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Weekly Update - AFC Retrospective, Dreamons?
2 years ago3,366 words
I've spent this week doing work on this side project which I'm tentatively calling Dreamons. I also revisited its predecessor, Alora Fane: Creation, for inspiration; it's such a tragedy I never widely released that! Maybe I finally should??

I know I should probably be focusing on Atonal Dreams instead of getting distracted like this, but as I said last time, I'm wondering whether I can use this shorter, less important thing as a way of practising the process of promotion... though I haven't actually done any promotion for it because I've been too distracted this week by worrying about things like going out for walks and improving my diet or just generally feeling frustrated by the professional 'help' (or lack thereof) I got last Monday (∞ which I wrote about a few days ago ∞). It'll take time to settle back down, or something.

(Though I've been struggling to get back to Atonal Dreams since like December...)



As I wrote about last week, this Dreamons thing is essentially a kind of spiritual successor to AFC (Alora Fane: Creation) - a thing I made in 2013/2014 with which you can make your own short RPG-style 'quests' - though I hadn't actually properly played that in forever. So I spent some time replaying my own AFC quests to remind myself of why I ever made it in the first place.

Disappointingly, though, most of the quests I ever made are just seconds-long feature tests rather than finished stories. Of the few finished quests I do have, several seem to have issues which make them 'crash' in the middle, which is frustrating since they used to work. Maybe the result of engine updates that broke previous features or something?




One that I did play through to the end - and which I consider a good example of both my original intentions for the game/tool and the reasons I never released it - is a silly thing called The Magic Sausage.



I vaguely recall it being met with discomfort due to being weirdly facetious: the protagonist is a woman who's been held captive for a decade and beaten daily by her 'husband', and she starts the game in her underwear, for example, all of which is treated as a silly joke.

I have no idea what place my mind was in to even come up with such a thing!

I know a part of it was inspiration from a common trope in Neverwinter Nights modules (which were what inspired AFC in the first place) where you'd find yourself in prison with no equipment; I liked starting from nothing like that, as essentially a blank slate, where every item you found really mattered and made a difference.

I don't know where the 'story' themes came from though. I know I was very mentally unwell at the time (I say as if that's ever not been the case), but what specifically was I thinking? I can't recall.

I think it was probably just a combination of the ambient culture of the time (lots of stuff that'd be called 'edgy' in hindsight) and my complete naivete regarding lived experience which meant I had no awareness of the pain such things can cause in the real world. Like someone who'd make dead baby jokes not because they'd laugh at actual dead babies, but because they had zero memories of even being around real babies or death of family members so the 'nice thing + horrible thing' contrast becomes as absurd as a crossdressing lumberjack (hmm, I wonder if that's regarded as problematic these days too, actually; I genuinely don't know).

I'd say it's embarrassing to look back on, but - unlike with a lot of things - I see it with a kind of detached curiosity more than anything.

There are lines like this:





Thinking back through the bleary fog of time, I think bits like that are at least likely manifestations of a horribly warped belief that men = bad and women = wonderful that I'd developed from the painful sausage fest that was Fig Hunter and the almost-as-painful lack of any female presence in my life? And maybe the themes about being imprisoned represented something subconscious, since I've continued to explore similar ideas through much of what I've made in recent years?

I wasn't really intending to write this post about things like that, but I suppose it's impossible to untangle them from my feelings about AFC in general. The main reason it never saw a release was because the stories I was trying to tell were too infused with probably-inappropriate humour and my personal issues, and I believed they'd be seen as 'problematic' due to reactions from the people I'd surrounded myself with, and I'd be crucified for them by a wider audience. It's something that still affects me a lot, and which has been interfering with moving Atonal Dreams to a release.



Disregarding the 'story' I definitely made up as I went along and saw as little more than silly nonsense, the structure of this quest reflects what I intended AFC to be: a 'bite-sized RPG' where you travel through tiny one-screen towns and 'dungeons' which felt like a distillation of the familiar RPG experience.



Along the way, you'd have simple, straightforward battles against plot-unrelated monsters in your path to progress, some of which were more boss-like but most of which were compulsory.



As you progressed, you'd grow as you would in an RPG, from wearing rags and clearing rats from someone's basement -



- to slaying gods with your magic sword and party of new friends, all in the space of about half an hour. The whole RPG experience, but with the padding stripped out.



