This milestone has been looming on the horizon for a while now (I recall teasing it for Memorial Day last year, even if that was an optimistic projection), so I think I'm a little bit in disbelief that it's actually here. Anyway, there's always time to patch holes and make adjustments going forward (especially for proper balancing, once I start testing combat). The main addition to this new release - the "Safari Edition" of my game - is the implementation of enemy encounters (both of the random and scripted boss varieties). Granted, there's not any combat yet - each battle is aborted as soon as it begins. But you can at least get a look at the enemies (featuring a pool of over 150, including palette swaps). There is a full complement of what usually comes out to 8 "troops" (weighted for common, uncommon, rare, and ultra rare encounters) for each of nearly 64 regions spread throughout the game - overworld and dungeon maps combined.
Naturally, I've also implemented functionality for some things related to encounter behavior. In a similar way as to how the Backtrack and Retrace skills supplement exploration of the maps, I have now also made available the Hunt and Bait skills. The former forces a random encounter (to let the player take control and gain a leg up in battle, or else to facilitate the process of grinding - if the player feels it necessary), and the latter is a gem I coded which reverses the weights of troops so as to coax rare enemies out of hiding. I love the idea of having super rare enemies (often with special drops), but I hate not giving the player a tool (even if they have to earn it) to offset the soul-destroying tedium of relying on the excruciatingly dull mechanic of luck. Take the Pink Puffs (or Flan Princesses, depending on the translation) from Final Fantasy IV. It's bad enough that you have a 1 in 64 chance of encountering them (some versions of the game have a Siren item, which works very much like my Bait skill), but then you also have a 1 in 64 chance of pulling a rare drop. Instead of forcing the player to waste hours on repetition, I put in a fun little side quest where the player will be rewarded this ability to force rare encounters, by exercising their critical thinking skills in tracking down a special enemy that wanders my game world.
Additionally, I've restored an updated version of a feature that has under-pinned the concept for this game for a very long time. It's a sort of "monster radar", or what I call Hunting Instinct, in the form of an unobtrusive graphical indicator in the corner of the screen which gives the player a rough (which is to say, inexact) idea of when the next random encounter is going to occur. I thought it would be a nice way to soften the blow of random encounters - which can be a frustratingly jarring experience - without having to get rid of them (because, for what it's worth, they're an integral element of these kinds of games). I've agonized for years over how best to integrate this feature, or whether I should bother with it at all, but I've ultimately decided to make it an option the player can toggle on or off (in case they don't like it) at any point while playing. Also, while teaching myself how to manipulate the Options menu (by consolidating the disparate volume options into a single slider), I decided to add the X-Ray Scope I described in my last update as a "Show Hidden Paths" option, so the player will have free reign to decide how much they want to cheat in that respect. :-p
Alright! We've come a long way from Solipsism 2.0. The next step in getting the combat working will probably be to fill out the database with regard to items and equipment, as well as skills and states, and to populate the shops. (Numbers and animations will come after that). I'm thinking that I might spend some time fleshing out the ending, though. Because even though it seems appropriate to do that last, I was thinking that I should probably get it roughed out at least, while I still have time to mull it over and make changes. (And anyway, I should get it done before it comes to testing combat, after all). Stay tuned. In the meantime, there's still a lot left to do. But... though there are still some big holes left to fill, this project is beginning to feel like a real game!
Dragonfaith (Safari 9.0)
Download (440 MB): Windows
Sunday, April 5, 2026
Saturday, February 21, 2026
Dragonfaith (Pacifism 8.5) Distant Shores
It's been about two months since my last update. You can probably imagine why the final segment of the game - the run-up to the final battle - would require some special work. I had to make sure everything was being tied together, and the narrative was sufficiently driving the player toward the climax I wanted (although without being too heavy-handed). Most of the groundwork had been done, but there was some dialogue that needed to be polished. And one of the difficulties was a result of my decision to give the player more freedom in this final portion of the game, to choose who among the playable characters to recruit (including any combination from all seven of them to none but the main protagonist) for the final challenge.
On top of that, I also spent a good bit of time developing a little further one early section of the final dungeon - adding in as many as six new maps - to make it a little more complex and less straightforward. I think it will be a lot more fun to explore now. Anyway, it's more in line with my original concept, which was loosely inspired by the archetypal Death Mountain sequence from early Zelda games. Additionally, while procrastinating on doing some of the above, I've already started some preliminary work for the next phase of my game, and also spent a lot of time implementing an optional device that will allow the player to see hidden passages (a classic mechanic for this style of game, which I have not over-used, but am happy to include as part of the overall experience). I'm undecided yet as to whether to provide it to the player as a sort of handicap, or else to withhold it until such time as the player has earned it as a reward. But either way, it works like a charm. (I just wish RPG Maker had better functionality of this kind for equippable items)...
