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A-zu-ra

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A member registered Dec 04, 2017 · View creator page →

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One-liners that I put in the video descriptions on each playlist

Desert Planet: GREAT GAME
Revolution TV: It's like Smash TV if the thing was platforming and all of the things that wanted to kill you were robot orbs
Walking among the Books: The lobby died so endless corridors may live
The New World: Escape rooms are my favorite kind of game...a shame I've never finished one
Maze Of Frustration: oh hey look at me submitting a simple maze game to an rpg jam you're winner
8-Bit DodgeBall: this is making me miss that random-ass indonesian game that was submitted to the jam before it got removed
In a jam: I am convinced that this game was only named what it was because game "jam"...also this game needs to learn how to make letters appear at a time
Ewa!! Escape!: This game is not suitable for children or those who are easily disturbed
Quest For Cake: I seriously forgot that you could make games in Blender
Colourful Capture: Those are some pretty thick and busy walls if you can encounter something on your next step
221B: Walkin' around with words floatin' around like Sherlock Holmes and I'm like...WHAT DO I DO
Felix Adventures Test: it was only a test after all...
Knight Of Realm - Valley: Note to dev: please don't bound your starting position to screen resolution
Home Sweet Home: I actually gave this guy 2 bucks for using technologies from scratch and still making a bitchin' game out of it
The Yellow Moon Inn: DRUNK IS GOOD
No Exit: this game forces you to hug the bottom wall just to get mobs that won't murder you in one battle
Propmaster: I give you the ting and then you tell me that's not the ting you want, what is wrong with you guys :v
Argus: being big brother is hard...also this game makes overthrowing big brother seem so easy
The One Room: way to boil the essence of rpgs into one condensed treadmill of eh
Ugruk: ooga ooga ooga
Murder at Fernwright Manor: Unreal Engine in the hands of indie devs tanked my FPS on my relative potato of a PC
Chronophobia: fear of time, the hands of time spinning with no end and without feeling
Plant-a-mole: Committing suicide by fruit and vegetable throwing

All of the different games can be viewed separately through this playlist. Hope you guys enjoyed the stream!

Stream will be postponed an hour later as I make some last minute preparations for the stream :o

Reminder that the event will be happening in a couple of days!

Twitch does archive streams for 60 days; I'll make the separate games as highlights after the event's over so anyone can watch it forever :o

In roughly 2 weeks from the time of this post when this jam ends, I will be streaming playthroughs of all of the games that end up being submitted to the jam on my Twitch channel! This will be a chance for me to see everyone's games and how they all play out, and you'll get to see your games played live with the usual gaming commentary as I go through them.

The event is located here and will start at 1:30PM PST, roughly 13 and a half hours after the jam has ended. Hope to see you guys there!

(1 edit)

Day 4 (the real post)

So I actually did start working on furniture for this game later in the day, getting around a quarter of the planned furniture items in the room finished and implemented in the game. I do have some of the kitchen counter graphics done, but they're not implemented yet on account of me adding a few more touches to the counter with things like a stove top, an oven, and a microwave...you know, things you'd normally see in a kitchen.

I also gave myself a rough timeline of the things I want to get finished throughout the jam; hopefully I'll be able to hit these marks at a reasonable pace, all while balancing other things that I do in my life like finding a full-time job and streaming video games. I may consider even streaming parts of the development someday, too :o

Timeline of Tasks

  • Get initial furnishings done by February 7th
  • Get preliminary game mechanics, story engine, and some music implemented by February 14th
  • Implement more of the story and polish game mechanics, story engine, and add more music by February 21st
  • Further polish and add additional fluff if time permits before release on February 28th

Tasks to invest more time into

  • Spend at least 30 minutes a day developing the game design document (don't wanna get chewed out by fellow game devs for having a game with no ground to it)
  • Spend at least 30 minutes a day developing the characters: their backstory, their interests, their personalities, and how these aspects can potentially influence the game mechanics
  • Once the characters are developed, spend at least an hour a day writing the script for the story
  • Once the characters are developed, spend at least an hour a day working on potential character designs for the characters
  • Once the game design, characters, and story are developed further, spend at most 3 hours a day on music and sound design

Day 4

Lazy Sunday. Also the Superbowl happened. _(:3 」∠ )_

Day 3

Guys...I have something to confess.


I have never made furniture before.

I took a break from GameMaker: Studio a bit and into Photoshop to plan out the layout of all of the furnishings of this lodge; after all, the other important thing about the room is what's inside it. I'm starting off with guides to give myself an idea on how reasonably tall I can make the furnishings, then either tomorrow or the day after, I'll focus on designing the actual furniture.

Some of the layout might change depending on how it feels in context of the game, however, though there will most likely be variants to all of the different furniture that's to be featured in the game. Let's just say that one of the main aspects of this game is that the furniture can and will be rearranged...

Day 2

I worked more on Photoshop to develop the other parts of the lodge, and after about a half hour of work, the lodge is starting to take shape! The color palette that I chose kind of makes the game look like an NES-era game, but I mostly chose this sort of color scheme to give it more of a lodge feel, though this design is bound to see some adjustments down the line.

I also worked a bit on character movement as well, in which I put together invisible walls to set boundaries for the player. Since this game is done at a slight perspective, I shifted the bounding box of the character to only cover the "feet" part of the sprite to better suit this perspective.

Although the basic design of the "one room" is finally finished, there's just something missing...like, oh, I don't know...furniture and decorations.

This will be the temporary devlog for my 1-Room RPG project codenamed "1 Lodge, 4 Friends". Each post on this devlog from me will go through each day of development, covering different aspects of building this game up.

Day 1


One of the first things I wanted to cover in this game was establishing the "one room" that this game was going to take place in, especially since this aspect is the most essential to a game jam that is entirely focused on this very room. Sure, there are doors that will eventually be placed in said room, as well as a front door that one can go out of like a normal lodge, but in spirit of the jam, no one can see what's beyond those doors through gameplay.

This was only one of the earliest sketches of the lodge that I managed to capture; the floor had its own work-in-progress texture before this screencap while I was working on the tiles externally through Photoshop.

I brainstormed a few ideas on how I wanted to play around with the concept of having everything in one room beforehand. The following is what I noted down in my game design document before the jam began:

As a breakdown [of the rules]:
- Gameplay is restricted to this one room.
- Specifically, JUST GAMEPLAY.
- Since the one-room limitation only applies to gameplay, other rooms can exist. You just can’t go inside them.
- Likewise, a world outside of the room can also exist. You just can’t go to those parts.
- Non-playables can go into other rooms and outside. You, the player, can’t.
- Anything that happens within another room or outside must only happen through a cutscene or, for the best jam feeling, offscreen.
- Things [or people] can come from the outside into the room.

I only established the basic room layout of this game on day 1; I would finalize the rest of the design on the upcoming day.

If, by a rough chance, my game ends up being at a much higher scope than I first anticipate, would it be okay for me to sell my game under this game jam? (If not immediately, then after a certain period of time)

I'll also make a demo for the game once I switch it to paid so at least players can get a feel of the game. Again, I'll only consider this if the game ends up being at a much higher scope than I anticipate (by which I mean "something that's finished in much more than 5 minutes").

"Use any engine you want" says the description.