I also liked setting things up as a kind of puzzle, so for example your path might be blocked by a monster which you'd only be able to survive against if you'd found the three half-hidden potions in the tiny area you had to explore. I liked the idea of making use of RPG gameplay tools like swords and spells to strategise and figure out or earn the correct way to proceed.

A deliberate and rigid approach, I suppose, and a response to the frustration I'd felt from other RPGs where you had a ton of free choice about how to build your characters, but none of it really mattered anyway because all options allowed you to mindlessly mow down hordes of foes over and over in a way I never found fulfilling.



I poured a lot of time and serious effort into two quests (one more than the other, I think, though my memories of this time are so foggy I don't know for sure), both of which I felt particularly embarrassed about due to them being negatively received back then.

Or at least I felt they were, though I suppose there are similarities with what happened a couple of months ago, where I was caught in a flare-up of mental illness due to other life things (like isolation, uncertainty about the future) so critical comments hit me much harder than they would have otherwise. It's tough to say.

I was reluctant to replay either of them since I assumed I'd cringe too painfully hard, but I managed to push through that just yesterday to play one which is just called Chapter 1, as I'm assuming it was meant to be the 'official story' of AFC or something (I can't remember).



It follows a ~shy artist girl~ with the very-player-unfriendly Irish name Caoimhe (pronounced something like 'KEY-vuh', obviously!), who... is a very unsubtle manifestation of my own quirks and neuroses which probably aren't exactly relatable - or appealing - to the average player.



Have you seen the recent Velma thing? I haven't, but lots of people hate it. One of the criticisms I've seen aimed at it is that the main character is basically just a stand-in for the creator, who everyone loves despite her churlish smugness and who always comes out on top. She - and the show in general - mocks groups like adult animation or Scooby-Doo fans, essentially the expected target audience. One source questioned who the thing was even for, the only apparent answer to which was her, the creator, and nobody else.

So would this story I made back then, and its protagonist, appeal to me and only me?

That's the concern I had - or developed based on reactions - back then, and which made me anxious going into it this time around.



I definitely got some cringing pangs as I played through the story and read the dialogue, though I was also largely relieved; it wasn't as bad as I thought.

I remember getting the same internal reaction when I replayed Taming Dreams a couple of years ago, which I'd developed similar concerns about during a period of mental darkness.

While Caoimhe embodies (exaggerated versions of) some of my traits and struggles, it's not as if she's a direct self-insert or anything. I made at least a bit of effort to make her her own character. And I'd like to think that she isn't an offputtingly obnoxious arsehole who insults the player... But obviously different people like different things. I don't know.



Some lines I'd written for her surprised me. Here, for example, she's asked why she can't cast Cure, and explains that it's because when she's wounded, she prefers instead to savour the pain so as to experience it, rather than just trying to get rid of it as soon as possible. This is kind of what's taught in mindfulness, but I don't think I'd ever even heard of mindfulness when I wrote this. It's also what I've heard some spiritual types claiming we manifest here into life for, to experience pain and suffering that we can't in the eternal light and love outside of it, just as we might play games to experience things we can't in real life. So I find it interesting that past-me was writing about such things.

One of the things I was cringing in anticipation about was the vague memory that I'd based some characters on the types of people I'd encountered on Fig Hunter (though not specific individuals), and that you beat them up as part of the story. While playing through, though, I was surprised by how little it resembled the judgement-warped memory; if anything, it made me laugh quite a bit. Here's a short video of the interaction:



I imagine that'd be interpreted as generic gamer caricatures or something? Which was the intention, I think. And while they're all buffoons, I wouldn't interpret anything about that - from my perspective here in the present - as offensive in any way, really. Less so than many men-mocking memes, anyway. If anything, everyone involved in that interaction is behaving in a very imperfect way that's hardly worthy of admiration or emulation. It's a comical exploration of human flaws rather than some kind of preachy moralising or anything.

(But then again, I'm not really the sort of person to look for whether fictional portrayals are offensive, so maybe people who are would see them differently.)

You could argue that the (ostensibly) shy and sensitive Caoimhe overpowering all three of them communicates some kind of objectionable message or something, but that's as much about gameplay necessity (the player overcoming obstacles) than anything.



