Monday, October 14, 2013

Blah...



*What I feel like right now.*



Well then, without going into detail, let's just say that I've more or less been in a state that's made it impossible for me to work up until about five days ago. And now that I've gotten better, instead I've got something else that essentially makes me cripplingly tired all the time. Great.

Anyhow,

I've begun working on another game. Yes, again. What's the dumb reason this time you may be appropriately wondering..

Well, I kind of realized while working on the metroidvania that I'm making a dialogue heavy game despite never actually completing a game with text, and that it's success or failure on DLsite may hinge on having a proper Japanese translation. Two factors that I could see blowing up in my face pretty easily.

So, I'm working on another game, again. (Though not abandoning the metroidvania, considering I'm about 40% of the way done)


The gameplay will be very Mario World esque, focusing on a world map, alternate paths, secrets, and multiple ways to finish a level. The backgrounds are going to be dead-simple, more or less removing them as a factor in terms of development time. I imagine this will be the most casual of the games I've made so far, focusing less on difficulty and more on doing interesting things, or things that are just there for the charm.

(Kind of like the nifty shower scene you get in Lab after you beat a certain boss)

The game will have small amounts of dialogue, since that's part of it's purpose. Mostly just before certain battles, or during scenes in "towns" (by town I mean like two houses). 

My goal is to  release it before the year is up. I don't plan on doing CGs, which takes up a bit of time, but if the game turns out better than I expect when I finish it, I may consider adding them. After that it's back to the metroidvania, perhaps hiring an artist to speed things along.

That's about it, really. I have more I'd like to talk about, but I'm tired as hell, so I think I'm going to go collapse onto my bed now -__-




37 comments:

  1. You can do away with the hentai content and put the game up on greenlight, honestly Me nor many of the people who've played your games care much for the H content in the game, but because theyre fun.

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    1. Thats a blatant lie if Ive ever heard one. Not saying I dont play the games for the fun factor, but w.o the H-scenes it just becomes a regular pixel game, the likes of which you can play for free on newgrounds or armorgames or any of those sites. I love K's games, hes a great maker and all that, but 90% of us here at least DO care about the H-scenes, why else would we be on blogspots for various H-games?

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    2. (same guy as before) So the thing that to you makes a game worthwhile...is the porn factor.....And youre saying im lying because I think a game he makes is fun WITHOUT the H content? I feel mostly as if the H content in his games is just an extra, each time i play Eroico i actually turn the H content OFF, plus, there arent that manny Places that actually support H games, and on a previous blog he practically admitted that He didnt enjoy making THe H material, so i see no reason why he would spend time he could be using to make his game feel more unique and fun, and turning it into porn.

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    3. The reasons are,
      1. Reliable income.
      2. Self improvement.
      3. Acquiring the means to make a mainstream game without financial risk.

      Also, I enjoy H-games, and making them, the H-content is just the least enjoyable part when compared to something like the player animations, which is really fun.

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    4. As Long as theres an actual Point To The "H" scenes, then i wont mind. It felt with your previous games that the H-parts were added as an extra, which didn't feel right. At least with Eroico there wasn an option to turn them off. But the game seems to be looking cute, hope you can finish this one, and that the H-scenes actually complement the game a bit more than the previous games. Good Luck.

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    5. @Anon 10:21 PM

      (I have similar opinions as the other Anon)

      Yes, Kyieru's games are fun without the H-content, but the H-content is a part of what makes his games worthwhile.

      I think he's saying you're lying about the people not caring about the H-content, but that isn't something anyone would know without a poll.

      Also, Greenlight is a crappy system which can take years for a game to be OK'd,

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  2. That walk cycle is gorgeous!

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  3. I guess that's another one into the to-do list, however maybe you should make some more short and simple games like Eroico before you try a full Metroidvania or so. If you overload yourself with work, you will never end up finishing anything, so be careful about that!

    Anyways, good luck on making the new one. Will be expecting it just like the others!

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  4. I've been a fan of Kyrieru for some time following the games for many months however no h-content equals no interest. If he decides to stop, I'll move onto other games. I love when sexuality meets fantasy in an epic transition from game play to various h-content. Hence, when I purchased all games rather than download them even if it's been out for an extended period of time, that's called support! Just speaking my mind, whatever you do, do it - people will follow no matter what it just depends on the crowd you want following ya. Woo Woo ~ hentai ~ hah, later.

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    1. I... don't think anyone is saying there will be no h-content in this one. Did I miss something?

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  5. Glad to see you back, Kyieru. I don't know what knocked you out, but as a fellow artist, I can understand how hard it is to get your ass in gear sometimes, hahah!

