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Gofelem
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Draknier Story - Dev Diary #00 - The Project & Roadmap

Hi Everyone!
Sorry for the long wait! My game development update is finally here!

As you've notice, I made an artwork for my darknier story update that looks like a game menu screen. Nothing is final, but I hope you will like it 。^‿^。!

Most of the stuff discuss in this diary #00 are technical stuff, so if you are not really into that, you can skip to my development diary #01 where i talk about the world, scenario, and characters of Draknier Story
https://www.patreon.com/posts/28172658

Okay, let's begin!

What is Draknier Story?
Draknier Story is a jrpg-inspired  passion project that I am creating which is inspired by many jrpgs, ranging from classic jrpgs to modern jrpgs.   I am creating this game not to prove something nor I am trying to make a masterpiece, but I am creating this game to with the purpose of where I can give life to a world where  my characters can belong to, to fully express my narrative, and the way I would want the game to play.  
 
What about the Music?
Albeit slowly, I actually have been studying music since last year  which is the piano, the DAW, and once I have grasp the foundation, maybe try to delve a bit into music theory. I would love to post some melodies or music I've made(I have like 2-4, and one of them is an improved version of the one i use at the end of  each art pack videos), but I'm still quite not ready yet, but I will definitely share it, hopefully soon!

Is Draknier Story a 2D or 3D?
The older build of Draknier which I was developing last year is purely 2d as it was made in Godot's  2d viewport. I want to migrate the old build to 3D , meaning the characters will remain in 2d, but the viewport is in 3d and I will be utilizing X,Y, and Z axis instead of just X and Y. While I do plan to make the background/environment also 2d, I'll also have a look into 3d and find if it will the art direction I am planning.

So in short, 2d, but in 3d engine, or hybrid(if I go w/ 3d background/environment).

If there is something I really want with going full 3D, it is the ability to create beautiful cinematography/cutscenes and be flexible  when adding more animation which really is vital for game design like combat, or customizable outfit.
With 2d pixel, it is as what you see. And depending on the game design, it can get more complicated and require massive 2d art, which I will get into when discussing the road map later.

The Game Design Roadmap

One thing I am really excited about is, once I make the first game, I can utilize it as my base for the next game and build upon it for improvements and more content. In jrpgs, examples of this are breath of fire 1 & 2, and Suikoden 1 & 2  as you will notice that the sequel builds upon the 1st one, and expand there. Not only in jrpgs, but in other games too (It's why some game can release faster). I will try my best to make  the new first game to still be usable, or at least use it as reference for future projects..


As you've notice, the roadmap only features the basic foundation of a jrpg game(aside from the right side "additional features"). My goal for now is to make a complete functioning game, although basic, I want it to be a 'working' game. Ideas and Innovation can be easy to think of, but implementing those will be the difficult part.

Innovation and exciting ideas can come later when I have built the foundation. The purpose of this game is to be a medium to give life to my world, characters, and story, so gameplay comes as a second priority. I've considered manga or novels as a way to tell story, but when I asked myself that few years from now, which one will I be happy or content with the most, and jrpg  was the answer without a second doubt as being the medium of my storytelling. Though manga/comic is also something I want to consider in future projects.

I am designing the game the way that it doesn't really restrict the story telling. Example of this scenario is If I make a very complex battle gameplay with tons of animations, this will limit my ability to add more playable characters, or even just npcs, because if I do it, It will be over scoping the this project and it will become an endless cycle of feature creep which must be avoided.

I am approaching it this way "the story controls the gameplay, and not the other way around". If a gameplay feature can be great, but at the cost of restricting a story element, then I think it is not worth implementing.

I know that this approach could be limiting when it comes to gameplay features, but with limit comes creativity. I will find ways to make the gameplay fun and exciting even with this limit, but that is something to think about later, need to build that foundation first.

Thank you for reading or checking this out, I hope you this update interesting 。^‿^。!
Thank you again for the support and interest, and if you haven't check the story/art (#01)update, please check it here  https://www.patreon.com/posts/28172658

Have a good pleasant day (^v^)!

Draknier Story - Dev Diary #00 - The Project & Roadmap Draknier Story - Dev Diary #00 - The Project & Roadmap

Comments

Thank you again, I'll keep working hard (^v^)

This sounds awesome! Keep up the hard work! Can't wait to see how this game goes

Monkeyzilla


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