Author Topic: Looking for a team interested in creating Touhou/Rune Factory fangame  (Read 13753 times)

Ryuu

  • time for kittyrina lessons
  • time to press r again
Recently I noticed two atrocities--a: the rune factory/harvest moon games haven't evolved or fixed many of their major problems in like forever, and b: there is, as far as I can find, no Touhou-themed Harvest Moon game. I would like to remedy both of these problems. I currently need programmers and artists to get this off the ground, but there's room for about any position you'd see on a game project.

I have done some mock-ups to help illustrate what I am thinking. (and by "I have done" i mean i went to my friend and said "pleaaaaaaaaaaaaaaase" until she did it(note: all of these designs would, of course, be subject to heavy change in development)).

http://i.imgur.com/x5Xk1jG.png This is the basic UI. The player(may or may not be Marisa in the end) can move around the map and interact with things just like you'd expect from any other game. HP is self-explanatory, and MP is for use of special skills or magic. If any of you have played RF, you might notice that there is no RP. This is because I believe that RP is a needless gate--it serves to restrict the amount of actions a player can take in a given day and make them think about what they want to do, but the RF games already have a resource for that--time. I believe this game-type can be greatly improved by removing RP and focus on making time the primary resource for players to manage. In the upper right, you can see the date/time, minimap and quick switch(which I'll talk about in a bit) in the normal spot for that sort of thing.

http://i.imgur.com/rFWL8wu.png This is the basic inventory screen. Simple and serves its purpose. Surprisingly, the RF UI has not been streamlined for console use and is incredibly clunky to use(open menu -> go to inventory -> go to item and click -> drag item to hand slot -> leave menu), so this model streamlines that down to three commands -> open inventory, select what item you want, and do what you want. For example, the hold command could instantly pop the player back into the game with them picking the item out of their pack, saving them time and effort. The info tab could also serve to give the player critical information on what items are useful for crafting, precise stats, etc.

http://i.imgur.com/2AvpqLg.png This is the status screen. IMO this screen should be reached via "L or R" in the inventory screen(which would serve as the first screen seen when pressing the menu button), as it's not needed anywhere near as often as the inventory. This offers a quick access to the screen without forcing the players to move through needless menus(cough cough tides of destiny). The menu is incredibly self explanatory. There are your stats and your equipment(and possibly skills, though I currently question their value in a RF type game as they were primarily linked to RP usage). You can see a cursor over the equipment. Choosing a piece will open a menu that will filter out everything but the equipment that can be put on that slot and show you the stat changes that would take place. ( http://i.imgur.com/Es9CxqH.png ) This seems really obvious and basic but RF games literally do not do this. I can't even.

http://i.imgur.com/Q8lF3xI.png Finally, this is the quick select screen. A major issue in the HM and RF games is that you end up with a great deal of tools, and you usually have to dive into your inventory and manually equip what you want. This is an issue I'm surprised to still see happen. My idea here is that the dpad(or 1-4 on keyboard) will be used to select pairs of items. These items can then be quickly switched between using an L or R button, or Q/E on keyboard(for example). Players can fill the slots with the items they choose in the patterns they choose. For farming, they could have their hoe and their seeds on one pair, and then their watering can and fertilizer on another. This would allow players to complete these actions with relatively little menu use. (As an aside, I question the value of equipping some tools at all instead of giving the player straightforward commands that get modified based on the tool's quality).

In terms of the actual gameplay, I'd like to tackle the major issues of poor event placement, binary combat and lackluster crafting. The HM/RF games have a tendency to give players little to no hint as to where to find/how to trigger special character events. Many players I've talked to very frequently just follow a guide as they play so they can hit all of their waifu's events. I'd like to give the players better guidance as to where to find events like that. In regards to combat, RF games tend to just flood rooms with enemies who only use one or two basic skills, and combat amounts to "press button repeatedly until everything is dead". I would like to solve this by giving enemies more potential abilities and deeply examine how each makes the player think and react. Fixing crafting is easy said, but doing will require careful balance of ingredients and recipe value.

So those are my general ideas for the game. IMO this is a strong concept that would be a lot of fun to make and play. Please let me know if you are interested, or have any input or suggestions on the idea. Thanks for reading.

