At this point in time, the semester has ended and this has officially gone from “senior project” back to “personal project.” However, I’ve already gotten into the habit of noting my progress here and it seems to be helping me stay honest with myself, so I see no reason not to continue doing so.
Most of this week was spent preparing for the end of the semester, but I spent what spare moments I had compiling information from the original game in preparation for porting it over. This mainly includes dialogue, which I was able to extract from the RPGMV file––which was the original botched solution to the problem which sparked this project in the first place. The irony has not escaped me. The tiles and events therein are completely unsalvageable, but luckily, the text seems to be intact. I just need to pull it from where I originally had it and compile it all, and then I can go about redistributing it to the new system.
In addition to that, after having seen MyHouse.wad and been utterly inspired by its use of non-Euclidean geometry to create a sense of dread without the need for screamer horror, I have decided on my next goal, which I hope to achieve by the end of the summer. In short, I hope to perfect non-Euclidean level layouts in GameMaker 2.0. Based on prior experience, it isn’t as difficult as it makes itself appear––I was even able to accomplish it in the original software of RPGMaker VX Ace, which is over 15 years old at this point. If that can accomplish it, I have no doubt that GameMaker can do the same. I even have a general idea of how to go about it, which I will apply and experiment with moving forward.
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