Finally, I've begun the very early stages of working on the ending (it kind of flows organically from fleshing out the dramatic elements of the final battle), but that's definitely something that's going to require a LOT of work. I think what makes the most sense is for me to continue chipping away at it even as I move on to the next phase - which is getting battle encounters to work. Ultimately, that will culminate in a game with working combat (and between that and the ending, that's really all that's left for me to do - but both of those are huge undertakings). But the first step will be the superficial skeleton of having encounters with actual enemies, even if you can't truly fight them properly. Who knows, I might even reach that milestone by this Memorial Day! No promises - sometimes things just take more time than you expect them to; and besides, life is still happening all the while. But as time keeps on slipping into the future, mortality has a way of impressing itself upon you with ever greater urgency, as you get older and more and more people you know head for the great beyond. I've worked too hard and too long not to have something to show for it (whatever that amounts to in the end), and I'm as committed as ever to reaching the finishing line. Hopefully sooner rather than later (whatever that means, 12+ years into this journey).
Dragonfaith (Pacifism 8.5) - Distant Shores
Download (433 MB): Windows [see sidebar for latest release]
On top of that, I also spent a good bit of time developing a little further one early section of the final dungeon - adding in as many as six new maps - to make it a little more complex and less straightforward. I think it will be a lot more fun to explore now. Anyway, it's more in line with my original concept, which was loosely inspired by the archetypal Death Mountain sequence from early Zelda games. Additionally, while procrastinating on doing some of the above, I've already started some preliminary work for the next phase of my game, and also spent a lot of time implementing an optional device that will allow the player to see hidden passages (a classic mechanic for this style of game, which I have not over-used, but am happy to include as part of the overall experience). I'm undecided yet as to whether to provide it to the player as a sort of handicap, or else to withhold it until such time as the player has earned it as a reward. But either way, it works like a charm. (I just wish RPG Maker had better functionality of this kind for equippable items)...
Finally, I've begun the very early stages of working on the ending (it kind of flows organically from fleshing out the dramatic elements of the final battle), but that's definitely something that's going to require a LOT of work. I think what makes the most sense is for me to continue chipping away at it even as I move on to the next phase - which is getting battle encounters to work. Ultimately, that will culminate in a game with working combat (and between that and the ending, that's really all that's left for me to do - but both of those are huge undertakings). But the first step will be the superficial skeleton of having encounters with actual enemies, even if you can't truly fight them properly. Who knows, I might even reach that milestone by this Memorial Day! No promises - sometimes things just take more time than you expect them to; and besides, life is still happening all the while. But as time keeps on slipping into the future, mortality has a way of impressing itself upon you with ever greater urgency, as you get older and more and more people you know head for the great beyond. I've worked too hard and too long not to have something to show for it (whatever that amounts to in the end), and I'm as committed as ever to reaching the finishing line. Hopefully sooner rather than later (whatever that means, 12+ years into this journey).
Dragonfaith (Pacifism 8.5) - Distant Shores
Sunday, December 28, 2025
Dragonfaith (Pacifism 8.0) Distant Shores
By now it must be obvious that I didn't meet my deadline of finishing the Pacifist version of Dragonfaith by Memorial Day. Summer took over, and I pushed the project to the back burner. (My resolution last year was to get my runaway picture-taking hobby under control - and I made strides toward that goal. This year, whatever I accomplish by the spring, my resolution is not to put down this project just because the weather is nice, and not even touch it for 6-9 months of the year. I'm close enough now to the finish line that I need to stop pacing myself and start picking up speed again). Anyway, winter is here again, so I'm back at work, picking up right where I left off in May.
This release covers the first half of the final "act" of my game. I know I said this part of the game wouldn't be a problem, but it turned out to be a little more involved than I anticipated. It includes a pivotal confrontation with a major antagonist, and basically tees you up for the endgame - which will be covered in the next release. I'm thinking now that I am definitely going to leave the actual ending (the epilogue) for a separate release. Whether I dive into that right away, or leave it as a brainstorming activity while I work on the next version of my game (I think that's more likely), I'll cross that bridge when I come to it. I can't wait to get Pacifism finished, and I'm really excited to put together everything I have for that next version! I could say more about that, but I'll wait 'til I get there.
Dragonfaith (Pacifism 8.0) - Distant Shores
Download (427 MB): Windows [see sidebar for latest release]
This release covers the first half of the final "act" of my game. I know I said this part of the game wouldn't be a problem, but it turned out to be a little more involved than I anticipated. It includes a pivotal confrontation with a major antagonist, and basically tees you up for the endgame - which will be covered in the next release. I'm thinking now that I am definitely going to leave the actual ending (the epilogue) for a separate release. Whether I dive into that right away, or leave it as a brainstorming activity while I work on the next version of my game (I think that's more likely), I'll cross that bridge when I come to it. I can't wait to get Pacifism finished, and I'm really excited to put together everything I have for that next version! I could say more about that, but I'll wait 'til I get there.
