting over get applied to the next book.

But while that should have been the first factor and the deciding factor, I never considered that factor, as the other factors made the decision before I got to that point.

What are we going to do this week?

A game is complete when it has a start menu, sound and graphics options, an input screen (although, ideally input customization options), a credits screen, and gameplay with the game over conditions (win conditions, lose conditions, so on).

I do not release incomplete games.

Note LA•S8: Complete Game

This week, my primary goal is to turn my gameplay demo into a small complete game. Doing the bare minimum work as fast as possible to have it done.

Then, in January, the first two weeks will be dedicated to expanding the game, and the second two to polishing the game, making sure at the end of each week to end with a finished game. In this way, at the beginning of February, even if I have to cut content that I wanted to put in the game, I will be able to release a game.

So that’s the plan for this week. Make a title screen/start menu, the options and credits, and the end conditions.

The FYOOOTCHER..

If God wills, and I haven’t finished development for the Mad Christian Last Legend comic by February, as a side-effect of making this game, February will be devoted to comic development until it is ready to go. Using the game engine and comic assets together to make YouTube animated shorts (and I dunno, TikToks) will be the hoped-for side-effect of that project as well, because the plan is then to spend March and April producing a JRPG, Last Legend I.

If Bunny Trail Junction is the the rocket, then Last Legend I is the launch and Last Legend Zero is the fuel.