Abandoning a Reckless Pace

Neither Re-Hoard nor Reckless Abandon are going to be released by Comi-Con this year.

Ever since my last post, I took my time both recovering and considering my needs. I realized that I would not be able to deliver a good product (or maybe any product) by that deadline. My health and other kinds of energy trump any business opportunities.

That does not mean that I would stop. I just needed to recover from the deadly pace I took. In fact, a couple of days ago, I reoriented myself on listing what both games still needed.

However, I fear that, given that this is my second delay, I am setting up an image of lazy unreliability.

Reckless with my Energy

Yesterday, I was stuck on how to represent the countries when designing the exhibits. Thankfully, I got the ideas going at night. I think I just needed to let my brain work out this stuff by itself and respect the time my brain needs on working on stuff in general.

The problem is that I had little energy for working on the game today. I do not have the will of working on stuff immediately after I wake up; I need to “buffer”. I only start getting that will at noon, but, even after 1:00 PM, I still had no desire to work on this. I played some electronic games, thus recovering my emotional energy. I then slept, yet, 3 hours later, I still felt tired. I decided to just work anyways. I added enough notes and started drawing the props. However, I just… want to sleep more. Besides, I am typing this sentence at 10:33 PM.

I want to get this game out before Comi-Con, but my health may require me to postpone those plans.

Recklessly Stuck

I am surprised and embarrassed on being stuck in this game. The coding itself did not give me problems this time, but the content did. Worse, I thought that I had developed the idea thoroughly, but I have problems finding out how I should do the exhibits. I got a general idea, but I got trouble turning that idea into specific exhibits.

…I do not like stopping here, especially since I want to have both games done by Comi-Con, but I feel that I need to do more research beforehand. Besides, this is just a temporary detour.

…at least I hope that this is just a temporary detour…

Not Recklessly Abandoned

I owe you some explanation.

I actually worked on Reckless Abandon today and yesterday.

After I took my time taking a better look at how the API and Collide demonstration cartridges worked, I started yesterday. That day, I experimented with some code and did a couple of dummy tiles while adding to my notes. Today, I made the iguana character, a key, and a few tiles, the carpet tile replacing a dummy tile (that was a light green that had a dark-green outline). I also got down the rhythm and length of the main song.

I am surprised at how much I have progressed already… especially in the coding part. Then again, the Pico-8 was meant for this quick stuff.

72 hours…

I earlier mentioned that, because both Re-Hoard and Reckless Abandon are half-developed, I can follow eevee’s lead on developing these Pico-8 games in 72 hours.

The issue is that eevee developed her game in 72 dedicated hours (save necessities, of course).

…I can dedicate myself that much, though, to some extent, but this is a flash of perspective that I missed when I wrote my last post.

I should get to playing around with the demos today.

I was so reckless…

You are probably wondering why I had not made any updates to this blog in a shockingly long time.

The first issue was my current computer. After the keyboard appearing to work not properly, I decided to switch its operating system. Because my laptop computer was meant to use Windows 8 and 10, I spent weeks figuring out which operating system worked until Fedora seemed to be the solution.

The second issue was my knowledge of the Pico-8. Because I did not have that familiarity needed in working with the Pico-8, I spent my time studying the API and using a cheat sheet. After that, though, I need to play around with the Pico-8, then practice that knowledge in a more relaxed way before I can get to working on Re-Hoard again.

That is right; I am not working on Re-Hoard right away. Though I did get an answer to my question, the game proved to require knowledge that exceeds the knowledge I currently have or knowledge I can use directly after just playing around. I need to make an easier game before I can tackle Re-Hoard again.

This easier game is called Reckless Abandon.

On a different take from Re-Hoard, Reckless Abandon is more realistic and contemporary in one way, yet more mysterious in another way. The game has a raccoon explore an abandoned amusement park and discover what gadgets and history this place has. Instead of relying on “arcade action”, Reckless Abandon focus on the mood and setting. The gameplay is very simple where the raccoon just moves around and “uses” a few objects, therefore making a game that becomes (in theory) far easier to program.