I found the Sawyer character interesting, as it's been so long since I made or played this thing that I had little recollection of him. He's not just a caricatured representation of some belief I held at the time; if anything, he's more akin to the dangerous bad boy romance-fiction archetype who sweeps the average female protagonist out of mediocrity and into a life of adventure (though Caoimhe doesn't fit the corresponding archetype; she's not even clumsy!!). He has an edge to him, he's not nice, but he also cares. These days I'd probably be averse to writing a character like that due to the direction my mind's taken since then, but they're hardly rare in fiction.

There are aspects of his character that represent the 'feelings bad!' attitude I'd grown to despise from many people on Fig Hunter taking that approach with me (attacking me for being openly emotional, talking about how logic trumped feelings, etc), and I wouldn't exactly call the dialogue expertly-written, both of which can be seen in this example:



Though all things considered it could definitely be worse. The writing's better than MARDEK's, at least? Probably?

(And (in my opinion at least) it's not exactly worse than the other professionally-made RPGs I've been playing recently... Crisis Core's script hardly seemed like high art to me! Everything is highly imperfect depending on the angle you look at it from.)

Here's another conversation that I feel is better-written:



Interestingly, it's only Sawyer who really has anything resembling a character arc, with him pursuing this 'Storm Stag' which has manifested from lingering mental effects of a troubled past... though I wouldn't say that he develops at all as a result of any of it.



I wouldn't say Caoimhe has an arc in that she becomes a better person than she was at the start as a result of tackling adversity, but one detail I did like is that her emotional state during one point in the story is reflected in the gameplay mechanics,



and a conversation a bit later has her loyal pet dog try to comfort her, which also becomes a gameplay skill which can relieve the effects of her mental burdens. I'm proud that I was able to use the fairly simple mechanics of the battle system to interact with the narrative like that.

Annoyingly, I'd intended for this to be Chapter 1 of several, so it builds up to a climax but then ends on a cliffhanger. I wish I'd just made it as a standalone story!



Structurally, it's similar to the other one in that its progression is like the RPGs I'd grown up with: you start in a little town, then work your way through short dungeons filled with monster battles with a boss at the end, collecting items and growing stronger along the way.

AFC only allows you to include a limited number of 'rooms' (36 in total), but this only used 23. It took me like 90 minutes to play through, which is way longer than I expected! And much longer than I really intended for the quests made with the tool to be.

I quite like how despite the time it occupied me for, the quest file itself is just 45kb, smaller than any of the images included in this post.



So that was a look into the past. But what about the present, the thing I've been working on recently?

I wrote about it last week, including a link to ∞ a public post on my Patreon with more details ∞.

Since then, I've been working towards getting all the major features working, most of which involve customisation in some way.

For example, you can specify two colours (from a large but limited number of options) for the sky, which - together with also selecting colours for the tileset - can drastically alter the feel of a given room:





You can also recolour - or completely redraw - pixel icons for items:



And these can be used to interact with conversations:



Simple props like rocks and plants use an editor where you specify the model type and up to four colours for it:




I also added some simple clothing items, which work the same way, where you specify a model and up to four colours for it. These can then be acquired and equipped.



I got wondering while doing all this though... Is this something most players would even want? Personally I do like creative customisation in theory, and I enjoy the challenge of developing these features, but...

I replayed my old quests partly because I was wondering about this, and what I noticed was that I tended to use mostly the 'premade' items and things that came with AFC even when options for more customisation were available.

But I also made those in the first place so I suppose there was already a feeling of ownership or mine-ness there. Would a player who didn't make them be more inclined to make their own equipment etc if they had the option?

I also tried making a new quest for the first time in years (I didn't get very far with it though), and with that I was eager to assemble the world and story; having to create or customise assets might have felt like an annoying barrier.

I know it'd be wiser to play other people's AFC quests to get a better idea of what minds other than mine want to actually do with the thing, but I've always been weirdly reluctant about that for several stupid reasons I blame on my generally broken mind. Probably something I need to push through...



I know at least some people played AFC, but I don't remember how; did I post it to my website? Just share it directly with a few people? I imagine it got leaked to at least some Flash portals, maybe.

But I never formally and officially released it, which feels like a tragedy to me now. I wonder whether it could have had as big of an impact as MARDEK, maybe even bigger? Ehh, no point dwelling on it though.

I've mentioned a few times over the past couple of years that I'd like to port some of my old Flash games to Steam... but I never get around to it because I'm always busy doing other stuff, mostly working on Atonal Dreams. Plus my past experiences trying to get the old technology to work have just led to frustration (like having to dig up old Flash versions on dodgy websites and then they don't even open my .fla files anyway because it says 'incompatible file', ugh).

