Development log for Magpie Dreams. Mainly to stop myself from procrastinating. // Not a proper artist or gamedev, just having fun.
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One year after demo release
I don’t think I ever announced the demo here, better late than never: https://pixelkated.itch.io/magpie-dreams
Really quite proud of some of the submaps (especially GBA), and my friend did a wonderful job with the music.
I have many more ideas that I haven’t put into the game yet, and I do intend to update it some day. It won’t be this year though as studies are busy and I have another (completely different) personal project.
RM2003 is also not the fastest engine to develop for in the long run, although I do enjoy its limitations. I did think about remaking it in another engine, but 50% of the game is finished so I might just carry on with this one and start afresh with my next project.
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There has been a 4 month long hiatus but I am back on development, thinking of cutting down on the content in the demo version. I might have been a bit too ambitious.
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Sneak-peak of the GBA world monsters!
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Just starting to realise my ‘surreal dream game’ is... not so surreal at all? Like sure some maps are surreal but there are some maps which have very grounded settings and are entirely logical? That not how dreams work?
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Doing some work with lighting in 2-bit art. Cuuuuuuuuuuuuubes :D
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Drawing sprites for the GBA world is really, really fun. I am almost hoping that the whole game has a lower resolution and a more limited colour palette.
That being said though, making a custom menu in rpgmaker2003 is hell, so I hope I get this bit done soon.
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[spinning seal music plays in the background]
Introducing the speed effect: broomstick!
This is definitely my proudest sprite so far.
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From today onward I shall be spending around 16 hours a week to properly work on this game.
Drawing takes the most time as I frequently scrap older works.
(I have only very recently discovered why artists use colour palettes… yay… more stuff to redraw…)
That being said, I have also yet to do any major chunks of event programming so that might be time-consuming too.
I currently have: the room, four big maps, six small locations, two(ish) effects, and no events. So the environment is there but things need to happen.
The aim is to get a demo out before the end of June.
17/06/20
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Starting the log from today because we’re deep into quarantine and who knows how long this will last.
The game is currently in “there are maps and the character can walk” stage, it took quite a long while to even get here because I haven’t got a single clue how games were made a year and a half ago, and dear lord it took a long time to figure out how sprite sheets work.
I’ve never done proper art before and I’ve definitely not played nearly enough games to have any clues on ‘game design’, so I’m basically winging this like everything else I do in life.
10/05/20
(just moved blogs because reasons, I will actually post in this one XD)
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