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PostPosted: May 1st, 2012, 2:24 am 
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1. Could you go over what you presented this year at Magcon?

This year I presented the Mag Con with a look at card 3 of my game of Crystal Shores. Through some snafu they missed the save file and played the game as a new game which limited what they could do. Upon revisiting the game they were able to try out some new features. Though some stuff was still missed I hope what was shown will entice people to play my game.

2. What do you think might be a good estimate of when you might release your game?

This game is going to be in development forever I think, when it is finished I will feel a lot better - I plan to finish it. I will feel much better about my progress once the next card is done and I start work on bringing the characters together. When the card becomes more open the game should progress more rapid as I'll have much more space available to me, and I'll be using some pent up ideas.

3. Is there anything you wish you would have added to your presentation?

I would of liked to of shown the pokerish game but it was missed due to the save file not being played. I had just cleared up a major bug prior to release too. Beyond that the only other piece I'd of liked to of shown would be the final cut scene before card 4. I guess you will just have to play my game to find out!

4. What did you think of the presentation and live reactions this year?

You guys are harsh with the spelling comments but I think I finally understand the damage that poor spelling can do to a presentation. It took away from your experience so I've elected to comb through the first cards and clear up the spelling. I'm working on it bit by bit. This should make my game more enjoyable. I also think it's a good idea to see others play your medium. This is why I think LPs are so important as it's not just getting a big list from someone playing your game but actually seeing how they interact with the game mechanics. Some things where missed which I thought where obvious but on retrospect can see it being troublesome and miss able. It's very difficult to be able to know how others will play your game so watching LPs of your game is invaluable to the development progress.

5. What other games at MagCon did you find impressive and why?

Rincar: This game is kind of how I want my game to be like. Lots of fun joke stuff but a serious plot line to keep the game together. Though I was unfamiliar with XP, I did remember seeing Rincar made for rpgm1 and I can see just how much a change in maker can affect the game. This move appears to be very good so far and I like what I see. I hope someone will LP it when it's finished so I can watch the full game.
SOE: This game had some pretty interesting things going on. I can see that the finished game will be very polished and something to look forward too. Quality and consistency is something that is lacking on most of the player made games I've mulled through. It's a rare treat to find a game where the designer cared enough to polish it, and even more precious when they take the time to design even the tiniest features.

6. What other games would you like to see a live presentation of at MagCon 2013?

I along with most of the Mag would like to see a finished SOE in its full glory on display. I would especially be interested in some of the innovations I have heard and seen. A tech demo with more beef would be a nice intro prior to seeing the game finally be released later on that year.

A finished Crystal Shores would be nice but who are we kidding?

7. Can we expect to see something from you next year?

Absolutely! I will hopefully have finished card 4 which will feature the futuristic world just days before the fall. If I can pull off my plans, this card will outdo everything I've done before. I've had trouble with making cut scenes good and enjoyable so this will be the true test of my skill as a game designer. It's just motivation and time which will be the deciding judge if I can finish this for next year or sooner.

This year's presentation of Crystal Shores is below.

Note 1: Political Incorrectness and Bad Language inside.
Note 2: If viewing from the front of the Mag, click here to view the redux.



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PostPosted: May 1st, 2012, 10:57 pm 
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Very awesome, I loved this more in-depth creator feature. Really inspiring to hear about- makes me wanna work on my stuff more.

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This is why I think LPs are so important as it's not just getting a big list from someone playing your game but actually seeing how they interact with the game mechanics. Some things where missed which I thought where obvious but on retrospect can see it being troublesome and miss able. It's very difficult to be able to know how others will play your game so watching LPs of your game is invaluable to the development progress.


This is very true! It's one thing to just give a list and play it without the creator being able to see what you impulsively thought to do. I also oftentimes can tend to forget small things I want to bring up about the game while playing, and then doing a write-up. It's a cool format for thoughts and impressions as they come.

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