Updated on 20 Oct 2012
It's funny how it has been two years since I've last updated this thing.
It's also funny to consider the reason why I stopped developing this in the first place (I couldn't come up with a concept that would be both challenging and fun for the first boss).
I could release a demo of the game from where I left off, but that'd be like taking the wrapping off a Popsicle then throwing it away.
I really feel like I should start working on it from where I left off again, removing boss fights from the equation and replacing them with special stages instead (for those I have a lot of crazy ideas).
The animations, the graphics, the music and pretty much everything as far as presentation goes were pretty uninspired and sort of "glued together". Recent experiences (more specifically my experience playing Ib) have shown to me that presentation is a fundamental aspect in a game that can't be ignored, and a lot of the fun factor can come from exciting animations and pretty sceneries.
So my plan of work from here on would be:
1-Making more polished graphics and animations (this time without being too lazy to do things right).
2-Start designing new stages and special minigames (with an emphasis on enjoyment and trying to keep the difficulty curve steady).
3-Implement all that, and see how it turns out.
I can't promise I will restart developing anytime soon, but I'll sure be thinking about it.
Updated on 20 Dec 2010
The time has come for me to take on the making of the game again.
I perfected some older parts to make them more enjoyable, and I'm currently working on finishing the first section of the game (four stages and one boss).
I've been playing many Zelda games recently, so any similarity with Zelda dungeons will be more than mere coincidence. I actually extracted some good ideas to make the game more fun through my Zelda experiences.
Updated on 13 Sep 2010
Just posting to remind you guys that I'll be picking up my GFA II work in December. Just to make sure nobody thinks I gave up.
Plus, my HD is not going to crash. I can guarantee that even if it does, I won't stop work.
Updated on 02 Aug 2010
A weight just got lifted off my shoulders.
I was stuck halfway in the making of the fourth stage (final stage of the main hall circle) due to a certain piece of code that would be a pain in the ass. Nicky gave me a reminder that said code could be done in an easier way weeks ago, but only some minutes ago did I actually adapt the code to my needs , and it's done and functional now.
Anyways, the first circle will be done soon enough, then I'll sit and extra-polish some kibbles and bits, then I'll have to make the boss and some other stuff, then I'll post another demo.
Updated on 22 Jun 2010
Well, after a long time of whining about being too lazy to actually work on GFA II, I realized that I'll never finish the game if I don't lower my standards for it on a lot.
The original music, extremely overmapped sceneries and pretentious storyline were just me trying to bring GFA II to the level of pomposity I wanted it to have. Now, realizing it'd be a waste of time to bring such a pretentious game to life by myself
in RPG Maker, I'll have to "cut the budget" so to say:
Scrap the storyline. It'll still be around, but it'll be kinda like a GLaDOS, only talking to the player. (The already done cutscenes will remain)
No more original music. While I will keep the original music I've already done, I'm probably, most likely going to use some Lufia rips like in the first GFA, together with some obscure SNES songs nobody knows of. I WILL be accepting musical donations from other users, though
. That's directed to you, Makoko
While the gameplay will remain basically the same, some of the richer, more pompous puzzle sections will be replaced with simpler puzzles, or action sections.
Just be aware that even cutting all that stuff up, it'll still take some years before I finish it. So if you're eager, I'll be releasing some more demos from step to step.
Lower budget, lower standards... If I had no life, I'd have made this game live up to my original intentions.
If and only if I get a group of, like, five people to work on a wide array of different game aspects with me (they don't need to be THAT dedicated, as long as they do output some work) I'll try to make the game live up to my pretentious naughty mind.
Progress bar was elevated due to lowering of standards, therefore bringing this game closer to completion.
Updated on 28 May 2010
After pushing some half-assed filler ideas in, I finally got to the point where I can use my good ideas again. Expect a finished world 1 (four hall stages and boss) till the beginning of the next semester!
I'll eventually replace half-assed ideas with better ones, don't worry.
Updated on 07 May 2010
My work has been uninspired recently.
I don't know what it was, but it seems the rainbow fountain of imagination dried out.
I'm still gonna fix things up here and there, but I'll probably not add much new material unless new ideas come kicking through my window.
I determine a "game perfecting hiatus".
Updated on 26 Mar 2010
Work on the fourth stage, Backhall Hike, has started, and I like where it's going.
Some screenshots for you are gonna be posted.
Updated on 18 Mar 2010
Don't you guys even think that university made me stop thinking about the game.
I've been making a list of things I need to do to polish the already made parts of the game, to make the game a more enjoyable overall experience. NEW material, though, will have to wait till I have MORE free time (and ideas).
Updated on 13 Mar 2010
More HUD work has been made, and I'm lingering through some more stage hazards to add.
Updated on 11 Mar 2010
The corrected link for those who couldn't download it at first.
Updated on 06 Mar 2010
I just decided to upload a short demo of my current work
to see if people would dig it as much as I expect them to.
The first stages are kinda shallow, but more elements, even some surprising ones, will come about later. Just be patient then :D
Updated on 28 Feb 2010
College starts over on monday for me, which means a lot of painful study, and less time to work. I'll try to finish a demo before it's summer in the northern hemisphere, but don't expect a long part of the game to be done :(
Some pictures of Cornerhall Shootout are already available.
Updated on 25 Feb 2010
Cornerhall Shootout will contain some satisfactory shooting >=D
Screenshots and details later
Updated on 23 Feb 2010
So I have thought of the development for the third stage, Cornerhall Shootout.
Just so you guys don't get confused at the first demo, thinking "where's stage one?", I'll explain:
Stage I is actually called Sidehall Site
Stage II is actually called Fronthall Place
Both have been since their birth, so yeah.
Updated on 21 Feb 2010
I call the second stage finished already.
And I started developing the overall design of the third one. The first stage of the game in which the main objective is not grabbing tokens.
Updated on 17 Feb 2010
The initial format of the second stage is done. I'll be polishing it more, to make it more fun, while I work on the ideas for the third one.
Also, more HUD updates are to come, but still not here.
Updated on 11 Feb 2010
More HUD update has been made. The awkward "Lives" text in the inner HUD is gone now. Replaced by a nice heart, the way it should be.
The "Tokens" text has been reduced too, and the tool window is now the ideal size.
Screenshot of the updated HUD has been submitted. I will proceed on improving the HUD as the game carries on. I feel it's still not perfect.
Check the screenshot of the new HUD :D
Also, for stage II, I'm still pondering my possibilities to make the gameplay fun and interesting.
Updated on 09 Feb 2010
I started some work on stage II after playing around with the plans for it for a while already.
With that, I also did some HUD modifications, Alucard (one of the game's "directors", so to say), said the HUD was too big, so I modified it slightly (Not worth a screenshot, so blah).
Progress is still quite fine. More things will be made, more new things will emerge...