initial devlog


Well, this is my first post. This is an internal anniversary as July 4th is when I decided to pause light's adventure to make this game. (better late than never)

The reason why I paused light's adventure is due to the game jam this game was a part of as I started light's adventure 1 month too early and I was worried as it would be considered an update to something. Sadly, it didn't even matter.

for those who are wondering Jem was my third original character made for this series. sadly, my first and second characters have yet to make a debut (this will be when the sequel games to this come out). Flare and crystal (she was called light at the time) was my 4th and 5th character respectively. All three of these characters are my personal favorite of the series.  my most favorite though is crystal (more on the older version not the child version so much)

 

The reason why I chose to do the gb compo rather than Ludum dare is due to the time frame. I do not do well on a 24-hour time frame heck even this was rushed (and I think it shows). I planned a 5-chapter system. chapter 1 is meant to be the tutorial. Chapter 2 is meant to be the first allowance of independence in which the player has an impact on the story. Chapter 3 and chapter 4 are meant that they can be done simultaneously. and chapter 5 was the endgame. Sadly, by the end of the game jam I only got chapters 1 and 2 done. I am still working on chapter 3. I am about halfway done. in the meantime, I am also starting on the maps for chapter 4 and 5. I think I realize why I did not get chosen for the top 15 as the quality of the game was horrendous, glitches everywhere and typos beyond belief. This is the first public game that I gave all I had as light's adventure was mainly on a whim to try out gb studio. 

now for the main game. I have started asking around for a few favors for a better combat AI. and I am going to start looking for project conversion plugins (for both ways). The reason why I started to ask for a better combat AI is the current one can easily be cornered before the timer starts and chain broken. I did look for a better HUD but the alternative in GB Studio is a lot of work to redo well over 100 maps to change to a tile system. for Jem of twilight, I am going to use the current system but the sequels I am going to use the tile swapping system.

now on to what I gave up on for the GB studio version to work. First and foremost, the intro wasn't what I had in mind. The intro that is currently in place is a placeholder one I put in for the game jam. The original plan was to start a week before to slowly get the player acquainted with the controls. and the rug salesman was originally going to have more of an impact to the plot as a shopkeeper of sorts. I also planned for there to be more games on Jem's computer. as the original game (valid to the plot) was going to be a rpg game. (in fact, even the room names point to this). the other plan for the minigames was going to be a breakout clone on learning the magic spells (this is one of the reasons why jem's magic lesson on game jolt was created). areas that are not going to be available for the gb studio version is jem's tower (the original tower she was in), wolfsbane castle dungeons, wolfsbane castle kitchens, school of magic 2nd and 3rd floors. The reason for these omissions is due to the fact most of these are not directly related to the plot. and the reason jem's tower is going to be unavailable is because it was scrapped when the intro was scrapped. (layout wise it is similar to brier's tower but is very cluttered with all sorts of electrical and robot parts. The original plan was to show the contrast between the two siblings as well as introduce Brier and Jem as characters a lot more naturally). The other reason why is it is likely going to be very tile intensive.

I am writing a slew of side stories that fill in the gaps on Github. I also added a wiki and a ARG to find a alternate story. to be more specific one from the same game but a different perspective.

So, the question of what engine I am using for the pc and console release. I honestly don't know. While Gamemaker works best last November after the unity fiasco they screwed over all the GMS2 users. basically, forcing those who have a GMS2 license to use a version of Gamemaker that is well over 2 years old this is after pushing everyone to the newest versions. The next engine that I looked at was unity which that fiasco took away most of my faith in it.  Next, I looked at unreal the problem with that is it is more focused on 3d not really 2d. next is Godot I have a framework, but I feel there is a disconnect as I am used to C based languages. The other problem is in my game there are a lot of calls to a specific object of a set of objects which is one of the biggest issues of Godot. the last engine I looked at was RPG Maker the problem here is the combat system isn't good with the rigid grid everything is on in addition I would have to rescale nearly everything to fit.

I hope this first devlog is good as it is the first one that went in depth on this game.

Files

Roadmap.txt 4.1 kB
Feb 28, 2024
Temporal Light-jem of twilight_Jam.pocket 2 MB
Mar 01, 2024
Temporal Light-jem of twilight_update.pocket 2 MB
Mar 22, 2024
Temporal Light-Jem of twilight-updated.gb 2 MB
May 15, 2024
Temporal Light-Jem of twilight-updated.gbc 2 MB
May 15, 2024
web.zip Play in browser
May 15, 2024
Temporal Light-Jem of twilight-updated.pocket 2 MB
May 15, 2024

Get Temporal Light-Jem of Twilight demo

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