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I'm hayashi I make games, possibly

#1 User is offline   hayashi 

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Posted 26 December 2010 - 12:15 AM

While this journal will eventually get filled with stuff, today it serves merely as a place I can dump the MZX file that's been causing strange memory corruption fun. Woo!

It's part of a game idea that I've started on, name of Unseen, which is probably going to be a corridor simulator story-orientated-with-little-in-the-way-of-gameplay experience, with horrible player graphics and bland, uninspiring environments.

It'll be about a load of guys with incredibly powerful psychic abilities, which give them the ability to pretty much hide anywhere by twisting the minds of people around them, but also the curse that they over time destroy their benefactors's psyches. Plot needs a lot of work, I guess, which is why I'm quite embarrassed to have to dump a MZX file of it so very early.

What's there in the MZX file will be changed heavily, almost certainly. Especially the bugs. =P

Attached File(s)


This post has been edited by hayashi: 26 December 2010 - 12:26 AM

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#2 User is offline   hayashi 

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Posted 27 December 2010 - 02:53 AM

Bug over.

Having said that, I'm still working on the game, and the infamous door board is now pretty much complete, with doors that don't break MZX when touched, etc.

I've just realised that I've made the houses on that street incredibly small, and debytecode seems to hate robots being block moved, so I've decided to fix the space issue... by having most of the house underground!

Oh, my days.

I've already blocked out in my head what happens inside the one house on the street that isn't locked. It's where nearly all the gameplay's going to occur, I'll say that much.
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#3 User is offline   hayashi 

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Posted 28 December 2010 - 02:17 AM

Progress Update! - Unseen chapter one: lol demo curse

PLOT

It's probably going to turn out to be a massive ripoff-hybrid of Honor Quest, PsychonautsTM (not that I've ever played the game) and Final FantasyTM 13TM, the latter at least in styling.

Basically, so far the general premise is kids with frighteningly oversouped psychic powers: one (Rui) gets his for free with a bout of laser-guided amnesia and meets another one (Marissa), forming the protagonist-deuteragonist couple that's oh so original around these parts; another (Danny) gets his from being mentally fried by yet another of them (Ashley) and decides to use them to become a jerk. It's early days yet, so this will probably change.




SOMETHING DIFFERENT

And now, I bring you SCREENSHOTS

so you can see how UGLY this game is going to be

no seriously, it is quite UGLY


Attached Image: screen11.png
Main Menu


As you can see, DEMO CURSE.


Attached Image: screen8.png
Village of Fixed Doors

This is going to be the first area in the Path of Rui (this particular game having, if I can at all be arsed to finish it, two separate perspectives on the plot), a perfectly normal street in a perfectly normal village which ends up playing host to a perfectly abnormal young couple.

Though this board only serves as about five minutes of exposition, it definitely needs more adding to it, in my opinion. The main question is "what?"



Attached Image: screen9.png
House


Probably will be spruced up later. I'm too lazy to make it look like a house at the moment, see.


Attached Image: screen10.png
Inside Somebody's Head


This is very, very unfinished, as you can see. I haven't even totally thought out what to do here in terms of gameplay - make it a Honor Quest-style touch-the-right-things-in-the-right-order affair, or go for standard MZX builtin warfare. Sokoban, anyone?

General artistic direction is heading towards clean, unassuming graphics in the overworld, and then a more chaotic style appearing wherever Rui or Danny rip off PsychonautsTM and go inside people's minds.
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#4 User is offline   Seventh Shade 

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Posted 28 December 2010 - 02:58 AM

Anything but amnesia, please.

Those are some emo graphics. I mean, they look good but I want to hit your protagonist. I'll bet that guy has never told a joke in his entire life.
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#5 User is offline   hayashi 

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Posted 28 December 2010 - 03:17 AM

View PostSeventh Shade, on 28 December 2010 - 02:58 AM, said:

Anything but amnesia, please.

Those are some emo graphics. I mean, they look good but I want to hit your protagonist. I'll bet that guy has never told a joke in his entire life.


You would be one hundred and fifty percent correct.

Not sure why I decided on an emo fringe. Must be because I like emo fringes. I honestly don't have an emo fringe.

As for amnesia and it being a horrifically cliché cliché, I'll sleep on it and see if I can force myself to vomit a better plot. Cliché.
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#6 User is offline   hayashi 

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Posted 28 December 2010 - 04:39 AM

and, with one fell swoop, the VFD looks a bit less shitty.

