After participating in the Global Game Jam, it inspired me to dive back into game development! Also with the RPG Maker Festival going on last week, it's really gotten me in the mood for making games in it. I've been slowly getting back into things, but also taking it slow to get back into the swing of everything.
To start, I decided to take a look at everything I planned out for Compass Nays since it's been a few months since I last worked on this game. I decided to start to plan out what needs to get done in a Notion page. Through this, I prioritized tasks, sorted them by focus, and really tried to figure out the MVP for this game.
After that, my brother and I virtually met up on a Saturday to revisit our GGJ project. We looked at all of the feedback we received on the project and made some fixes to the game so it's easier to play. We also finished some of the art that was still in progress and added a few new dialogue lines to connect the story better. You can download the updated version on itch.io here!
I took a break from my personal projects on weekdays for a couple of weeks to relax and play some video games because it's been awhile since I did that. So when I came back to working on projects over the weekend, I started by updating some of my game dev sites with the updates we made to Prisoners of Time Fabric. I also made a video playthrough of the game, just like I've done with previous years.
After this year's GGJ experience, I learned a lot and started to reflect on some of what I wanted to apply to my Compass Nays game and future games. One of the things I realized from some feedback and just playing our game myself was that I haven't actually been doing parallax mapping in an efficient way. I've been parallax mapping my RPG Maker games for about 8 years at this point and I never really researched how to do it and mostly just made up my own way. Previously I had been just leaving everything on one layer and occasionally using events for anything that the player could go behind, but sometimes that would allow the player to be able to walk over something if there were some parts that should be behind and some parts that should be above the player in the same tile, which made some awkward collisions. I've been using the Cyclone-Maps plugin for all of my MZ games but never properly researched how to use it to its full potential until now. So I finally looked into it a bit and figured out how to properly layer my maps like you'll see in the video below!
Then I decided to actually start putting together more of a formal Game Design Document on Notion. I've had a lot of Notion pages and notes in various places, but this is now a way for me to bring all of those links together and organize them a little better. It's still pretty massive and there's a lot of filling in to do. I want it to be more custom than just feeling very template-y, but it'll be a good working document to go to for now.
So not a ton of visual progress this time around, but a lot of behind the scenes progress and I'm back into development on Compass Nays, so I'd say that's a big accomplishment in itself since it's been months since I last worked on it prior to this!