Since I've been struggling to focus anyway though and I've been recently inspired by replaying AFC, maybe I should try again next week to see if I can figure out a port? Would anyone actually be interested in that?

Though... I never considered the game finished. There are bits that'd need tweaking, and I feel weird about returning to Flash to do that.

And I suppose the main reason I never released it back then was because I wanted to include some 'official quests', but would things like the two I've described here be enough? Would they just be off-putting or reputation-ruining?? I'd only want to include my own quests for legal reasons, but...

Bleh, I don't know. This morning, I felt I was onto something, but now that I've typed all this out I feel very uncertain.

Would you be interested in a port of AFC? Do you think anyone else would? Should I just focus on the Dreamons thing? If so, what should it even include? What would players want? Or did I have things right with AFC and I should just make a direct remake of that instead?? Or or or???

Decisions, decisions!! How terrible I seem to be at making those!



In other news, the USA DEFINITELY AND FOR CERTAIN SHOT DOWN TWO UFOS IN THE PAST COUPLE OF DAYS AND WE'RE ON THE CUSP OF AN INTERGALACTIC WAR AND-

12 COMMENTS

phsc57~2Y
Just one thing, the Velma thing is not a product of like, the taste of the author or something, it is rage-bait and the most successful example of that yet.
See unlike your games (which are very niche and most people probably would despise them, and this is probably why they won't sell a lot of copies, but you are probably aware of this anyway), which are basically only known to those who know about this website probably because of past experiences and such, and maybe like a very small amount of people who found your stuff on Steam and such, Velma is on HBO, and it uses a franchise worth a lot of money.
Turns out that people really like to hate on things, and they often group together and do that, Scooby-Doo is really well received to this day and such, and considering how this forced diversity thing gets a lot of people mad, they went totally on that and made something that not only gets more right-wing people mad, but also gets woke left-wing people mad due to you know, the fact that the series is considered bad by everyone... including the guys who say Black Panther is the second best movie ever (literally, check out Rotten Tomatoes), clearly not because it has black people, but it goes further, it has lesbians and like weak men and girlbossing and other things, but the general plot and personality and the show itself is just... really bad, like nobody seems to like it, right?

See, HBO is not crazy and HBO can make a lot of money, people are watching it because well, they probably already pay for the HBO thing and they want to see how bad it can be... and to talk about it with friends or whatever, this is an actual thing, and HBO is aware of it, it is now the lowest rated IMDB show ever, at 1.4/10, and it is still super popular, things do not have to be good to be popular or make money... people might have bought the HBO streaming service just to watch this as well, and it is in general good propaganda, "all propaganda is good propaganda" or something.
Anyway don't compare yourself to Velma! you actually believe whatever you are doing and since it cannot be used to make some rich company even more rich this is why you get literally no attention! welcome to the modern age! it will only get worse as AI progresses and the dead internet theory gets closer to reality! we already live in the depressing dystopia!

Anyway, there are a few other reasons that get into how the political game is played and how modern media is basically used to sort of "control the masses" and some other 4chan tier posting which I find very interesting but you probably don't care.



Also yeah, there are geological balloons getting shot down in the USA... World War 3 when? By the way, I unironically don't doubt it, but balloons are much less cool than the fan fiction written about World War 3!!! I want to go out with style!!!!!
0
kidupiscean37~2Y
Perhaps you can compare AFC/Dreamons with existing software in the category to determine the selling points, unique features, etc of your work, or to get a feel of what the players may want to do with similar tools? Example: RPG Maker [LINK]
0
Tobias 1115~2Y
RPG Maker has been around since before my grandfather was born, and I remember early comparisons between AFC and it even though I never saw it as the same kind of thing. RPG Maker's is game-making 'software' rather than a game itself (hence your use of that word), but AFC is more like a level editor for an already-made game. The closest comparison is Neverwinter Nights - since that's literally what I based it on - but I don't know of any contemporary equivalents or even how to look for them. I see a few indie games with level editors in the subreddits I'm subscribed to, but they all seem to be 2D pixel Metroidvanias or similar (as are most indie games these days, it seems).

Maybe people would perceive it in the same category as RPG Maker despite my intentions though, like how they perceived Memody: Sindrel Song as a rhythm game.
1
kidupiscean37~2Y
Yes, and that is why when you promote your work, you may want to draw people's attention to its distinct features in comparison (either directly quoting the names of other softwares or not).
0
Tama_Yoshi82~2Y
WRITING POST.