    Just stopping in to say I enjoy your work. Have fun with your art, and work hard. I don't know how you are, but whenever I get even mildly depressed, I enter HARD CORE EXISTENTIALISM MODE. And when it feels like the whole universe is pointless, it's really hard to work up the willpower to work on any art. I always snap out of it when I remember that there's nothing else I'd rather be doing. We can either draw, die, or wallow around in depression, not drawing while waiting to die. While we're here, we may as well draw, right? The other options are pretty shitty. :)

    So, assuming you're like me (sorry for assuming)...next time you feel like crap, just force yourself to draw. The feeling will soon pass.

    Sorry for the lame semi-philosophical post. I think your work is pretty great, so I hope you're doing well. Work hard, my artist friend! =)

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  6. Honestly I think the CGs are a waste of time. It's time better spent on an additional enemy or really anything else. If you want to add CGs I think you should just commission another artist to do them.

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  7. Hang in there, friend. The output of your work is worth seeing, at whatever pace you decide to take.

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  8. I hope you'll get better, Kyrieru.

    As for game design though, I have to say that your current course of action is the best - not only for just this game, but in general. Bear with me as I'll try to elaborate.

    Simple backgrounds/graphics. I actually always were for simple backgrounds and objects graphics - doesn't mean simplistic, just tasteful, without having to have all kinds of random stuff. The only thing I really want quality is sprite animations, though even here I'd rather have variety (different poses - accessible from monster gallery, character using different items, wearing different sets of clothes, character cusotmization in general etc). I never really needed CG - yeah, they may be nice, but simple, interesting several frames big animation is worth for me far more than even really decent fullscreen image. And while said CGs are a nice touch, apparently quite often, whenever mentioned, some people in comment would rather suggest putting time into one more enemy animation. It may be simply because that animations stay 'fresh' for a bit longer than static images, whatever the reason may be.

    Dialogue - here, it heavily depends on the game you're making. Consider something people ask you to do since a very long time - generally sandboxish game, with many little things player may do and rough story. Because if you'll plan something ambitious when it comes to text, you will have to really put lot of effort and perseverance, as people will expect proper dialogue choices etc. (1/4)

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    1. I am willing to risk that your strongest selling point is in just having an interesting game - interesting and satisfying to play even when one's not feeling like doing anything H - as well as cute animations of sprites thorough said games, a thing which there's still some lacking on the market - there is sprite art, there are animations and there are games - but hardly all those combined that work smoothly and appear as something more ambitious than just a few animations to fap to player acquires.

      No need to really restrict yourself with the story till you'll be really pumped up to make one. Kurovadis had almost none, most of whatever there was, was merely implied and open to inrepretation. Yet there's still quite some following. Eroico would also develop quite a following - especially since when it came out, the niche of gender-reverse game-over-rape games was only starting to get filled (and it's still a thing having great potential and quite a number of people looking for more content associated with it), though in case of Eroico rather steep difficulty and cutting most of the exploration/free roaming even further (as it was rather tiny in scope in Kurovadis as well) did create some problems. Your current focus of doing interesting things or things there just for charm may be the ideal choice, then - often, such little goals and achievements are what keeps players play. (2/4)

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    2. In fact, many wonderful games, full of adventure and satisfaction are primarily based on that. Pokemon, for example, which fun from was almost purely delivered through exploration of big, varied world, gathering all kinds of creatures, changing them according to ones taste (skills, evolutions, stats, sometimes even a bit of looks) and leveling them - again, either to acquire skills and stats one wants, or simply to defeat opponents without too much fo a hardship. Some simple systems in some of the games also added to the feeling of the world being alive and players actions actually mattering - like befriending random NPCs who would call the player from time to time to just share some oneliner or ask if he'd battle/meet them again. It also created some personal relation between player and the game - the player actually was getting immersed, caring somewhat about the world, finding relief in the journey, his achievements and getting excited because of knowing there's more ahead of him. Actually, the game's very end usually was the least interesting, as everything was seen and done, but often exactly then the player could end the game, keeping the experiences at their peak - and often getting some additional content or other unexpected reward to have even more of the satisfaction.

      Those little things are really powerful in shaping game's quality, as it becomes apparent once studied. (3/4)

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    3. That being said, be aware of pitfalls of making game achievement-based, or having too much content restricted unless player acquires xxx of some orbs, diamonds etc - nearly everything should be accessible right there, just for playing, but with little tidbits and things for those who also want to spend a few more minutes 'by the way' of exploring a place, trying to uncover some secret or getting back - out of player's own will - to the place/game element seemignly already 'played through'.

      In general, no need to cut corners on the game, but some things don't need to be overly big either. For example, beside graphics you're quite good at making music. But not every game and not in every part needs music. Some slow exploration, a little scene to watch, a moment of the game where there's no action work wonderfully with simple ambient sounds.