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

Dark Kitsune

  • Code Fox
I love Rune Factory, and this sounds like a good idea, but it honestly sounds to me as if you are asking people to do this for you. If you want to head a project on this scale, do you have a good skill to contribute?

Also, you said something about using the d-pad in your ideas. Does that mean you're thinking DS homebrew or something?

Ryuu

  • time for kittyrina lessons
  • time to press r again
I love Rune Factory, and this sounds like a good idea, but it honestly sounds to me as if you are asking people to do this for you. If you want to head a project on this scale, do you have a good skill to contribute?

Also, you said something about using the d-pad in your ideas. Does that mean you're thinking DS homebrew or something?

I am designing the game's mechanics, monster mechanics, stat balancing, event design, crafting design, probably gonna write a lot of it, and then when the game is playable I'll spend a great deal of time combing for bugs and making sure things play out correctly. Basically I intend to do literally anything I am able to do.

Also this will be a PC game. D-pad is for controller support since that would be the most comfortable way to play the game.

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

MewMewHeart

  • Hermit Mode on!
  • Just chilling like a hermit.
Rune Factory + Touhou = FUCK YES!
Although, I won't be able to do anything... I'll be stopping by to see how this project is doing and probably test it out when it's done or in demo stage.
« Last Edit: July 16, 2013, 02:54:27 AM by MewMewHeart »
My danmakucopter goes pew pew pew!

Check out my newb PAD box it's a thing right?

Dark Kitsune

  • Code Fox
Well I'll help as much as I can then. I'm pretty good at programming and graphic making.

Ryuu

  • time for kittyrina lessons
  • time to press r again
Rune Factory + Touhou = FUCK YES!
Although, I won't be able to do anything... I'll be stopping by to see how this project is doing and probably test it out when it's done or in demo stage.

Testing and feedback would be greatly appreciated at that stage.

Well I'll help as much as I can then. I'm pretty good at programming and graphic making.

Delicious. How may I contact you further?

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

Imosa

  • Any sufficiently advanced technology
  • is indistinguishable from magic
How were you planning on making this game? That is, what language or engine?

Ryuu

  • time for kittyrina lessons
  • time to press r again
How were you planning on making this game? That is, what language or engine?

Currently undecided. The game itself likely won't be incredibly complex tech wise, so I didn't want to restrict potential recruits by deciding on a program. I want to pick what the team is most comfortable with using.

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

Dark Kitsune

  • Code Fox
Contact one of these:

Skype - kinetsuka
Steam - darkwalker247
gmc.yoyogames.com - darkwalker247
MoTK - Ran Yakumo

I check Skype or Steam much more than the others though.


But just so you know, I can't do anything for 2 weeks after tomorrow. I'll be camping for 10 days, then immediately after I come back I'm entering this big 72-hour game creation competition :o But after all that I have plenty of time to spare.


The languages I know are GML, Java, VNDS, Batch, SmileBasic, Visual Basic, and TIBasic.
But I'm most comfortable with GML, Java (although I still can't figure out the whole Graphics2D thing D: ), and Visual Basic.


And as for spriting, I can do ZUN-style character/boss sprites and danmaku sprites, as well as 32x32 or smaller sprites/tiles. But I absolutely cannot do platformer style sprites or big tiles...
« Last Edit: July 16, 2013, 07:30:56 AM by Ran Yakumo »

Bio

  • resident walker
Oh this looks interesting.
I could help out in the future if this project gets underway in terms of bg and bgm.

Imosa

  • Any sufficiently advanced technology
  • is indistinguishable from magic
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #10 on: July 16, 2013, 05:35:01 PM »
I'm interested in helping out, but I need to see a little more. For one thing I've never played Rune Factory, for another I'm hesitant to throw myself at a project that might not yield much return. You can contact me via skype. I'll try to check out Rune Factory to get a better grasp of what you want to do.

Ryuu

  • time for kittyrina lessons
  • time to press r again
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #11 on: July 16, 2013, 07:40:08 PM »
Contact one of these:

Skype - kinetsuka
Steam - darkwalker247
gmc.yoyogames.com - darkwalker247
MoTK - Ran Yakumo

I check Skype or Steam much more than the others though.


But just so you know, I can't do anything for 2 weeks after tomorrow. I'll be camping for 10 days, then immediately after I come back I'm entering this big 72-hour game creation competition :o But after all that I have plenty of time to spare.


