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Whim: Early Combat Prototype
I know there's been a whole lot of radio silence while I tinker away, so I'd just like to take this chance to thank everyone for their patience. <3 as for what's been happening, this is all I've got to show off for now. this is an early demo of how I'm planning encounters to work. >> file attached b
Jun 4, 2018 0 11
Why we need needs?
this time we're talking about 'filler material' in short, yes.. needs systems are generally restricting, but the plan is to use needs as part of the game itself -- not just as a big red stop sign on your progress. going down the list, first reason to tamagochi-ify a game is for simulation. it engage
May 29, 2018 0
Whim: Needs
Depth good, complexity bad. I can plan all the features in the world.. but that doesnt mean much if none of it makes any sense.. these early designs are far from acceptable, but hopefully they'll help as I talk about the ideas I've got for this project. this time is all about the stat menu on the ri
May 23, 2018 0 1
Whim: HUD Concepts
I figure it's about time I started having something to show for myself, so I've skipped over the character stuff while I press on with whim's design. starting with the look, it's funny how much plans change once everything gets laid out on paper.. armor bar (bottom left, white) is getting kicked off
May 17, 2018 0 1
Whim - Overview
I want to make a game about how I like to play an RPG. As an actual character, not some generic homeless psycho tramp who kills everything in sight on some epic quest to save the entire planet. This is a story about the day-to-day life of a heroine. the game will revolve around two main parts -- you
Apr 30, 2018 0 1