      Some of those things I am sure you can see people would agree even in this thread. Variety of enemies and scenes being an example. While I am not official representative of your followers/buyers, Kyrieru, I do believe - based on what I saw so far - that there are plenty who feel the same about many of the points (though, of course, not all and not on every, as there are always differences in expectations and the taste). Anyway, I hope you'll read and take into consideration what I wrote. Though experimentation from time to time certainly won't hurt, it's good to play to your strengths and expectations of what makes the players actually work.

      I apologize for length of these posts and I hope to play and enjoy your future works. (4/4)

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  9. Oh... Yet another new game ?
    Well, let's think about it this way : when you're done with all of the games you've started, that means we'll have lots of them to play with !

    But anyway, good luck with this one as always, can't say I'm really thrilled for it since I like the difficulty of your previous works (and uh, I wanted to play some non-chibi Kyrieru's games...), but I'll still be looking forward playing it.

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  10. You dish out amazing sprites so quickly. I'm sure this new project will be a success!

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  11. I'm looking forward to this one a lot, if only for the fact I fell in love with that walk cycle and the sprite herself. Seriously, you're animations and sprites are amazing, so much so you've become the artist "I wanna be when I grow up" :P
    Have fun working on the game!

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  12. I love metroidvanias but the idea of a Super Mario World game gets me even more excited. I really miss games like that!

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  13. I'm not entirely sure if this game has H-content, or you're focusing more on a in-depth game with dialogue and story? I missed that.

    If all could be mixed into one game, that'd be amazing.

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  14. Good to see you back in any capacity. Sorry you've been sick, hopefully you can beat whatever it is before too long. I enjoy your games a lot, all aspects of them. In fact, I even enjoy simply being able to follow the development process through your blog, I find it very interesting and entertaining. Basically checking daily or more for updates and getting super excited when you even post a single sentence.

    Keep up what you're doing. You have a great deal of talent and creativity, and there is no doubt that you will be able to get wherever you'd like to go in the video game development world.

    Also, for everyone thinking there's no h-content. Pretty sure he posted in a thread about the new game on ulmf that it's going to be more focussed on hentai than his previous games, with everything having an alternate animation as well, but that there wouldn't be cg's, because they are a huge development time sink.

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    1. http://www.ulmf.org/bbs/showthread.php?t=23283

      The thread. Has some more info than is posted here so far.

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  15. hey just saying, i ve been watching you for a while. if u r looking for an artist to help u with the game and give your work a more beautiful artistic style, i might be able to help. I don't normally work on side project beside my job as a graphic designer. I know the reason why you keep switching you goal, its because it is boring to work on a project along. Too much idea flowing around yet don't have time the make them happen, if you need a partner let me know. heres some of my work and deviant info: http://movingwithlight.deviantart.com/

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  16. I'm excited to see this happen, looks great so far <3

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  17. I find your H-CGs are top notch, but as a solo game creator, it can really eat time. At the moment I'm working on animations that last up to 100-ish frames at around 500x500 resolution for death and H-scenes, and was realizing earlier that if I keep going at that rate, I'll never have time to start programming actual gameplay, best I could do is a javascript or flash based menu or hotspot game.

    So I can completely understand cutting out the CGs that must take at least a day to make in order to produce a game that's fun. I must ask, what is the function of her umbrella? Weapon? Floating? Rule of Cool? Avoid the rain game mechanic? Don't get sun burned game mechanic? Does her hair-tie magically teleport from her left side to the back?

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  18. I loved Eroico, H or not, so I was hoping the style of future games falls in line with that as opposed to Kurovadis.

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  19. I like the idea of multiple animations per monster. One thing I'd like to suggest is having sprites for multiple enemies, in case an enemy walks up to you while you're already getting it on with another one. Just a suggestion :3

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    1. Unfortunate phrasing on my part, I meant to say multiple enemies at a time :P

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  20. I'll take anything from him at this point, I need my fix @_@

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  21. How you doing? Still sick?

    Hoping it isn't something really bad... Have you seen a doctor/psychiatrist, depending what it is? Everyone here, I assume, is hoping you get well soon. Hopefully you're feeling better before long. Not just because I want the game done, either. Because being sick sucks. And, if it's what I think it is, I know firsthand how hard it can be to get over.

    Good luck with whatever ails you.

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  22. Id like to see you eventually tackle again this little project: http://3.bp.blogspot.com/-goDdm0vzllw/UFlQWgtw7uI/AAAAAAAAAkA/DUw2VkkoEKU/s1600/5d0bf42d0cbc3088d5a104fb73b4758c.png

    The idea of a game that plays like pacman 2 Sounds cute and could be fun.

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    1. What the hell happened to the spaces here..?

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  23. i'm kinda sad to hear you don' like making hentai,i really enjoy your hcg and hentai sprites
    anyway even if it takes more time and you have to ramp up the price please make an effort to add hcg and if possible detailed backgounds as well

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    1. I like making H-games, it's just that H-sprites are somewhat easy because of how simple they are, so it can get a bit tedious.

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