The languages I know are GML, Java, VNDS, Batch, SmileBasic, Visual Basic, and TIBasic.
But I'm most comfortable with GML, Java (although I still can't figure out the whole Graphics2D thing D: ), and Visual Basic.


And as for spriting, I can do ZUN-style character/boss sprites and danmaku sprites, as well as 32x32 or smaller sprites/tiles. But I absolutely cannot do platformer style sprites or big tiles...

'Kay, I'll add you on skype.  Also good luck in your competition

Oh this looks interesting.
I could help out in the future if this project gets underway in terms of bg and bgm.

I look forward to this.

I'm interested in helping out, but I need to see a little more. For one thing I've never played Rune Factory, for another I'm hesitant to throw myself at a project that might not yield much return. You can contact me via skype. I'll try to check out Rune Factory to get a better grasp of what you want to do.

I can understand that. If it helps, Rune Factory is basically an RPG Harvest Moon game. It has the normal farming and taking care of animals and waifuing villagers, but also exploring dungeons, combat and item crafting. It's a pretty fun spin, but it's a game that's barely evolved since it's first release in 2006. For example, in the console actually-3D-and-not-2.5D games, you still fight the same enemies from the 2D handheld counterparts with the same attacks and everything. AFAIK the drop rate and crafting system has also not been modified either. I like this series but it really needs some heavy improvement and also more Toohoos.

On a more personal note, this would be one of many projects that I would use to build a portfolio to get into a game development career, so I intend on taking the project pretty seriously. I'll add you on skype and we can talk about it further if you want.

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #12 on: July 19, 2013, 08:25:29 AM »
I've sunk countless hours into a couple HMs and played much of the 1st RF.  I find there is a simple joy to slowly becoming more efficient in scheduling your time, while expanding your property/inventory/options.  I thought Rune points were harsh at first, but it really forces you establish yourself before undertaking dungeons (via crop replenish); it also makes you prioritize what you want/need to do which is very important in these games.

Contribution-wise, all I'd really be good for is theory-crafting, concept-pitching, and play-testing.

Ryuu

  • time for kittyrina lessons
  • time to press r again
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #13 on: July 19, 2013, 09:30:15 AM »
I've sunk countless hours into a couple HMs and played much of the 1st RF.  I find there is a simple joy to slowly becoming more efficient in scheduling your time, while expanding your property/inventory/options.  I thought Rune points were harsh at first, but it really forces you establish yourself before undertaking dungeons (via crop replenish); it also makes you prioritize what you want/need to do which is very important in these games.

Contribution-wise, all I'd really be good for is theory-crafting, concept-pitching, and play-testing.

I will likely contact you when the game gets to playtest phase.

In regards to RP, I think they are largely useless and cause more problems than they solve. In just about every RF I've played, RP has basically served only to gate a player when he first starts a game--the natural leveling of skills reduced the RP consumption of actions. The end result of this was that players later in the game basically had no reason to acknowledge RP for most of the day, but players earlier in the game had their days cut incredibly short due to RP consumption. Another thing was that RP and the bath house tended to seperate each day into two segments--a farming segment and a dungeon segment. I feel as if this was done to encourage players to take care of their daily responsibilities before exploring dungeons. However, there are two major flaws with this design: players will already take care of their daily responsibilities(THEY planted the crops, THEY tamed the monsters, etc. so THEY will want to reap the rewards of such without the game directing them to), and that there were often large spans of time in which no gameplay could occur because the player running out their RP doing farming tasks, but the bath house was closed. This is an incredibly poor situation for the game to have. In playing many of the RF games, I found that there were frequent times(in RF1 it was part of my daily schedule when I started off) where I would have to set down my DS and browse the internet for a few minutes because I was incapable of performing actions in the game.

RP can also serve for some major feel-bads overall. RP as a resource for every action has the player unconsciously link it with two central concepts: "I need RP to have fun." and "I need RP to progress.". These concepts alone made having an empty RP bar feel incredibly bad and limiting, however they also caused some other symptoms for bad feels. For example, many min-max players(a type of player HM/RF attracts when these players are looking for a relaxation game) will feel incredibly bad if they have to sleep without expending all of their potential RP for the day. For them, that is wasted potential progress. Players can be having a good run in the main story dungeon, and then be forced to return home for the night because their weapon skill isn't high enough and they ran out of RP. Players will feel as if they cannot use weapon-types besides the ones they started with because moving to a weapon type with a lower skill will greatly increase their RP consumption, and therefore decrease the amount of fun and progress they can achieve in a single game day. Even something as simple as accidentally bumping the action button can feel incredibly bad for players.