I hope to release both Re-Hoard and Reckless Abandon before the Puerto Rico Comi-Con because that convention would make a great networking opportunity. I would also need to update the site and make some beautiful art, which means that I would have to go back to practicing art. In fact, I am worried that I would not release the games on time.

…then again, eevee made a game in the Pico-8 during a 72-hour Ludum Dare. More on that, we both have the advantage of having the games half-done already; eevee already had a fully-developed game engine while I already have fully-developed game concepts. (In fact, developing the concept of Reckless Abandon was part of the reason of my inactivity here!)

2 games in 3 days each… let me see if I could reach that goal…

Banjo Laylee

Recently, Yooka-Laylee got a rolling release.

While the game had a very successful Kixkstarter campaign, a big following, and successful delivery, Yooka-Laylee got some controversy over not only being too far a clone of the original Banjo Kazooie games but also copying the flaws of 3D collection/platformer games.

I am worried that Wuu Shyng would end up the same way.

While I plan on writting a more proper post on this idea, suffice to say that, from Telefang to Mino Monsters, clones of Pokémon did not really connect with audiences and, in fact, had even gotten controversy over this matter. I want Wuu Shyng to be a spiritual successor and a “love letter” of some sorts to Pokémon, but I do not want to blatanty clone the game, especially not its flaws. In fact, part of the reason why I am making Wuu Shying is because I want to fix flaws that the original Pokémon had! If this game does not go right…

Which flags?

At the time I am writing this post, In the splash page of both my websites, the visitor would encounter 3 flags, each which represent a language: English, Spanish, and Esperanto.

Esperanto was obvious because the language got its own flag.

English was intuitive; because the grand majority of my dealings with the English-language world is in the United States, the leading English-speaking country in technology. Also, I live in Puerto Rico, a US territory, making the choice of the US flag more logical.

Spanish was the hardest because my main markets are both Puerto Rico and the Dominican Republic. Though the Dominican Republic’s exclusivity to the Spanish language might make its flag the better choice, I decided on Puerto Rico because I was born there and currently live there. I still wish I can find a way to appeal to the market in the Dominican Republic in a more specific matter, though.

The big issue, however, is Chinese, a language that I am currently practising. There are “simplified” and “traditional” versions of the written language.

The following countries used the simplified version: The People’s Republic of China, Singapore, Malaysia.

The following countries use the traditional version: The Republic of China (Taiwan), Hong Kong, Macau.

You can probably think that the best thing would be to have China’s flag represent the simplified writing and Taiwan represent the traditional writing because they are the countries that have the biggest worldwide influence. The problem is that they tend to not be friendly with each other. They have opposing political and economical ideas, both countries actively opposing each other. Someone from China might see the Taiwanese flag and get too upset, or again, the other way around would occur.

Am I just baselessly assuming things, though?

I’ll have plenty of time that I could put on deciding which flags to use. I just want to get this thought out into the public and hopefully get good answers.

This American-Japanese font

Did anyone else notice these types of fonts that come up in Japanese games now and again? You know… that Latin script font that seems to be “cartoony” yet “animeish” at the same time?

Harmoknight, especially, seems to really like using this font in its sound effects:

How can I write in that font? I really like that font.

Re-Hoard: main and panic themes

Even though I liked Robert Duguay’s Nine Songs in Pico-8, the fact that they were not freely-licensed always bothered me. I decided to make my own.

Actually, other than transcribing a few songs ‒ some partially, some fully ‒ I never made a full song before. I never even went through formal music training other than eevee’s post on music. Here, I just went by a sort of mindful intuition: while some of this was me going by what “sounds great”, I also asked myself questions that I felt that should be asked, the main one being, “Does this contribute to the overall feeling I want to convey?” I ended up with a song that “tells a story,” so to speak.

I made these in the music tool of WarioWare: DIY, used a male-male 3.5 mm cable from the headphone slot in my New 3DS XL to the microphone slot in a computer I use, then recorded, modified and exported them in Audacity. (I wish the in-game player did not make a sound when you start playing the song…) The MIDI files came from the WarioWare DIY Editor.

 

Discreetly…

Time to Panic!!!

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