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PostPosted: July 12th, 2009, 11:22 pm 
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Something I’ve been working on for the last few months. I’ve got a long way to go but…

Wanderfor RPG Maker 3

You find yourself waking from unconsciousness as you hear the sound of waves against a dock. You soon come to realize that you are in a world you’ve never seen before, and you have no idea why.

Featuring:

-NO battles
(That’s right. No random nor event battles at all.)

-NO towns
(In this world, there is no need for them.)

-NO NPCs
(Imagine that! Seriously though. It’s just you and your environment.)

-NO huge expansive maps that require holding down the triangle button for long periods with nothing happening (The world is compact but jam-packed)

-NO Medieval theme
(This game is set in the modern day or beyond.)

- NO Save points
(You don’t need save points. Since the game is all played on fields, you simply bring up the menu and save there. You can save at anytime you’d like.)

-YES -highly interactive field maps

-YES -usage of the L3 button to pan the camera around you. (You’ll need to look carefully wherever you travel. The exclamation mark may appear in unexpected places. Pay close attention.)

-YES - secret bonuses (Who knows what items, or places, you may stumble across)

-YES - Original events (If you have seen “Test Facility” and/or “Origami,” you’ll know what I mean.)

I would appreciate any comments you have as I keep working on “Wander.”

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Last edited by Pagerron on July 15th, 2009, 2:53 pm, edited 1 time in total.

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PostPosted: July 13th, 2009, 4:11 pm 
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You can save without save points on RPGM3? Did I really miss that? Where in the menu?

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PostPosted: July 13th, 2009, 9:17 pm 
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you got my attention. It is surely something that hasn't been done before.

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PostPosted: July 13th, 2009, 9:31 pm 
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Anonymous (Bo) wrote:
You can save without save points on RPGM3? Did I really miss that? Where in the menu?

Yep. When you're walking around on a field map, you bring up the menu and select "Config." Then pick "Save."

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PostPosted: July 13th, 2009, 10:25 pm 
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Unbelieveable. I can't believe I never knew that. That is actually problematic for some games I had in mind. That's really a bummer now that I think about it. Oh well.

I like the idea that the word is compact but jam packed. I've often thought that the worlds of RPGM3 games are usually too big both with respect to running around and with respect to a lack of items to fill them up. Compact but packed can be a good solution to this depending on how it is done.

It seems that you are going for even more the adventure game than "Daniel's Quest III". It seems that this will be Myst-esque. Good luck with it.

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PostPosted: July 13th, 2009, 11:10 pm 
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Thanks very much for the support man. Yeah, this will be more of an adventure game. I love that type of game myself.

Myst was a very sweet game. I remember how much fun I had trying to figure out all of the little secrets. I figured it out all on my own except for one section that my roommate helped me with. I couldn't ever dream of making such a cool game with RPG Maker 3, but it definitely is a similar idea.

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PostPosted: July 16th, 2009, 7:17 pm 
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I was pretty curious to what your next game would be after Daniel's Quest III, and it sounds interesting.

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PostPosted: July 16th, 2009, 11:11 pm 
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whats the story about? whats the objective?

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PostPosted: July 17th, 2009, 6:04 am 
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Hey, thanks 1ce. I hope that you get a chance to play it when it comes out.

Karr,
The game is all about searching in this new world for the reason why you are here and for a way to return to your own home. After all, it wasn't by choice that you came here in the first place.

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PostPosted: July 21st, 2009, 5:15 pm 
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After Daniel's Quest, I'm pre-approving everything about this game!

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PostPosted: July 27th, 2009, 3:52 pm 
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Hey Ixzion!
Thanks for the pre-emptive approval. I hope this game delivers for you! :) I appreciate the encouragement here, man.

Well, The last week or so has been pretty productive. I'm in the process of designing some more special events.

Messing around with Storytellers has been fun lately, too. You can create some interesting new "creatures" and "Places" with overlapping the shadow model 2D graphics.

I've also thought of some more ideas for ways to make the environment more interactive. Still quite a work in progress though.

The story as to why you're there exactly and how that develops is coming along well. I have typed up several things today.

I've also been working on a special alphabet that will be used within the game. You'll have to decipher it in order to progress at certain points.

So, although it's a bit disjointed, there is a bit of update on things. Any comments at all are welcome. Suggestions? Ideas?

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PostPosted: July 27th, 2009, 9:39 pm 
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A cryptic language as well? Heck, that sounds exactly like Riven. Riven is the sequel to Myst, and had a number system you had to figure out to solve puzzles. It was cool, since you had to play with a toy in a school to figure it out.

I love Myst and Riven, so it sounds like I'm going to love this game.

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PostPosted: July 29th, 2009, 5:55 am 
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Thanks for the comment 1ce.

I've never played Riven, but I have seen it for sale at Gamestop and Best Buy. I know the idea of having some sort of code language isn't unique, but I thought it would be fun to try out.

I made a little more progress with the game last night. This one may take a while to get just like I want it. Still the process is part of the fun, right? :)

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PostPosted: August 15th, 2009, 11:20 pm 
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Well, I have gotten some work done on the game in the last couple of weeks. Today I had a very frustrating experience though. I had made a new storyteller and worked on some coding for about an hour. Then, there was a power outage. I hadn't saved. Now, I know that one hour of work lost doesn't really sound like much, but it was a very productive hour. Doh!

Anyway, I'm going to try to get a little work on Wander each week. Now that the summer is done, I won't have as much time as before, but yeah, I'm looking forward to getting this hammered out. I think it's going to be a really cool game when it's done.

Stay tuned.

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PostPosted: August 22nd, 2009, 1:18 am 
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Ouch! I can feel your pain on that one. Lantis would say "get a UPS" for your sh*t, but it's easy for him to say!

I should make a similar goal of a little bit at a time for my game, as well.

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PostPosted: September 15th, 2009, 10:14 pm 
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Well, I just wanted to give a bit of an update. Since real work has picked up quite a bit recently, it's been hard to get to do much on WANDER. I'm still very much looking forward to working on it though, and I'll keep the mag updated.

I hope everyone is doing well. THanks for your interest. :)

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PostPosted: March 31st, 2010, 1:53 pm 
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So many things have happened since my last post about WANDER. Watching some of the Viddler videos from MagCon has been a bit of an inspiration.

I'm now at 59% memory capacity.

Game-creation has been coming along. I haven't had as much time as I'd like. I had to scrap some ideas, which have been incorporated into my Contest game at the Pav. I really like messing around with buried and merged events, and this has yielded some unexpected surprises. Yay for free time!

Well, I want to have a more serious update soon, but just wanted you guys to know that I'm still working on WANDER and am looking forward to getting it released (whenever that may be.)

I hope you all have a wonderful Easter!

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PostPosted: March 31st, 2010, 8:50 pm 
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I've been wondering about this game recently. Is it still going to be Myst-like. I look forward to it.

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PostPosted: March 31st, 2010, 10:13 pm 
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Yes, I guess it still will be Myst-like, though I could never make a game as great as that!
Thanks Anonymous (Bo) for the interest! :)

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PostPosted: April 6th, 2010, 6:23 pm 
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I'm glad MagCon inspired you to work on your stuff and I'm also glad you're working on this.

It's on my radar!

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