RP also severely imbalances how the crafting system is set up. Rather than appropriately balancing the system and its gains for the player through use of common materials, they instead loaded a large RP cost onto creating items to limit how much the player can earn in a day. This has a large cascading effect, totally skewing the value of crafting materials and the recipes available to the player. It also greatly reduces the amount of gameplay the player can have in a single day. But at the same time, players eventually require the higher level tools they can craft for themselves. This creates situations where some players feel as if they wasting day after day training their crafting to make a new tool when they really want to be dungeoning or farming or fishing, etc. Removing RP will free up the player's time to craft as much as they want, which allows us to design harder and more satisfying dungeons and crafting progression. Since the player will no longer have to spend RP to make potions, we can now assume that they will make their own recovery items before entering dungeons and thusly increase the challenge of the gameplay.

I'd also like to mention that while RP does indeed create the thought process of "what do I want to do today?" in player's minds, limited daily time is a resource that already achieves this. As mentioned earlier, with high skills, RP consumption is largely not a thought in the player's minds. These players plan their days with the same thought process as before, but they plan their days around the concept of time instead of RP. I feel as though it is a much wiser choice with less potential bad feels for players to design the game's systems and balance around time and time alone rather than a consumable resources. If done correctly, we can create the same(or better) gameplay and thought processes while removing all the negative possibilities of RP. It also removes many limitations from a design perspective, as there will be no need to design under both RP consumption and time consumption, just time consumption. Dungeons can probably be more expansive and have more explorative options, since players are frequently done with their daily chores(farming, brushing, saying hi to villagers) by noon or sooner, leaving a 12 hour span for dungeon exploring. We can even change the flow of time to be faster, if necessary, since we don't have to worry about players feeling bad that they went to sleep with a half bar of RP.

I mean, if you had to choose between two games that looked the same, one saying "Take as many actions as you want in a 24h period" and another saying "Your actions in a 24h period are limited by your 'level'.", which do you think would be more appealing and more fun? In the end, I really feel that limiting the amount of times a player can press a button in day is just lazy and poor design. We could create a much better game if we take the time to think and analyse how players spend their time without gating, and building around that sort of experience.

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #14 on: July 19, 2013, 11:50:48 PM »
hi ryuu

i dont have enough free time to work on another game (im busy working on my own) but what i can help out with is i can make quick small prototypes of specific game concepts that you want to test out

like if you were wondering "hmm i wonder if would feel better if you used a quick item select system or one button inventory" or w/e i can make a quick prototype so you can test it out yourself

Ryuu

  • time for kittyrina lessons
  • time to press r again
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #15 on: July 20, 2013, 01:50:05 AM »
hi ryuu

i dont have enough free time to work on another game (im busy working on my own) but what i can help out with is i can make quick small prototypes of specific game concepts that you want to test out

like if you were wondering "hmm i wonder if would feel better if you used a quick item select system or one button inventory" or w/e i can make a quick prototype so you can test it out yourself

hi suikama i love you also if you want i can help on your project too by being an overperfectionist analyst or something like that

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #16 on: July 20, 2013, 02:34:28 AM »
hi suikama i love you also if you want i can help on your project too by being an overperfectionist analyst or something like that
yes that would be nice

also i know i can count on you for a very thorough analysis

Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #17 on: July 20, 2013, 11:32:07 PM »
HEY RYUU
HAPPY BIRTHDAY


Spoiler:
Controls:
arrow keys to move
hold Shift to run
Z to use your equipped item (costs MP)
Q/E to switch equipped item
Enter to bring up inventory
Q/E to switch inventory pages
Z on the Status page to bring up equippable item page
Esc to leave inventory

Leave through the top entrance to kill yourself

also loading html5 online sucks so even after the game appears it's not really done loading and will be laggy for a bit
if you want to play the non laggy offline version you can download it here

