Those who follow me on social media already know about the various projects I’m working on, including my games.
Various Game Engines
I’ve tried my hand at various genres and storylines, inculding a quasi-biographical game entitled Confluction, but none of them really progressed beyond initial concept. There are numerous reasons behind this, but the main one seems to be that they haven’t felt "right".
In a recent announcement on the SGB Discord, I stated:
My problem is that I have so many ideas bouncing around in my head and not enough time to implement them all. This then becomes fingers-in-too-many-pies syndrome and none of the games actually reach completion. So to resolve this, I started looking closer to topics I’m interested in and conversant with, and eventually settled on a theme.
Game development on "Starborn: The Fallen" will most likely migrate to GameGuru MAX (official release September) and development on "Relationship Sim" will be for SMILE GAME BUILDER.
The next goal was to determine which engine to use for the overall feeling and outcome. I settled on SMILE GAME BUILDER for "Relationship Sim" (a previously planned but now resurrected game idea) and GameGuru MAX for "Starborn: The Fallen".
Why GameGuru MAX? Why Not Unity?
Someone in Discord asked why I’d use GameGuru MAX for Starborn: The Fallen rather than Unity or the Game Creator asset for Unity (interpretably haughtily).
My answer was probably rather terse, so I thought I’d expand it here. What I won’t do here is extol GameGuru MAX’s virtues or lament its drawbacks.
Now I responded that I wanted to try something different. Since I’ve been using GameGuru (not necessarily intending to produce a game with it) on and off for awhile, I saw the potential for a small yet simple horror-style game because of its post-effects, like lighting. Furthermore, some of the models in the add-on packs were (are) perfect for this purpose.
However, as before the "feeling" just wasn’t there, so the motivation dwindled. I continued creating the maps for the game – sometimes from scratch, sometimes randomly generating landscapes – and soon realised that some of the maps bore a striking resemblance to those in Starborn. This was purely subconscious; I wasn’t planning on it.
This then prompted me to delve further into GameGuru as a whole. Although I still need to learn its programming language, Lua, it is more lightweight than the C# that Unity predominantly uses and, while not primarily an object-orientated programming (OOP) language, primary classes and tables can be used to store data and create objects. I wrote a very simplistic script to store some basic information for an equally basic quest log (admittedly partially functional and very buggy).
Completely by accident, I saw a trailer for GameGuru MAX so decided to preorder it in February and recently received the first alpha release. This seriously lacks in actual content but it is a vast improvement on its predecessor, with a better, more intuitive interface and a built-in character creator. I even tried importing some of my own hi-tex models into the engine and was impressed with the results.
So, I made that executive decision to migrate Starborn to GameGuru MAX. I’ll continue working on the game (intermittently) until its official release in September.
Relationship Sim (SMILE GAME BUILDER)
And I will resume development on my SGB game, "Relationship Sim", which I started some time ago. This was loosely based on and inspired by an old tutorial I did, #16: Relationship System.
I particularly like those kinds of games where choices matter and actions have consequences, which result in multiple endings based on those choices.
Relationship Sim is no exception in that you can follow the path of faithful boyfriend or cassanova. Each path has a different outcome and different influences on other characters.
Susbsequently, the "relationship system" is potentially quite complex. SGB’s limitations at the time became one of the major reasons the project was placed on hold. Now, with some of the newest additions (notably displaying text as images and string variables), it’s more viable to create a specific HUD style without having to rely exclusively on graphics for names, relationship status, etc.
My SubscribeStar patrons will also gain access to "mature" or "adult" content. This won’t be sexual in nature, not gratuitous but more inferred, and it’ll be optional content for those who want it.
With that said, I’m going to start development on Relationship Sim from scratch, expanding upon and improving its old system to accommodate the new updates.
Working on both projects at once – plus my tutorials, my model packs and live-streaming – will demand much of my time, but with proper micro-management of time I should be able to juggle them successfully.
Although there won’t be updates on Starborn: The Fallen until September (when it’s officially launched), updates on Relationship Sim will be posted on social media and in the SGB Discord.