Attached Image: screen12.png
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#7 User is offline   hayashi 

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Posted 28 December 2010 - 05:41 PM

Just had to recreate the VFD bus shelter because, despite having 3 saves of the game, I ended up shooting myself in the foot by loading the wrong one and saving over the correct one with it.


As for the character portraits, I know they suck *cry*
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#8 User is offline   Lachesis 

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Posted 28 December 2010 - 08:13 PM

One thing I'm noticing that could be improved is that different elements of the surroundings that should be using different colors/graphics don't, which makes the perspective confusing to my eyes. For instance, the stone fence behind the houses and the chimneys on the roofs of the houses are the same, and the external walls of the house in the interior shot and the internal walls of the basement are the same. I'd suggest different colors or at least different appearances for these (a chimney that looks like a chimney, or wallpaper/a different stone texture in the basement). Otherwise, looking good, though :)

edit: oh, I didn't look at the chimneys in the updated screenshot. They look better, now.

This post has been edited by Lachesis: 28 December 2010 - 08:16 PM

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#9 User is offline   hayashi 

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Posted 28 December 2010 - 09:10 PM

Attached Image: screen16.png

Someone's Head, Again

Lots of work on this board today, but it's still incredibly unfinished.


I've frakked with the user interface colour palette and character set to make the text box more text box-y. The HUD in the top is probably going to change a lot, it's ugly as sin. MP (ammo, regenerates over time as does HP) is probably going to get a rename once I think up something better that isn't PSI.


The floating orb-like things are memories. Some of them are memories you're expected to remove; others will give a score penalty if you destroy them (the aim of the game with Rui is to do as little damage as is necessary with people's heads). Whilst this level pretty much explains itself which memories need to go, I'm thinking that eventually it'll become less and less obvious. Also, there may be some actual gameplay coming in soon, instead of shooting things.

Yes, those are default MZX spiders ;_; This guy's so old, his mind has cobwebs.


Also, I'm sure you're sick of seeing this board by now:

Attached Image: screen15.png

VFD

Some colour palette changes, a different texture for the surrounding walls (what sort of village street has aluminium siding walls around it) and the bus shelter, painstakingly recreated after I lost it.

Something that I've just noticed is that those chimneys aren't connected to any fireplaces. This will be fixed. =P
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#10 User is offline   CJA 

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Posted 28 December 2010 - 09:16 PM

i really like the solid simple art style. keep up the good work
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#11 User is offline   hayashi 

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Posted 28 December 2010 - 10:20 PM

By request.

Attached Image: screen17.png


Also, apparently Rui is a female name, which completely and utterly ices the cake. Y'all have come up with my character's entire personality before I've even written one myself!

This post has been edited by hayashi: 28 December 2010 - 10:53 PM

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#12 User is offline   T-Bone 

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Posted 29 December 2010 - 01:38 AM

I'll agree with CJA. I'm digging the simply look you got going on. Keep up the good work!
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#13 User is offline   NoahSoft 

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Posted 31 December 2010 - 08:57 AM

wow man. This shit looks FUCKING TIGHT! i cant wait to see what storyline and dialog you come up with to match with these gorgeous visuals. cruise by my journal if yuo wanna peep my shit too buddy :pirate:

:confused:
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#14 User is offline   hayashi 

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Posted 03 January 2011 - 10:48 PM

View PostNoahSoft, on 31 December 2010 - 08:57 AM, said:

i cant wait to see what storyline and dialog you come up with to match with these gorgeous visuals.


Well, the story and dialogue is probably going to be the second-worst part of this game (worst being gameplay), as I'm notoriously bad at writing. =P

I've ended up being sidetracked by something completely unrelated to MZX, and have thus not done much if anything on <s>unseen</s> emo psychic FREAKS since the last post.

This post has been edited by hayashi: 03 January 2011 - 10:48 PM

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#15 User is offline   asgromo 

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Posted 04 January 2011 - 06:48 PM

View Posthayashi, on 03 January 2011 - 05:48 PM, said:

Well, the story and dialogue is probably going to be the second-worst part of this game (worst being gameplay), as I'm notoriously bad at writing. =P

sounds like a great game
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#16 User is offline   hayashi 

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Posted 04 January 2011 - 09:13 PM

View Postasgromo, on 04 January 2011 - 06:48 PM, said:

sounds like a great game


Emo fringe should have tipped you off.
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#17 User is offline   hayashi 

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Posted 04 January 2011 - 10:30 PM

In the interests of the community, I'm not going to make any further subjective comments on the quality of the game. Instead, all I'm going to say is that it's going to be a MZX file.
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#18 User is offline   hayashi 

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Posted 06 January 2011 - 12:01 AM

Character details GO (because it's incredibly unlikely I'll ever finish the actual game)

NB: Subject to lots and lots of change! Don't shoot me! Aaa!