Ryuu

  • time for kittyrina lessons
  • time to press r again
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #18 on: July 20, 2013, 11:37:10 PM »
this has made me a lot more giddy than it should have

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

PC

  • riot pls nerf trondamere
  • poultry shout too strong
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #19 on: July 26, 2013, 08:06:58 PM »
hey guys i made a demo of the farm using some public domain tiles

z is the action/do everything button

you sleep in the tent thing.

water your crops every day

really this shouldn't be new for hm/rf players the only difference is the lack of tool switching between actions which is the intent (you still have to have the tools but just in your inventory (don't look in the inventory))

ALSO SORRY THE FILE IS SO LARGE RPGM INSISTED ON COMPRESSING ALL THE DEFAULT STUFF IT COMES WITH INTO THE EXE TOO ORZ

http://www.mediafire.com/?wp8y734rc64rk1p

UnendingEmpire

  • Jack of all trades
  • Cultured Tastes Since 1994
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #20 on: July 31, 2013, 08:16:29 PM »
I've never heard of Rune Factory, and have minimal experience with Harvest Moon, but with memories from the latter and understanding the gist of the former through skimming over posts, this looks freaking awesome.

I'd offer my support, but you already seem to have somebody on soundtrack, and I have a knack for wanting in on a whole bunch of projects only for them all to start at the same time, bringing such a massive wall my way that I about die of intimidation ^_^;
so if you want a second person on soundtrack, let me know :) I'll be keeping an eye on this project in either case, since it seems really interesting.

Ryuu

  • time for kittyrina lessons
  • time to press r again
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #21 on: July 31, 2013, 10:17:20 PM »
I've never heard of Rune Factory, and have minimal experience with Harvest Moon, but with memories from the latter and understanding the gist of the former through skimming over posts, this looks freaking awesome.

I'd offer my support, but you already seem to have somebody on soundtrack, and I have a knack for wanting in on a whole bunch of projects only for them all to start at the same time, bringing such a massive wall my way that I about die of intimidation ^_^;
so if you want a second person on soundtrack, let me know :) I'll be keeping an eye on this project in either case, since it seems really interesting.

I wouldn't mind a second person, but I believe we'd need to discuss it with Nowa too. Additionally, I'd like to wait until the game gets further off the ground before assigning music tasks.

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #22 on: August 03, 2013, 07:18:11 AM »
Hey guys, I made a demo of the farm using some public domain tiles.
Amusingly, the wheat disappears, even if you decide not to harvest it. Aliens!

Ryuu, thought about what you said about Rune Points, and it definitely makes sense, but does that mean there will not be any sort of stamina / fatigue implemented?
Is there no fear of over-working? What's the point of sleeping?  You'd be able to expand too quickly and clear dungeons without some sort of limit on work.
Maybe in practice it would be okay, play-testing would be needed.

What features do you plan to have?
Relationships? Monsters able to be captured? Allies in battle? Storyline?

Dark Kitsune

  • Code Fox
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #23 on: August 03, 2013, 04:55:09 PM »
Well I'm all done with my game for the 72-hour competition http://gamejolt.com/games/platformer/fighting-fire-with-foxfire/16405/
So I can help with this project now. I do programming, algorithms, and pixel art.
My specialties in programming are: visual effects, data structures, motion, and file parsing.

And if you are going to use Game Maker for this, I can be a lot of help because I've used GM for more than 5 years :3
« Last Edit: August 03, 2013, 04:59:41 PM by Ran Yakumo »

PC

  • riot pls nerf trondamere
  • poultry shout too strong
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #24 on: August 03, 2013, 07:45:21 PM »
Amusingly, the wheat disappears, even if you decide not to harvest it. Aliens!

DAMN I KNEW I MISSED SOMETHING

Ryuu

  • time for kittyrina lessons
  • time to press r again
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #25 on: August 03, 2013, 08:16:14 PM »
Amusingly, the wheat disappears, even if you decide not to harvest it. Aliens!

Ryuu, thought about what you said about Rune Points, and it definitely makes sense, but does that mean there will not be any sort of stamina / fatigue implemented?
Is there no fear of over-working? What's the point of sleeping?  You'd be able to expand too quickly and clear dungeons without some sort of limit on work.
Maybe in practice it would be okay, play-testing would be needed.

