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Reflections of 2012 and the Future


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Hello everyone!

I understand that I haven't been updating this website lately. In terms of my personal life, it has been a real roller coaster ride. It really sapped a lot of my motivation. The unsuccessful fundraising didn't help either. However I still remain a fan of making things that people wouldn't think is possible happen.

After the break I'll make my quick reflection, say what AAA game had the most advanced interactive story design techniques, and talk about "Don't Save the World: An RPG!"

 

What I want to happen more than anything is for my games to properly satisfy a gamer's taste and properly make good use of those interactive story design techniques that I developed in 2009's Fading Hearts. Although secretly in my heart I've been wishing that someone in the AAA industry could do it, it's not quite there yet. The AAA have been making advances in interactive story in video games however.

Most surprising is that Black Ops 2 was the one that used the more advanced techniques. A game that is not story-focused had the most advanced interactive story techniques. I think everyone felt it had a more interactive story than other AAA games. However, probably due to production cost and structure of a Call of Duty game, it was limited in scale.

I bet everyone is wondering what is happening with "Don't Save the World". Let me give you a quick update.

We're changing engines to RPG Maker VX Ace due to the artwork available for that engine. The original concept was to do a visual novel type of format. However using RPG Maker would just allow for more content.

Why will it be different? Well we're customizing the scripting. I am a programmer after all who is known for pushing the limit of a game engines. You'll get custom menus, new non-standard features of a RPG Maker game, and that interactive story that you got in Fading Hearts!

Not to mention you can say "NO" to save the world and still get a game! 

Last Updated ( Wednesday, 02 January 2013 02:02 )  

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