Funnily enough, the youtube algorithm had made me watch Philemona Cunk videos, which I remember you'd given as an example of types of humor which you liked.

I've watched a few more, and it struck me how her style was similar to a Baron Sacha-Cohen skit, but less mean-spirited.

Compare those
[LINK]

[LINK]

Both give this vibe of being "trapped" with the host.
This isn't super relevant to your blog though.

More relevant is about trying to find your style in writing, or comedy. I've been watching Marvelous Miss Maisel (Prime Video), a show about a fictional upcoming female comic in the 60s. What's interesting is she gets to struggle between bombing and success, what seems to be a theme of the show - where she can give a show in one bar and make the entire room laugh, but then she can give a speech at one of her friend's wedding and make too many sex jokes, making everyone really uncomfortable.

There's this idea of trial and error which I find appealing--you will bomb, but after several bombs you will find something that actually works really well; it's less about finding "the funniest bit" but about finding a way to be funny that fits you (and also works). In your case it's probably to find a way to express humor without the feeling too anxious about it.

It's interesting that you feel detached with your humor style from back then. What I recall is feeling that you could over-focus on your situation. I prefer when sympathy is also afforded to the antagonist, so-to-speak.

I think social interactions are rife with absurdity.

A) "I..."
B) "What?"
A) "Never mind."
B) "Spill it out. I don't have all day."
A) "I fought with my boyfriend again."
B) "Oh, not again-- nuh-huh I'm not hearing it. You're always talking about how you're fighting."
A) - rolling her eyes - "See what you did there?"
B) "Oh, what, was I supposed to let you stare at me until I turned to st-"
C) (passing by) "Oh hey, remember we've got to do our homework at 4. My place alright?"
B) "Uh."
C) "Alright." - leaves -
A) - raising brow - "Uh?"
B) "Shut up."
A) "So, homework huh. Or should I say, homework? Uh?"
B) "I said shut up."
A) "C'mon, spill it out. What am I supposed to let you drool all over until you die of dehydration?"

I'm not sure what I'm trying to get across here; I think different personalities have different strengths, and often characters that are averse to expressing feelings can also find themselves with a need to express their feelings, or to work through their feelings. It probably also has to do with this idea of "having at least 2 things happening at any given time"; yes we have people being jerks, but we also see how being a jerk sets back the jerk himself.

Sometimes the dynamics are more complicated. For instance, this clip from Freaks & Geeks:

[LINK]

... really does a good job of showing the weakness in every character's approach, and how they kind of expose one another (or self-expose out of lack of self-awareness).
Are you going to be a therapist? NO, I'LL BE A DJ!

Anyways. I remember some of the most transformative times of my childhood had me just playing with RPG Maker; it's the process that set me on the path to becoming a developer. The idea of giving accessible tools for more people to create is one I've always found exciting. And there aren't a lot of tools to create 3D maps like those! There's some genuine potential here I think!
1
Tobias 1115~2Y
Interesting that you watched Philomena Cunk (and remembered what I said about her); I recently finished watching that recent "Cunk on..." series myself (or maybe I already mentioned it and that's what you're remembering?) and laughed at it more than at most things. Part of it was due to awkwardness - since that's deliberately invoked - but something that comforted me was reading about how her guests had at least some sense they were talking to a comedian, whereas Ali G didn't tell his guests, which is uncomfortably crueller. I was able to watch the Borat film in my teens and found it hilarious at the time, but I tried rewatching it fairly recently and couldn't get through it due to second-hand embarrassment.

I've been thinking a lot about this humour perception thing - for years, I suppose, but particularly over the past few days - and I'd say that it's less about my humour finding an appropriate audience and more about...

Well, when I made MARDEK, I just wrote what I found funny and then I put it out into the world without much thought or worry. People, as a whole, liked it; I remember few, if any, negative comments about the writing, and of those I don't think any hated the humour in particular. If anything, I got a surprising number of comments praising what was perceived as 'ACTUALLY funny' in comparison to things merely intended to be funny.

With Clarence's Big Chance, I remember reading through the hundreds of comments on its release day and basking in the warm, fuzzy feeling of pretty much unanimous praise, particularly for its humour. Nothing hurt me because there was nothing among the comments to hurt me. Everyone seemed to love it.

