Archive for December, 2012

Multiparts! Yay!

So I’ve decided I will be splitting up my game into multiple parts.

Why? You ask? Because having multiple parts means I can release part of my game, and call it a finished game. Receive feedback from that game, and then make the second part. Kind of like a sequel, but not exactly.  I expect only 2 different parts of my game. However these parts will have different paths inside of them. Depending on which path you take, you’ll end up with a different story. Hopefully I’ll have 4 different endings to this game. So expect a lengthy game with each part taking about 5 hours or so to complete. So about 10 hours for just one path, 30~40 hours to complete all stories. Talk about replay value!

Also, having my game split into two different parts means that after I finish Part 1 I can take a bit of a break, and bask in the light of finishing a game. It’ll also allow me to take notes on all of the feedback I get from finishing a game and put all of my effort into making Part 2 a better game. While I make Part 2, I’ll be using Part 1 as a base, making it so that I don’t have to: recreate the database, recreate the maps I have made before, pretty much so I don’t have to start over. Also having Part 1 as a base, it’ll allow the use to import his/her previous save into Part 2. (Hence why growing off of Part 1 is necessary. The player might still be using ancient equipment and bug out. Equipment I might have deemed unnecessary for so far in the game. Just an example.)

I've also updated the picture gallery in the main page of A Pawn and A Knight. It should have newer pictures based on the Demo 1.1, and removed the out-dated pictures as well.

I have nothing to say.

That is all.

Seasons Greetings!

Nothing major going on RPG wise, HOWEVER I just got a dual monitor set up, so I’ll be super productive I hope. But I digress..

Happy Holidays!

The top one’s for pxlgraphic, just sayin’. I didn’t make it, nope. not my handi-work. Doesn’t at all resemble my style. Nope. Not mine.


Seasons Greetings!




Progress Log #5 Demo v1.1 complete!


I just recently finished the upgrading the first demo just a while ago. I’ve made a lot of changes, the first noticeable change are the battles. I’ve finally figured out how to work Saba Kan’s battle system, and now the battles are MUCH more fun. I’ve also updated the Intro as well. Making the introduction a little more “smart”. You’ll see what I mean when you try it out. I’ve also upgraded the Traits system, making the traits grow along with you. So your first trait will not become obsolete stat-wise later in the game. I’ve also extended the gameplay of the demo. Keep in mind, there will probably be some bugs, or errors, after the fight with the crystal, because I haven’t really tested beyond that point very much. (I will get on that tomorrow.)

So the file you’ve all been waiting for:


Demo v1.1(RTP Included) (302MB)Demo v1.1(No RTP) (115MB)

I don’t really have much to show yet, screenshot wise, so expect a thorough progress log with loads of new screenshots!


Progress Log #4

So I’ve been making progress

But not as much as I’d like….

I’ve spent some time spicing up my intro, taking all the feedback I have received and then I’ll be turning that into the next demo. Hopefully the demo v1.1 will have fixed most of the bugs that have been pointed out to me. Also the demo v1.1 will have the new intro. It won’t be final, I’m saving that for demo v2.0, but it’ll have enough spice in it, to get some characters introduced, and establish some setting and lore.

For the most part however, I’ve spent most of my weekend making maps. Wonderful maps, if I do say so myself. But these will probably not be included until VERY late in my demo process. I really need more people to vote in my poll over at RPG Maker Web that poll will really help me out. I need to see what you guys like the best when it comes to areas and locations! So far you guys like the snowy mountain area type, but I need more votes! 5 just isn’t enough! Which ever area’s in the lead will be used for the final level, essentially. It’ll become the largest, and most important area to the story. (which so far, the snowy mountains fit my idea for the final area.

Here are some of my current progress on maps: (That are not spoilers.) (Using Indrah’s lovely edits.)

-So these two maps are connected. you enter the forest, walk around, enter a cave, then back out into the forest, and back into the cave. It’s going to be like that. I have yet to decide if this just leads you to a town, or this is the dungeon itself…

Cutscenes, and my genius

So after some critique of my demo, I’ve decided to get a little nifty with my introduction segment and cutscenes.

So my current intro lacks character introductions and lore, while the game play segment is a tad tedious. So I’ve come up with this nifty idea. I will provide flashbacks, introducing characters, providing background, and telling of lore, after each little “task” that the player completes. It’ll make the whole scavenger hunt kind of thing a LOT more interesting, I believe it’ll provide some motivation for the player to complete these simple tasks. So there will be about 5~8 flashbacks during this intro. Of course the main flashback will be chopped up into parts, to make the player WANT to finish the tasks since they’ll get a new piece of the flashback puzzle.

So I’m hoping this idea works out, if it will, I hope it’ll add a nice flavor to my game, along with creating the deeper story.

So some ideas for the flashbacks:

  1. A scene where the Cirrus, Cloud, and Lennt are walking up to a large castle in the rain. This is where Lennt joins the Empire and starts his road to knighthood. Both Cirrus and Cloud don’t like this, and try to stop him, but Lennt tells them that he’s doing this to protect the village and his friends. This scene will be split up into many parts because it introduces a character that is rather important to the whole ploy, however isn’t truly introduced until later in the game. I feel a dark and rainy scene like this will foreshadow the events that will take place later between Cirrus and Lennt. The Pawn and the Knight.
    Some little tid-bit of lore: The Imperial Knights go through years of isolation and training before they can be given the Crest of Honor. The isolation is for meditation. The knights-in-training need to be calm and collected at all times. They need to think quickly and efficiently to overcome any problem.
    For Lennt, his training was rather quick. He’s supposedly a prodigal knight, and rather respected among his peers.
  2. A scene that shows Lennt and Cirrus as little boys playing in a field. Creating that childhood friendship feeling.
  3. And then a scene that shows Illiana’s rise to power. She needs a noble entrance, but a mysterious one. She’s probably the most interesting character in the whole story, but it just doesn’t really show in the introduction that I have so far… Man I practically love her, but creating dialogue for her is pretty darn difficult. She’s got the right amount of character, and she’s basically the whole cliche-proofing part of this whole game. Without her, my game is a HUGE cliche…

Those are just some cutscene ideas I have right now. Its really nice having this blog to put them out here. I’m so tired of using NotePad or Word… This makes planning things so much cooler and more fun.

Progress Log #3

Well, here I finally have something to show! It’s a magnificent demo, ready for your pleasure! Please, by all means play it.

I’d really appreciate feedback. Any, and all, feedback is welcomed! Even, “THIS GAME SUCKS, GO DIE IN A HOLE!”. Anything really… Well here are some more screenshots depicting my progress.

Now I have to go make a topic on the RPG Maker Web forums now… Welp… That’ll take a while…



DEMO v1.0 (250MB)



So-ichi ( Makapri)
Khas Arcthunder
Saba Kan
-kirinelf (for the translation)
Victor Sant