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Author: josh

Role: Programmer, General Favorite Game(s): Age of Empires 2, Mega Man series Bio: Since his childhood, Josh has always enjoyed making things. Over time, his hobby of programming turned into a career in web development, and now he's using everything he's learned along the way to make Shadows Over Adam a reality. When not programming or burning his retinas on a computer screen, he likes to rawk out on guitar.
Weekly Content Blog #8: Decisions, Decisions

Weekly Content Blog #8: Decisions, Decisions

Creating an RPG can be a daunting task for an indie game developer. Here at Something Classic, we had to make a conscious effort to balance between ambition and a project that is finishable, all while hopefully delivering a satisfying end product. While we have made our share of bad choices, and still have a ways to go before completion, I would like to go over some project decisions that were crucial in getting the project to the point it is at now. They may not be industry standards, they not even be the best way, but they have definitely worked for us! I hope this helps any aspiring RPG makers.

The Almighty Design Document

The project starts in the design document. The format can be open ended, the content can change, but the design document stays. For Shadows of Adam, the design document established the laws of the project. Violating those laws is a punishable offense. But seriously, any time scope creep rears its ugly head, or we begin losing sight of our goals, the design document is the first place we look.

Time is of the Essence

It’s no secret that games in general are becoming longer. Not only do RPGs follow this rule, they have grown enormously from the 16-bit days. It is not unusual for a modern day RPG to be assessed in terms of hundreds of hours of play time. Naturally, the first decision we made was to keep the game relatively short, with a planned main story of 4-6 hours. This allows for a focused narrative that has some wiggle room for side quests if we exceed our expectations.

Easy on the Nostalgia

Nostalgia can be dangerous. It’s easy to gloss over a lot of warts and imperfections that were always at play in even our fondest memories. The retro aesthetic is a pleasing one, but let’s face it: a lot of classic games had serious flaws. Sometimes we justify this by comparing games to their contemporaries rather than objectively. When it comes to RPGs, however, usability and pacing were huge issues even until fairly recently! For this reason, we wanted to avoid the trap of including mechanics solely because our RPG forefathers had them. No random encounters, clunky menus, or level grinding here!

Focus!

Tying into the above, we wanted to give the project as much focus as possible. By imposing some limitations such as the 4-6 hour game time, we were able to play to our strengths as a small team of specialized members. Any project will have to deal with scope creep or increasing ambition, so the importance of setting a narrow range of parameters cannot be emphasized enough. With our goals clearly set early on, we have been able to refer back to our design doc any time we’ve observed ourselves getting off track.

Version Control, Use It

With the introduction of GitHub a few years ago, version control systems have entered the public consciousness. Well… not quite, but they are certainly more common and accessible than ever. Using Git to manage this project’s code and assets has been crucial for a variety of reasons. First, it allows for true collaboration: everyone can work on asynchronous schedules and Git can resolve any possible merge conflicts. Second, it provides a centralized, authoritative version of the project to be stored online. And third, it makes it easy to revert changes (particularly very bad ones) with minimal effort. There is certainly a learning curve to Git, especially if you are not technically inclined, but the payoff is immense.

Stick With It

The most important thing I’ve learned while being a part of this project is to stick with it. You will always learn cool new ways to solve old problems, or come up with great ideas that seemingly put your current ideas to shame. Ignore it! Keep going forward and try not to look back. Creating a finished game of any magnitude is no small feat, so for me it has been extremely important to not take project completion for granted. While we still have a ways to go, I am confident that these decisions have allowed us to get that much closer.

Solum

Weekly Content Blog #4: Project Goals and Inspiration

Weekly Content Blog #4: Project Goals and Inspiration

Hi, Josh here. I’m the other programmer for Shadows of Adam. Rather than bore everyone with more technical details, I’m going to discuss some project goals and inspirations. I will also attempt to break the world record for “most occurrences of the word jRPG in a single article.”

The RPG, Today

Let’s face it, RPGs are complicated. Both from a development and player’s perspective, RPGs are very content intensive. Playing a modern RPG is now a major commitment, with recently released popular RPG titles easily clocking in at the 100+ hour range.

Even the once linear jRPG format is beginning to shift towards an open world structure, with breathtaking scenery and choice-driven interaction adding significant amounts of playtime to an already long narrative. If you have a summer to yourself, like I did when I played through the excellent Xenoblade Chronicles, you will be rewarded greatly by indulging yourself in these modern marvels of gaming.

But conversely, if you’re working full time, and suffering from a decreasing attention span, you’ll feel like digging into the latest Final Fantasy is almost a job in and of itself. Still, sometimes you want to scratch the itch for questing, storylines, and monster-bashing all the same, in spite of a schedule constraints. Enter the indie gaming scene…

Simple, Done Well

“Simple, done well” has been the project mantra from day one. Like many indie game developers, we want to distill the essence of what makes our favorite childhood games so fun, while cutting out the anachronistic and excessive parts. From a playability standpoint, we want to create a more compact jRPG that offers immediate storytelling, as well as engaging gameplay systems that require little in terms of a learning curve. In a later post, I’ll discuss gameplay influences and decisions in more detail. But rest assured, we are cutting the common RPG filler, such as level grinding, backtracking, confusing subplots, and general lack of direction.

Proud to be an RPG

Having been a part of the game development community for awhile now, it’s been obvious that the retro jRPG format may not be appealing to most people. As a result, there is a tendency for indie jRPG’s to downplay the fact they are indeed full-blown jRPGs in a couple of ways. First, RPG developers will advertise game features in terms of what jRPG-isms they didn’t include rather than what features they actually bring to the table, e.g. “NO RANDOM BATTLES”, “NO GRINDING”, etc. The second is arguably more common: the game itself will be a self-referential parody of the jRPG format, lampshading the abundance of tropes that come with playing any jRPG. The result can be banal, or it can be used to great effect with good writing. See: Cthulhu Saves the World for an example of how to pull off the humorous side.

For Shadows of Adam, we want to play it straight. Not quite “80’s power ballad straight”, but also not a 4th-wall breaking irony explosion either. Rather than make concessions to the general public and apologize for being a jRPG, we are flying our jRPG flag high: we’re serving up airships, a fantasy world, elemental McGuffins to collect, and some scenarios that any RPG fan will find familiar and enjoy at the same time. Put simply, we want to collect as many cool parts as possible from early 90s SNES-era RPGs, while conveniently discarding the parts that were a drag.

The jRPG format is strange in that the whole is oftentimes greater than the sum of its parts. Fans of the format will oftentimes put up with questionable design choices to satiate their need for character progression and an engaging story line.

Sleepy Port Towns ho!

Wrapping it Up

Shadows of Adam was started by a team of lifelong RPG players. We know what we want and what we don’t want from an RPG at this point, and our hope is that our experience will allow us to create a lean, quality retro jRPG. Developing this game has been a joy, and playing through it will be sure to evoke past memories. Nostalgia is a powerful thing, after all. But we want to use nostalgia as a springboard, not as the endpoint. Check back next time, where I will be discussing what mechanics the game will include, as well as some classic (and not-so-classic) RPGs have been influential in developing Shadows of Adam.