Saturday, August 9, 2025
Eight Years
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.
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
Wednesday, January 19, 2022
Major changes to the game's plan
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..
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!
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
If you're curious of how things are going on, here's a little screenshot for ya.