Weekly Content Blog #11: Tyler’s Tune – The Tangle

Weekly Content Blog #11: Tyler’s Tune – The Tangle

In my last post I detailed the compositional process I took to compose “Curtis’ Theme”. In this post I will break down the musical elements of the opening dungeon, The Tangle. First let’s listen: The Tangle – Into the Depths The Tangle was composed in a very peculiar way. Unlike every other piece written for this project, this piece was composed exclusively in Logic. What this means is that it never existed in sheet music form and was played into…

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Weekly Content Blog #10: Budgeting the Art Costs of an RPG Pt. 2

Weekly Content Blog #10: Budgeting the Art Costs of an RPG Pt. 2

This is part two of a three part series. Part 1: Budgeting the Art Costs of an RPG Pt. 1 Part 3: Budgeting the Art Costs of an RPG Pt. 3   In part one I talked about some of the costs and risks related to creating art for an RPG. More specifically I outlined the groundwork I laid for Shadows of Adam early on in its life, so that its art could grow organically within the scope of the project and the budget of our…

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Weekly Content Blog #9: Tools of the Trade

Weekly Content Blog #9: Tools of the Trade

Hello again from Canadia! Another exciting week has passed and lots of work was completed by the Something Classic team! Our current goal is to reach an alpha state, meaning the game is playable from beginning to end, complete with a credit roll, before doing a final polish pass on the game and adding any extra effects or art to make the areas really radiate. With Luke hammering out some marvelous maps at a super-human pace and Tyler converting our…

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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…

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Weekly Content Blog #7: Level Design – The First Day

Weekly Content Blog #7: Level Design – The First Day

In the beginning, Luke created a map file called testLevel.js. Now testLevel.js was formless and empty. Darkness was over the surface of the deep, and the cursor of Luke was hovering over the abyss. And Luke said, “Let there be light,” but nothing happened. And Luke realized that ImpactJS’s level editor still did not incorporate voice-recognition technology despite months of whining for this feature on the ImpactJS Suggestions forum. So Luke left-clicked and land or something land-like appeared. And Luke saw that it was good. Well, not really….

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