Sep 22, 2016

Here we go again (AND TWITTER!)

Yep. I broke the blog again. I reverted the back to the old template. Again. I can never seem to find a good template that suits this blog.

For some good news though, I've implemented the twitter feed! So yeah, it's on the right, you can keep track of my shenanigans now. The tweets I'll be making won't be 100% relevant to Captivity, so keep that in mind. Other than that, here's the direct link to my twitter: https://twitter.com/x3Darkie Follow me and do twitter stuffs and enjoy your stay, I guess?

Also, I'm still working on the class descriptions. There's lots of em. ._.

Sep 20, 2016

Classes, how do they work?!

No, I don't mean school. I'm that one guy who doesn't go to school. I'm referring to the classes of the game. But anyway, I'm done with designing the classes for the game (emphasis on designed, not implemented). I've had a rough idea of how it works in the conceptual stage of the game, but I've now only been able to finally give it a proper look and refine the concept. A lot of research went into these classes. Making sure the names have some sort of context to their skillset and so on. I've also had to make sure none of the classes' names are the same as another game(s) so people can't say I ripped them off (though I'm pretty sure you can't exactly rip off an idea).

Now the way classes work in Captivity and its in-universe MMO is for all intents and purposes, mostly for roleplaying and narrative purposes. You probably noticed some of these classes crosses another archetype. And that's because they are for creating specialized roles and allowing some unique dialogues depending on which class you are. With the branching setup of this monstrosity, the idea is that the 3rd advancement classes, whether or not the skillset is vastly different and/or contradictory, will still have some sort of semblance and relevance to its preceding advancement class.

Since Captivity is more of turn-based tactical combat system and not an actual action RPG, the in-universe explanation is that a class - and weapons, but that's a topic for another day - system like this encourages players to setup their skills in a way that suit their playstyles, creating unique roles for themselves and giving them a degree of customization. For example, say someone chose to be a Sniper, and they want to continue playing as a Sniper late-game without bothering much with Enforcer's skills. They can do that by putting mainly Sniper skills and perhaps some of Enforcer's buffs and passives into their hotbar, they are now a Sniper "main." (Look it up if you don't know what a main means.) But the other guy, he wants to be more of a close-mid ranged Enforcer, he does that by just putting Enforcer skills in his hotbar (and also Sniper buffs and passives), and bam. They're now a Enforcer main. There's also Sniper/Enforcer hybrids. Which is just a person putting both Sniper and Enforcer skills into their hotbar for versatility but sacrificing some skills since you can only put so much skills into a hotbar, you'd have to pick and choose. Of course, none of this matters in Captivity, since Captivity is turn based combat. This just simply allow for some unique personalities and characters to exist for roleplaying and narrative purpose.

This also may or may not be a system I came up with in my MapleStory days as a kid who wants to be a game designer growing up (granted I was 15, but I'm pretty sure 15's still considered a kid). I've only got the chance now to actually refine it to something that's plausible and makes fucking sense. I'm breaking up this post after the picture since it'd be too long to be in the main page. Click read more to read the class descriptions (Will actually start writing after I take a break). One of the notable changes I made while revamping this system is changing the 2nd advancement level from 40 to 30 and merging Marksman into Sniper. Because I can't think of 2 more unique class that could be advanced from a crossbow for Marksman and rifle for Sniper, I just merge the two together and split them in the 3rd advancement. Unless someone can come up with a better idea than me, consider this class tree final.

Sep 18, 2016

Progress?

I've begun laying the groundwork for the maps. And I'm having a hard time working with the default assets. SO MANY THINGS ARE LACKING! I'll eventually replace them with my own graphics, but for now, the default will hopefully be able to at least slightly portray how I envisioned them to be. Just slightly.

If you read the character submission page before and saw the "more guilds coming soon" thingy and been waiting for me to finish it, then you'll now see that I've finally fully updated it! So go check it out if you wanna submit a character! (And before someone asks, yes, the Foundation is obviously a rip off of the Round Table Alliance from Log Horizon. Because running an oligarchic nation is fun! (I also may or may not have spoiled the Player's involvement or possibly lack thereof in the Foundation based on that information. Shh.))

Also, another WIP of the manga!

This is obviously not done yet. I cleaned it up a bit and duplicated every layer to darken the lines so it's easier to see. But that's it for today! Progress have been slow lately due to the lack of a graphics card and among many other things. And I may or may not write another dev talk tomorrow. We'll see. But yep, see ya!

Sep 12, 2016

Whoop~ Random sketch of a shower scene

I hate drawing on a laptop with a tiny keyboard and non-1080p. It makes me sad. This h-scene will randomly trigger if you take a shower while Kyle/Nosferatu is home. But I'll probably make it so that the first time has a 100% chance to trigger while the future repeat scenes are random. Kyle definitely did not keep his promise about not touching you, did he?

Clean version
Notes version
Bear in mind that this is still an early sketch and not final. I normally sketch something first and fix things that doesn't look right, but in extreme cases I may have to resketch an entire thing. And then I'll start linearting. After that, the painting. Most of the time I also fix stuffs during the lineart and painting phase. I uploaded 2 versions of the sketch. One of them have notes I laid down just to remind me what needed to be fixed. Figured someone might find that interesting. But that's it for today, see ya! (Also, I don't like how this blog template display images. I may have to find another one. Again. >_>) (Yay! I fixed it! Had to scour the internet to find the solution. Basically had to reverse engineer the damn code just to find out a line have been removed which caused the images to fill up the entire post. Now I just have to find what's causing the letter padding or whatever that's filling the sentences to the end of a post. I can't explain this shit. If anyone knows what I'm talking about, help me. D: )

Sep 9, 2016

Happy Birthday, me!

Ohai there. It's my birthday! Technically it was yesterday in my timezone, but for most of you, it's probably today. But damn I feel old. I'm like 20 now. /sarcasm

Anyway, haven't really worked on the game for the past week or so. Basically been busy running around doing part-time jobs and stuff. I mean, I need to eat too. If only Patreon brings in more money I wouldn't have to live such a hectic lifestyle. And yes, I know exactly why no one's paying me on Patreon. There's pretty much no content going for the game right now. I can understand why, but some of the games I see makes me sad at the fact that they're still getting thousands of dollars per month despite lacking so much polish. (I'm gonna get so much shit for saying this.)

I swear to god every time I make a post it turns into a rant. But on that note, I'll be working on the story for the next update. Hopefully including more content and stuff. Estal City is big. It takes a lot of time to plan out the entire thing. There's at least 5 main maps pass the gate. And then there's like a bank/storage, a shrine to get buffs, shops and other typical facilities in an MMO. I mean I'm trying to deliver an accurate representation of an MMO. I don't plan on half-assing this. So yeah, that's it for today I guess. I'll post something again whenever I have something interesting to say.