Saturday, August 9, 2025

Eight Years

Hey there. Been a while. Most likely anyone who read this blog back in 2017 is long gone, same with readers from 2021 / 2022, but if you ARE a returning reader, welcome back!
 
Unlike the me of 2021 / early 2022, and the me of late 2022 who hid the newer posts out of shame, I celebrate my past, and I will happily keep this piece of my game dev history close to me, mistakes and all. Suffice to say, I've grown a lot since then, both as a person and as a developer.
 
So, why did I suddenly decide to revive this, yet again, after so many years?
 
Well, nostalgia, mainly. To this day, I'm still fond of Roger, Mr. Skelly, Sergeant Razor, etc. All these characters I created for this game hold a special place in my heart.
 
It also feels cathartic to me to finally work on actually finishing this one thing I made when I was 13, but reshaped, reassembled, and recontextualized. Well, it'll still be called Cereal Quest 0, as that's a pretty cool name, but still.
 
This project has been the one singular through-line I've had for my entire game dev journey. I've forgotten about it for years, neglected it, revived it, cancelled it, but it's somehow held on, in some form or another. It's followed me through some pretty pivotal moments of my life.
 
Gosh, I could go on and on about what went on with me and this project these past 3 years- so much has happened- but I won't stuff your face with more details. I'll only talk about that if people truly wish to see it.
 
So, finally, we get to my current plan. I will finish the IWBTG fangames I have going on right now, and then get to work on a new engine with my friend renex (you might know him if you're in certain Game Maker circles) which will directly lead into this game.
 
In short, I got nothing to show until like, next year. But do trust me that I am determined to see this through.

Wednesday, June 1, 2022

Final Monthly Update - Except it's not the end, don't worry.

Hey. Technically, I've done things over the course of may. Not many things, but some, for sure.

I started work on the actual game, and I've done pretty much the entire intro to the game, although not the first area. That was at the beginning of the month. I spent most of may doing nothing tangible. Just thinking about things and myself. 

I will say, if you think "thinking about things and myself" counts under "waste of time", unequivocally, you ought to fuck off from here, and never return. I don't want people like you to ever come near me.

Fun fact, I actually had a first draft for this post, in which I went on like a 1000 word tirade about what I just said there in the last paragraph, but way more violent and very long-winded. But it goes to show how passionate I am about that subject. I will not tolerate people who believe that personal growth is a waste of time.

I definitely did not spend my time wisely however, and I used up many potential work hours on vapid shit like going on YouTube for 12 hours, or scrolling through Twitter, or mas-- you get the idea. I will say, I did spend a lot of time pondering about the game, and about questions related to myself, and my friend groups. I think that time was well-spent, because it got me to the point I am at now, where I'm confident enough to actually do the things I like doing, that require effort. 

...As for an update about the fuckin' game which isn't somewhat of a nothingburger, well, I've decided I'm gonna stop making these each month, and instead do them when I add features to the game, or just send some sneak peeks of stuff. Speaking of which...





Yeah, here's three sneak peeks. That's the title screen, the file select screen, and when you first gain control of the protagonist.

My biggest flex here is that there's only four assets here that I didn't draw myself. The fonts, of course, the spike on the file select screen (that's a default from the YoYoYo GMS2 engine), the BACKGROUND of the file select screen, and the bed there. The last one's there for comedic purposes, because who wouldn't find the fuckin' default Terraria bed not funny.

Anyway, yeah, apart from those, I drew everything myself. :3
If you can't tell, I'm incredibly proud. Even if some of these assets kinda suck.

That's about it, for now. I want to keep my cards close to my chest here.

Saturday, April 30, 2022

Monthly Update #3 - I did some things.

Hey, what's up. I'm making the game. But I'm also not. Most of the time I'm not. I think I could come up with excuses all day, but none would really match "I didn't feel like working on the game" in terms of accuracy.

I wouldn't say I've completely given up, moreso that I decided to start this project at a really weird time for me, a time when I'm not exactly sure what I want to do, or what I'm supposed to do. I've been kind of confused these past few months. I've had a lot of conflicting opinions about a lot of things, and have met with a lot of dead ends in my quest to find the truths about myself. I haven't really come up with a solid answer yet.