The "unseen"

These are people with strong psychic powers, essentially allowing them to enter other people's minds (to "jump", so to speak) as if they were physical planes, and make changes to memories and thoughts while inside. The downside of this ability is that repeated modification of people's minds starts to cause their psyches to collapse and elements of the intruder's psyche to invade, eventually causing one of two things: death, or the victim's unwitting transformation into an unseen themselves.

They are named as such because they ten'd to hide their presence around ordinary humans, modifying their memories to make their victims falsely believe that they are other, trusted people. (For example, the first person to be jumped in the Path of Rui has a couple of long-lost grandchildren, male and female, and Rui changes memories around to make that person believe that Rui and Marissa are those grandchildren).

A mysterious block prevents them from wilfully physically harming themselves or any other unseen, causing them to be unable to end their pain. Instead, they are compelled to survive, no matter what it takes.

Most of the unseen haven't been around for long at the time of the game - none of the original unseen recall being born, but instead "waking up" at about the same time with only base instincts - and their first victims provided them with their grasp of language and the trappings of civilisation.


Path of Rui

Rui (aka emo kid)

Age: about 17.
Gender: male.
Likes: survival.
Dislikes: untidiness.
Lives for: tomorrow.
In a word: emo?

Rui is a quiet, calm person who seldom lets emotion guide him. The only person he cares about, besides himself, is Marissa, a fellow unseen that he met shortly after waking up.

Unlike Marissa, who took the persona of the first person she jumped, Rui has not let himself become attached to any of his victims. To him, his entire life is and will always be centred around moving the furniture around in other people's minds, and occasionally resting in it.

Rui's name comes from the only thought he had after waking up for the first time. He doesn't know what it means, but it is essentially his entire persona, so it makes sense to him to have it for a name, too. (In other words, it isn't Portuguese or Japanese - at this time even I don't know what it means, but it'll eventually come to stand for something)

He hasn't changed hair style since the moment he woke up, even though the thoughts of others suggest that it might be a good idea to do so.


Marissa Colwood*
*assumed name

Age: about 16.
Gender: female.
Likes: helping people.
Dislikes: her mode of existence.
Lives for: hope for a better life.
In a word: stressed.

Marissa is Rui's friend, though the relationship between the two is possibly more of a brotherly/sisterly bond - each has only the other to rely on in the world.

Unlike Rui, she feels a great deal of pain from her actions as an unseen, and hopes that a higher meaning for their lives will reveal itself. She sometimes gets annoyed with Rui when she feels he is going too far, and wishes that he would treat his powers as a means to an end rather than the purpose of his life.


Path of Dan

Daniel de Vorzon

Age: 18.
Gender: male.
Likes: power.
Dislikes: Ashe.
Lives for: himself.
In a word: megalomaniac.


Quite unlike many of the other unseen, Dan received his abilities and curse from another unseen, having lived as a normal human until recently. With all the failings of human nature accompanying his new-found power, he has decided to use it for his own ends, "fixing" humanity by stripping away those traits of the human psyche he deems to be uncivilised, with his fallen friend Joe as his first thrall.

At the start of the MZX project, he has already created a small army out of his neighbours, transferring some of his power to them to let them expand his control over his empire. Exactly how this translates into gameplay, I'm still yet to decide.

His name was going to be Danny Gabriel, but I figured I needed to name one of my characters semi-after Barry de Vorzon, so


Ashe

Age: about 20
Gender: male
Likes: ??
Dislikes: ??
Lives for: ??
In a word: fucked.

Ashe is an unseen that jumped Dan and his family months ago, meticulously rewriting their memories to include himself as an older brother to Dan. His work on Dan's parents slowly drove them to insanity and later death, after which Ashe completely obliterated Dan's memories of his parents to remove all sense of grief from the boy. However, whereas the act of jumping killed his parents, for Dan it caused something worse to happen; he began to absorb Ashe's abilities, eventually surpassing him in power, and with them was able to restore his memory to its former state. Though a mysterious mental block prevented Dan from killing Ashe in retaliation, he found himself more than able to jump Ashe, completely destroying his mind from inside and forcing him to endure violent nightmares every second of his life.