But I also had the community on Fig Hunter, which didn't exactly reflect the wider population. Due to the embarrassingly tyrannical way I ran it, the views I expressed, and the sorts of people I repulsed and who stuck with me despite everything, I ended up with a small group of people I'd describe these days as very left-wing (though I had no conception of politics back then).

I remember early, important interactions in the chatroom, like being chastised for writing stories about white males instead of black women who are more oppressed and therefore need more representation or whatever, which I found frustrating. And of course condemnation of anything that could even potentially be considered 'offensive' (usually speaking on behalf of the poor, vulnerable victims, of course).

One of the two uni friends I'm still in touch with was talking to me just the other day about how her own real-world friendship group are moralisers who are always condemning the misbehaviour of others, going on about what nice, compassionate people they are, but if one of them ever misbehaves (as she recently did), the others all dogpile them then cut them out of the group.

I think it'd be naive to deny this sort of thing doesn't happen all the time. It's how beliefs - or rather tribes - work. Someone expressing doubts about the Bible in a church setting is likely to be cast out, as is someone expressing doubts about gender identity in a 'woke' group.

People do it because they genuinely believe they're acting in the best interests of whatever the group believes (the sanctity of the eternal soul, the wellbeing of the downtrodden), but it can be so destructive.

I strongly suspect that what a general audience would think differs drastically to what the small number of people on this website think with regards to things like sexual or other 'inappropriate' humour. But since I don't have any contact with them and I genuinely care about appealing to people here out of gratitude they've stuck with me as long as they have, I end up feeling trapped, and I worry about things I intended no harm with causing harm anyway.

If I didn't have a small audience criticising every word of what I made, I'd probably have produced more stuff... but I'd also probably not have cared as much about refining my skills and trying to do better than I have in the past. So it - like pretty much everything in life - is complicated, not all good or bad.

Or at least that's the territory my mind's been inspired to explore recently. I don't know how accurate it is though.
1
Tama_Yoshi82~2Y
I also have a friend who seems to suffer from a small amount of social anxiety, and tells me about his occasional "woke" friends that chastise him for expressing himself incorrectly in one way or another. I've spent a LOT of time around these "woke" people so now I feel comfortable saying that they don't know how to talk to people, and often don't know how to argue their points (something about purity becoming very strict and aggressive, when you don't have the social tools to deal with outsider perspectives). Which is a shame since I tend to understand and even often agree with their points.

I'm not sure whether humor has a huge correlation with this stuff, apart from the fact that if you're outraged you're not likely to find it funny.

I think the most striking example of comedy that "should" make woke people angry, but probably doesn't because it's handled in a manner that expresses sensibilities that woke people care about, is the series Atlanta:

[LINK]

It's difficult to express coherently why that doesn't strike me as offensive. I think it's because it treats with the Hood and the relative unawareness of woke ideas. You can't blame people for not understanding some somewhat obscure idea about what gender is, plus, Earn is trying to point it out, but everyone else is just caught up calling each other gay. It's pretty funny.

Then again, Philomena Cunk isn't very political at all; I can't imagine people being outraged at her. It's weird!
1
Kalin24~2Y
As I remember, you offered AFC to people who asked to beta test it. I was mildly interested, but it seemed to be mainly focused on dialog, and I really wanted something that used MARDEK's skill/combat system.
1
360K11~2Y
Hey, AFC! I remember being excited about this a decade ago but I forgot what it was even called, so this was nostalgic to read. I'd definitely be interested in it, partly because it would be cool to actually see this thing I never got to play back then but also because it looks like the kind of thing I'd find really fun.

As for what to do for "default levels", I'd focus on having something really brief and with a simple story that shows off each of the things you can do: here's a town, here's a dungeon, here's a boss battle, now go make your own. It would be both easier than making something lore-heavy and involved and probably better; the part of the game that appeals to me is making my own levels or seeing those of friends more than a canonical "campaign mode" sort of thing and having a basic guide/demonstration to get me going would be the most helpful thing for me.

Not that you can't include what you already made, I would definitely be interested in it, but I think that having a quick demonstration of what the game does as the default option would be better. And I'd leave out The Magic Sausage for basically the reasons you mentioned here.

If you're looking for games to compare this to, I'd say that based on what I know of it, it's less like RPG Maker and more like Super Mario Maker or Wargroove, a couple games that have come out in the last few years which both focus on building your own levels/stories within their own gameplay systems. They're not the same type of game as what you're making, but they seem to take a similar approach to their respective genres.
1
Maniafig222~2Y
Yes, you should release AF:C!!