What features do you plan to have?
Relationships? Monsters able to be captured? Allies in battle? Storyline?

Yeah, there'll be no stamina/fatigue system, just HP. Rather than overworking, I figure attaching time expenditures to certain things will balance out how much the player can do. For example, making it cost 5 minutes to make a potion means that there are only so many potions that could be made in a day(exact numbers need testing to discover imo). As for farming, this is already something limited to the player in how many spots they can have available. Sleeping is still required because the game needs a "reset period" to put everything back in its place and advancing to the next day, and will still be something for players to consider because staying up too late will result in losing time the next day(waking up really late), and potentially a debuff. They can also miss certain flags or events by staying up too late. Additionally, dungeons can be made larger and harder if the only consideration is time--RF games typically have smaller dungeons(comparative to other adventure games) because of the need to make sure the player can reach the end without spending all of their RP. Without that limit, we could take a more "Zelda" approach to dungeons--more branching paths, the critical path having to be discovered by the player, higher damage, planned enemy encounters, treasure, etc.

In regards to features:
relationships: A HM-based game with no waifus would be a travesty.

capture monsters: I am honestly flip flopping a bit on this feature. The extra programming work aside, it's a system that arose out of the problems created by the RP system. Monsters started doing the player's work for them so they could have the RP to do more fun tasks like actually playing the game. Without RP, their benefit to the player is debatable. There is still time required in brushing(a mechanic needed so players can't just hoard monsters for no cost, and also to increase the quality of work the monster does if applicable). Depending on the time consumed on frequent player actions in the game, it might still be a valuable system. It'd also be possible to design dungeon rooms around certain tameable monsters(like having a watering fairy be in the middle of a spiral room shooting projectiles out of the player's reach, making it so they have to avoid projectiles the entire room to tame it instead of just shooting back), but I'd rather not have the system if taking care of the monsters ends up consuming more time than just doing the normal chores.

allies: I'm considering this, either via waifu or potential tamed monsters. I have concerns that dungeon structures might make certain allies too good or too bad, though I'm thinking of maybe having a satellite system where a certain waifu could grant you one of their satellites that has different effects for each person.

storyline: I have a basic storyline in my head, and I'm wondering if it needs fleshed out any more(probably not since it's a RF game), and how to present it exactly. It'll be there, but the question is how much focus does it actually need? I am thinking not too much since the player's focus will be on adventuring and waifus.

Well I'm all done with my game for the 72-hour competition http://gamejolt.com/games/platformer/fighting-fire-with-foxfire/16405/
So I can help with this project now. I do programming, algorithms, and pixel art.
My specialties in programming are: visual effects, data structures, motion, and file parsing.

And if you are going to use Game Maker for this, I can be a lot of help because I've used GM for more than 5 years :3

I am pretty sure we are using Game Maker for this. Also I can't beat the boss : (

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess

Dark Kitsune

  • Code Fox
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #26 on: August 07, 2013, 02:14:23 AM »
Making good progress on the core systems.

MewMewHeart

  • Hermit Mode on!
  • Just chilling like a hermit.
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #27 on: August 08, 2013, 07:03:25 PM »
That looks awesome~
My danmakucopter goes pew pew pew!

Check out my newb PAD box it's a thing right?

Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #28 on: August 12, 2013, 07:35:28 AM »
Have you fleshed out who the MC is going to be?  I know you were considering Marisa, but what are the alternatives?  An original character?  The clich? "gapped into Gensokyo" seems like it'd work pretty well for something like this.

Ryuu

  • time for kittyrina lessons
  • time to press r again
Re: Looking for a team interested in creating Touhou/Rune Factory fangame
« Reply #29 on: August 12, 2013, 07:42:37 AM »
Have you fleshed out who the MC is going to be?  I know you were considering Marisa, but what are the alternatives?  An original character?  The clich? "gapped into Gensokyo" seems like it'd work pretty well for something like this.

I've concluded that Marisa had too many problems to be the main character and she is now a waifu instead.

Right now the main character is Tokiko(because she's a blank slate the players can imprint on), but I'd also like for there to be a choice to be a m/f human instead. However, that just comes down to how many tasks we have to do, and if an option like that would really be valuable to players.

http://ryuukyunplaysstuff.tumblr.com/ read about me playing league i guess