Like Rui, Ashe's name comes from his own thoughts, and has a meaning that I'm yet to decide upon.


Joe Grantham

Age: 19.
Gender: male.
Likes: whatever Dan likes.
Dislikes: whatever Dan dislikes.
Lives for: whatever Dan lives for.
In a word: subservient.

Joe was once Dan's childhood friend, until he fell in with the wrong crowd, slowly becoming addicted to drink, hard drugs and violence. Dan, discontent with seeing his only friend become a wreck, long wished to be able to not only "save" Joe, but the entire human race - a lofty wish that eventually became all-too achievable.

Upon becoming an unseen, Dan immediately used his abilities to jump Joe, transforming him into his idea of a model human. However, Dan did not stop with purifying Joe; he decided to change Joe's entire personality to suit him, making him a sycophantic acolyte agreeing with Dan's plan for the world to the letter. Eventually, Dan even decided exactly how Joe should look, basing the appearance of not only Joe, but every male human under his control, on his own.

At the start of the chapter, Joe will be the commander of Dan's army, the instrument with which his friend plans to take over the village and, eventually, the world.

This post has been edited by hayashi: 06 January 2011 - 12:02 AM

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#19 User is offline   hayashi 

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Posted 07 January 2011 - 03:03 AM

God, for the love of all that's holy, stop downloading the MZX file at the start of the journal!

Seriously. It's made of old and buggy. I might post an alpha version of unseen later for those who want to do bleeding-edge criticism. =P

Anyway, I've actually been working on the MZX file, finishing the roughwork on Angelo's mind off. I think I'll be heading to ProTracker or MilkyTracker soon to try composing something that goes well with doing unspeakable things to people's most treasured memories.


Screenshot of the Day

Attached Image: screen19.png

This screenshot comes from the second board of Angelo's mind, which is quite a scenery change from the first. The aim of this board is to get rid of a couple of diseased memo ries, which currently (this may change if I have a stroke of gameplay genius over the next month or so) involves shooting them off the walkway, causing them to fall into the chasm below and revealing garishly coloured walkways.

This level is pretty basic - in total, it involves shooting at three things, picking up one item, and placing it in one quite obvious location. Oh, and MZX builtin spiders.


Screenshot of Yesterday

Attached Image: screen20.png


This being the other board as it looks at the moment.

The style at work with Angelo's mind is intended to look unhealthy, with lots of frayed veiny things going from memory to memory to suggest a heavily worn noodle. Lots of characters are being used for the lines themselves. I need to change the shading characters at some point so they tile properly.

The red line going from Angelo and twisting around the board is a sort-of pointer to the direction in which Rui should be heading in the general scheme of things.

This post has been edited by hayashi: 07 January 2011 - 03:10 AM

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#20 User is offline   Seventh Shade 

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Posted 07 January 2011 - 04:00 AM

On the screenshot of today you might try making the red on black walls on the right side red on darker red.
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#21 User is offline   hayashi 

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Posted 07 January 2011 - 02:24 PM

View PostSeventh Shade, on 07 January 2011 - 04:00 AM, said:

On the screenshot of today you might try making the red on black walls on the right side red on darker red.


Yeah, that wall does look a bit pants. I was trying to keep a bit of continuity with a splash of red in the other board, but yeah,
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#22 User is offline   hayashi 

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Posted 15 January 2011 - 03:32 AM

Uni's eaten my MZXing habit, but given that it's the weekend I'm currently trying to write a plot outline for the project.
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#23 User is offline   allison 

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Posted 17 January 2011 - 07:51 PM

I can't wait to see what you come up with. If I can't make good games, it's good to know that everyone else can :confused:
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#24 User is offline   Lachesis 

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Posted 17 January 2011 - 09:11 PM

Go back and play Metroid Dread, find all of the things that you notice that makes it unfun, and compare it to a commercial Metroid game. Make a new game that takes the good things and expands on them while getting rid of the bad things. Rinse & repeat. Making good games takes experience, and you can't really make good games unless you're incredibly observant or have some experience. Don't give up crazyal :)
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#25 User is offline   hayashi 

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Posted 18 January 2011 - 12:26 AM

[Insert subjective statement about perceived quality of unseen here]
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#26 User is offline   Lachesis 

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Posted 18 January 2011 - 01:55 AM

And don't make subjective statements about the quality of your games, either, unless you're making an utter shitfest like Oizys.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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