At the very least, I don't think I find working on the game to be unenjoyable. In fact, I always come out feeling "that was fun" whenever I decide to work on it. The main problem is that starting work on it means I'll have to, well, work. I think on some level my brain just wants a break from everything.

Nothing I can really say about the game, other than I implemented some features, and they work. I'll figure things out.

See you soon, space cowboys . . .

Thursday, March 24, 2022

Monthly Update #2 - Oops I Wasted All My Time

Heya there. Well, technically I didn't actually waste that much time, because I did woork on a lot of things, but I spent most-ish of march not doing much significant progress on the game. 

I did do part of the tileset for the first area, and I've also done some kinda quality of life things like fixing the vines, making the saves work better, and I've also finished up the title screen. Okay, nevermind, I did quite a bit of things. But not really enough to justify the month spent on them. 

I'm going to college, but it's kind of an online-course-but-you-get-a-degree thing, so it's not too difficult, nor eating up my time, so my main excuse is really just anxiety and general not-feeling like working on the game. 

Don't get me wrong, it's fun, but for some reason I can't seem to consistently convince myself to put effort into it when there's a very slight amount of pressure on me. It's weird. I'm trying to work on fixing that, too. I know for a fact this is a motivation problem, because whenever I do actually work on the game, I find it a little frustrating, but fun

I've been planning the bossfights though, and have kind of arrived at a finished music list and list of ideas for the game.

That's about all the game progress I can remember off the top of my head, so I'd have to check on the project to see if there was something I missed.

I don't have a demo ready. At all.

Not much to say today, huh? Well, see you next time, I suppose.

Monday, February 28, 2022

Monthly Update #1 - I Arbitrarily Decided To Start Making Monthly Updates

Hey there! I've been kinda steadily working on this game thus far. I'm using the YoYoYo GMS2 engine and its physics as the main platforming physics, along with some of my own additions, including a grounded dash and an air dash.

I've got basically everything planned out, with the exception of enemies, boss gameplay design, and level layout. I'm intentionally leaving the first and third ones for me to do when I make the levels themselves, but boss design is simply something I just haven't gotten to yet.

I've got some pretty ambitious plans, with the entire game being around 30 hours to complete in full, by my estimates. Though, it could end up being way shorter, as usually happens with my works. There'll be 25 areas, of very varying lengths and difficulties, and 23 unique bosses.

In terms of the game itself, I've been mainly learning the engine, and doing small tweaks on things, along with implementing a lot of features. The core gameplay should be worked on enough that I'll be able to start making levels soon, but there are quite a few features I haven't implemented yet, such as cutscenes, text box coloring, various enemy types, and so on.

But, man, this engine is clunky when it wants to be. For my next project I'll definitely get a more up-to-date engine.

And that's about it, really. By next month I should probably have a minimum viable product or the demo ready.

Wednesday, January 19, 2022

Major changes to the game's plan

After remembering this game exists, and going through the game files, I have decided it's mostly unsalvageable. If you, for some unknown reason, want to check out the original, somewhat unplayable game, here's the download links:

1. https://litter.catbox.moe/orlnvc.rar
2. https://litter.catbox.moe/51ns42.rar
3. https://litter.catbox.moe/7ggz2s.rar
4. https://litter.catbox.moe/am6zbe.rar
5. https://litter.catbox.moe/ha8kb0.rar

And the original file names, as you kinda need those for the .rar files to work:

Cereal Quest.part1.rar
Cereal Quest.part2.rar
Cereal Quest.part3.rar
Cereal Quest.part4.rar
Cereal Quest.part5.rar

With that out of the way, let's get on with what I actually want to say. I'm going to switch to Game Maker Studio 1.4, and make a metroidvania-type game with the I Wanna Be The Guy engine. Yes, you heard that right, and yes, I have gone insane.

A friend of mine told me yesterday that the IWBTG engine is actually rather powerful, and that it would probably be feasible to make a metroidvania-style game in it. I took that as a sort of challenge, and began work on Cereal Quest 0. So far, I've got a logo, and a couple of ideas.
Beautiful, isn't it? I think it's a great riff on Yakuza 0. I don't really have much else to show, other than this. I'll be keeping you posted on my progress, though.

See you next time, space cowboys!

Monday, March 29, 2021

It's been a while, hasn't it?