AF:C is quite busted, especially the really old quests are prone to breaking. There's one recurring nuisance of a bug which is that the interaction between dialogues with splits and plot states is really buggy, meaning it's best to always save and reload ASAP when you enter a new plot state, because old NPCs you talk with again have their dialogues broken when the state advances.

I'm not sure I ever played this Sausage game. It sounds weird. As for crossdressing as a joke, it'd depend on how it's done. The joke there always used to be "haha isn't it funny if a guy does feminine things like wear a dress???", just doing that by itself now probably will raise eyebrows because, like, why is it funny? The root of the joke is just dumb gender norms.

I never liked how you padded your quests with random battles!! It felt like such a waste of time. I only ever really put battles in my quests if they advanced the plot, who would want to fight random Bat #2354 when everybody does it in their quests? The combat engine's just way too simplistic to make it work and form an attachment to for me.

Velma's just such a weird show. The common consensus is it's either deliberate ragebait (and apparently effective, too, as it became Netflix's most watched animated debut?) or a really bad attempt at doing what the overall well-liked Harley Quinn TV Show did, which is taking an existing property [Batman/Scooby-Doo] and focusing on a non-protagonist [Harley Quinn/Velma] and going in different directions with everything. Except in Velma they made something that seems to only appeal to the creator only. Too 'woke' for chuds, too 'problematic' for SJWs, or whatever. It just looks like a complete mess.

I still really like Taming Dreams!

I don't really fondly recall the quest itself, anyhow, I think because I was there myself too during that time and reading all your blogs, so I still connect all of that with the things you were going through back then. There are good things about it, too, of course! The items as mental states thing is interesting and clever!

I think MARDEK's writing works because it's mostly just a silly pastiche of JRPGs and even when it does take itself seriously it's about distant and nebulous concepts and with fantastical characters. It's not really trying to critique, like, society or anything.

I made a battle once where the puzzle is that to defeat the opponent you need to make your sausage sad and weepy and beat up your brother with it. Also you and the opponent are Goblins.

I think I only ever had one quest use all 36 rooms, and that quest had a very low stuff-per-room density. Most quests, even big ones, rarely use more than 25.

I've made quests that take several hours to play! The big collaborative quest I'm working on with some AF regulars from the old days probably is like four hours of content for an uninitiated run, and it's not even done yet! We really pushed what the system can do with that one, and broke things in several ways along the road.

I sent you a bunch of AFC quests some time ago, you should play some of them to see what the engine can do! I'd say "art quest" and "art quest 2"are the best picks for that, as they're free of any and all in-jokes, entirely self-contained and I think manage some cinematic flair despite the limited engine!

I don't think AFC ever leaked to any flash sites. It's only a select group of people who have it, really, and any aficionados who asked the right people.

I would be interested in an official release!
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Tobias 1115~2Y
Damn, I thought it was pretty much complete and functional. I'm not looking forward to diving into ancient code I no longer understand. But hopefully it's something fairly easy to fix, once I get around to it.

And the more I think about it, the more I think now's probably the best time to try and finally port all my old games, and I've been looking into that... with frustration, since what I did with MARDEK doesn't seem to be working and the wrapper app I've coded is being interpreted as a virus for loading in another exe! Pfff!

Maybe an excuse to start asking about some stuff on Reddit, though.

Once I've got past that hurdle and to the point where I can actual tweak game-related stuff, it'll be valuable to hear feedback from you and anyone else who's spent time with it since it's been so long since I last did.

I don't want to add any major features or anything, just minor tweaks like I did with MARDEK (if anything I might remove some stuff like... aren't there some unfinished creature types?).

I've also been considering just making this Dreamons thing a fairly direct remake so then I can more comfortably make changes people might want to see. But I'm still thinking about the details.

You mentioned cross-dressing re The Magic Sausage, and I don't know how you got that out of what I wrote! The issue was making light of imprisonment and domestic abuse (the protagonist had spent ten years as the unwilling wife of a bandit and it wasn't treated seriously at all), nothing gender-related.
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Maniafig222~2Y
The cross-dressing thing was in reply to you wondering whether a hypothetical joke would be problematic or not, after talking about worries about how The Magic Sausage would be received.

The Magic Sausage itself just looks uncomfortable to me!
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