I'm just a high school girl from Finland and I've been interested in game developing since I was like 9 years old. Through discovering RPG Maker I have ambitiously started many projects and studied game developing, but most of those projects have been a dead end. I am skilled in writing, concept art creating, composing and designing on some level. I am not a programmer though, all my attempts to pick up any language have been dead ends also. For the lack of programming skills I have found RPG Maker a pleasant engine to develop on my own but am interested in Unity when planning projects in a larger scale.

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Almost finished and already dreaming of more

Raitokomniak Blog

I have kept my final schedule pretty well. There is not really anything new to create, just the last boss battle (which won't be that glorious, just a compilation of the previous boss battles). Also there are some dialogue and effects to add and maps to finalize. I want everything to look detailed and finished. Next week will be my last working week with Way Home and then I'll debug it from head to toe. It's been a delightful experience, although my imagination has had a thin time. I feel like I poured everything I know into this one and fear I won't be able to use my head for a while... Might as well focus into art commissions and my art diploma.

Although I might not be able to work for some time after I am finished with this, I am already dreaming of something bigger since I have more knowledge and know-how now than before I started. But RPG Maker as an engine is not enough when one wants to create something more serious and more enjoyable. I have dreamt of making the first installation of my eternity project "Alteria" but since I haven't even written the story fully yet I don't think I should go and hastily start making something I will with no doubt leave unfinished.

I also hope I find myself with people who are willing to help with my projects. It's difficult for me to jump into someone else's projects because, well, I can't really do anything. To be honest, I am not that good of a drawer, nor a composer, nor a storyteller. People wouldn't want me. Also my passion towards my own visions is so strong I want to be in charge of the process.

I don't really know what else to say. My game may be bad. Or really bad. It's for the experience. Although without feedback I scarcely get I can't know what I did right and what I did wrong.

Catching up!

Raitokomniak Blog

I had a little break from making my game and I think it really paid off. I concentrated on my English matriculation exam (which didn't go so well. the exam was made by lunatic ppl. I'm going to redo it.) and caught up with my homework as well. When I have had free time during these past few days, I have had a huge inspiration and now I've finished making 2 whole boss battles more. They are not so glorious but they are mostly puzzle-bosses so I'm sure they are entertaining and challenging. I set my deadlines a week later than planned but I have plenty of time to finish the game before my vacation week in October.

Then I'm just going to advertise my game all around for feedback, relax for a while, have my 18th birthday and start working with concept art for my bro's game and my friend's book. It's more fun with commissions; I don't have to come up with everything myself. My bro's game is going to be a Ratchet & Clank styled platformer, or that's what I've heard so far. It's been under development for a year but they haven't got very far because they don't have a concept artist or a pixel artist. So I offered my help.

All in all during the past month this development project has been a great experience for me. I have learned a lot of things such as operating the RPGM engine so there's less limitations in what I want from the game, and working to a tight schedule and nearly full-time with no room for slacking. Also I've learned not to set deadlines as soon as I did first. Based on the very first schedule I should've been ready with this game like 15 days ago! Fat chance. Maybe if I had everything planned on the paper and I didn't have to come up with new things during the process the development would be much faster. But for the upcoming projects I will put a lot more effort in the resources and the variety of the plot and the game itself.

Well, that's about it. Raito signing out~


Raitokomniak Blog 3 comments

You know that I'm now developing Way Home - the legendary fairy bottle. This project has been going on for a month now and in month I should be finished with it. So as you might guess, it is not a long game. It is the first shot for me to actually complete an enjoyable game all by myself using RPG Maker. This gives me a lot of experience in game making and its every aspect. I am not using my own resources though as I'm focusing onto the developing process. But all the resources I use are free to use in no-commercial matter, so I have checked everything through and will credit everyone whose resources I have used. In the future, in more serious projects, I will use my own resources. I hope by then I have some more members in my team to help me in various things.

Working to a schedule with this game is exhausting, especially because I have my matriculation exams in high school now. I'm afraid I'll have to take a longer break to read philosophy. But the releasing date will not be postponed as it's set on October only. The project page here says 5th day only because you had to put a full date in it, but it will change for sure. The biggest problem I have with the game is the lack on inspiration. I desperately need new ideas from different new people. Everything is actually properly planned, so that's not the problem but that I constantly feel that it misses something. It may be the behind-the-scenes illusion since I know exactly what to do and where to go. My boyfriend said, on the base of the demo, that it's great and challenging. So who knows. I just hope people enjoy it and won't get bored with it.

I actually had another game project a year ago, a little more simple than this one - there was no action battle system and it was straight-forward but it still was almost 3 hours long! People didn't play it because they thought it was slow and boring and there were strange bugs I didn't notice when I played it through. I have thought of polishing it, since it's half-ready (storyline of one character done) but that would mean either completing it with RPGM VX which I don't prefer or completely re-designing it piece by piece in RPGM VX Ace. Since I have everything designed, it shouldn't be a big problem, so do you think I should give it a shot? I will consider it as soon as I have heard the reception of Way Home. I have high hopes, but I'll just have to open the box to determine if the cat's alive or not.

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