Just to note, this ain't an update post. I don't have anything I could really remotely call serviceable. I've got a lot to do before I can come out with something cool.

I was reminded of this game a few months ago, when my internet died out for a day, and I decided to check out the stuff on the deep recesses of my HDD. Turns out, I still had the game files. Utterly intact. The funny part is, this is also the ONLY RPG Maker game I had from back then that wasn't in a half-broken state.

So I decided to continue the game. Possibly just because I like making games, despite having no idea how to make them. To that end, RPG Maker is the greatest tool.

I'm a vastly different person than who I was back in late 2016 to early 2017. A lot can happen in 4 years. Back then, I basically had no fucking clue how to function in society, but now I'm way more mature, and able to see/do things better. It's almost a little difficult to comprehend, because back then I was just a younglin who did things pretty much without thinking.

It's been a really bumpy road to get to here, but I'm glad I went through all that, because now I've come out the other side a far better person. I won't go too much into the specifics, because I doubt many of you will give a shit about that.

One thing I've got to thank past me for doing though, was noticing that tumblr sucked, and making a blogspot blog instead. Because of that, now I don't need to make a new blog, and I can just continue from this one. And now I've got all this... admittedly lame history here. But it's still history.

Even after all these years, I still remember Docdic, Goodle, Ninten45, all those cool people. I don't think they'll ever truly go away from my memory. If any of you 3 are reading, it would be pretty cool to get back in contact to see how life's been doin' ya.

I've also done some searching, and I now realize I might be the only BBQ Quest-like dev from the old days who's still dedicated to making their game. Or maybe there is someone else out there, but I just haven't heard of them. Haven't been able to find anyone who's been active since at least 2017.

Okay, now onto actual game-related stuff.

So, I've been mostly just revamping everything these past few months, been organizing things, balancing things out, etc etc. I've been working kinda on-and-off on it so I don't have much to show.

I think I'll also redo the battle sprites, and a large amount of stuff you do in the game. I won't touch the overworld sprites, though. I think those have a nice charm to them.

I'll probably also fix up the battle system, making it require more thought than "click attack a bunch of times". I think one of my better ideas on that end was to make it so you can time your attacks with the animations to do more damage. Of course, I still haven't implemented this, but baby steps. I still got no fuckin' clue how to code, so actually doing that might take a while.

Either way, that idea's nice because then I don't have to do the stupid RPG shit of making you uber-rely on your skills to do good damage and just leaving the normal attack in the dirt. Though, to make it so you don't leave your skills in the dirt either, I'll probably make it so skills do pretty consistent powerful damage, but you kinda need to have your MP on life support to actually use them more than like 2 times. The upside is that MP-restoring items will be pretty cheap, so you can (literally) afford a kind of skills-only playthrough. I want it so there are pretty much 3 valid playstyles for combat: attack-only, attack-skill hybrid, skill-only. Most people will probably go with attack-only or attack-skill hybrid, but I do want to at least make skill-only a viable strategy, if it can't be fully balanced.

I dunno, that sounds okay to me, but in the end we'll just have to see if I can implement it right. I may have to change things if this is too ambitious for my skill level.

Another thing, the balance of the game in its current state is horrendous, so I'll be improving that aswell. Probably not now though.

Oh, and before it's mentioned to me, I know the link to the demo doesn't work. I don't really care, the demo sucked ass anyways.

I think that's about all I have to say for now. I'm glad I re-discovered this game, and decided to continue it.

See you next time, space cowboys!

Sunday, January 22, 2017

Working on the next area..

Sorry I haven't been onlime much lately, trying to find good songs for the area i'm making.
Pilotredsun has some great songs that i'll probably be using for the game so, check out his music in here! https://pilotredsun.bandcamp.com/

Thursday, January 5, 2017

Demo finally released!

Finally finished the demo!
Here it is: https://mega.nz/#F!O14ylbjL!ZwqtHtjh26_YbZylJNapTA
If it isn't working, try downloading this too: http://www.rpgmakerweb.com/download/additional/run-time-packages/thankyou-rtp-vx-ace

Friday, December 9, 2016

Delaying the demo :c

I'll be delaying the demo because i noticed that it wouldn't be possible to publish it on the 6th because I'm a perfectionist and I don't want any bugs on my demos.
If you're curious of how things are going on, here's a little screenshot for ya.