Dragonfaith (Pacifism 8.0) - Distant Shores
Wednesday, September 24, 2025
Review: Tomb Raider V Remastered
I'll be honest, after finishing Tomb Raider IV, I had to take a break - something that didn't happen with the first three Tomb Raider games (even after I'd been playing them almost daily for a whole year). But after a couple months' rest period, I started to feel that itch to go exploring tombs again.
There's really no way to describe this game's premise without spoiling the end of the last game, so... fair warning. After her adventures in Egypt, Lara turns up missing and is presumed dead. So, a few of her closest confidantes gather after her funeral, and swap stories (the butler talks!), chronicling some of Lara's past adventures (that we haven't seen yet, despite their involving such high profile artifacts as the Philosopher's Stone and the Spear of Destiny).
Although tied together by this framing story, the individual chapters stand alone, allowing for considerable more variety (and alternate outfits!) than the last game. That said, I'm surprised you can't tackle them in the order of your choosing - like the middle chapters in Tomb Raider III - especially considering that you don't carry over your equipment from one chapter to the next. It's not like there's even a particularly climactic final boss in the last chapter!
As for new mechanics, there isn't much to speak of. Other than being able to "search" shelves for hidden pickups, the one shiny new gameplay mechanic is tightrope walking (oh, and swinging on the parallel bars - I almost forgot about that). Which is pretty neat, but honestly very tedious to navigate, so I'm not in love with it. There is a very late game addition of a grappling gun, used to create your own swinging ropes. It's a cool idea - I feel like they could have done a lot more with it. But again, swinging on ropes is a pretty clunky way of getting around.
In this game, secrets come in the form of golden roses hidden throughout the levels - like the dragon statues in Tomb Raider II. Bats and rats have been demoted from regular enemies you can shoot and kill to health draining hazards like the locusts and beetles from the last game. In addition to simply outrunning them, you can crouch down to avoid the bats (sorta), and climb obstacles or dive underwater to avoid the rats.
Now, let me direct some comments toward each of the four chapters. You start out on the streets of Rome, with only a cursory tutorial segment (which, to its credit, is entirely optional). These aren't the most compelling introductory stages (compared to, e.g., the snow-capped Andes, the Great Wall of China, or the jungles of India) - they're like a cross between Venice and Cairo, and those weren't among the most exciting locations Lara's visited. Pierre and Larson (whom you squared off against in the first game) make an appearance, but it puts a spotlight on the bad CGI in the FMVs (especially contrasted with the remastered in-game graphics) and even worse voiceovers.
Call me a spoilsport - I have no problem with the overt sexualization baked into Lara's original design - but the banter (I won't call it "witty") feels really inappropriate for two parties who are firing deadly weapons at each other. And when Lara tricks Pierre into saving her life, only to leave him to fall to his "death"... I like Lara's bad-ass attitude; I don't need her to become the simpering victim some players have accused her of being in later incarnations of the series. But I think there's a way to do it that doesn't involve making the hero act like a cartoon villain.
The second chapter puts Lara on a Russian submarine - but it's only a pale imitation of the Maria Doria levels from Tomb Raider II. I like the submarine's three-dimensional, maze-like layout. Portions of these levels emphasize stealth, which is a nonstandard tactic for Lara. The strong resemblance of the snowy shipyard docks to the setting of Metal Gear Solid (released two years prior) should have tipped me off, but I wish the game had telegraphed in some way that you have to slowly walk up behind a cook and whack him with a crowbar (used like a key and not a weapon) to advance through the level.
In the third chapter, we get another chance to control a teenage Lara in pigtails, as she navigates a haunted island. These are the most memorable levels in the game (it's telling that, even though I only ever played this game once before, so little of it is familiar to me). It's basically "the Halloween episode" of Tomb Raider. And the fact that teenage Lara is never given any weapons really enhances the survival horror aspect, as you're chased around by imps and werewolves and merrows and headless horsemen.
The final chapter channels Mission: Impossible, as Lara dons her catsuit and infiltrates the high-rise headquarters of a tech conglomerate that she has some personal business with (partly tying back to the events of the last game). These levels, while urban-oriented like the London levels from Tomb Raider III, are actually fairly fun. I don't even mind the stealth tactics this time around - you can silence your weapon and head-shot the guards, while navigating through the air ducts, tiptoeing around lasers in order to avoid setting off alarms. The only major drawback is the super cringey tech assistant who's always talking into Lara's ear.
The lighting issues I've had in previous games seems to have improved. I am, however, beginning to notice the rise of the dramatic musical cue to warn the player of impending combat that ruined Tomb Raider Anniversary (among other things). Forced camera perspectives also seem to be becoming more prevalent, which is annoying and disorienting (even if you can usually disable them by tapping the look button). One thing that didn't bother me about this game was the absence of vehicles.
Owing to the fact that this game was created as an afterthought (the developers intended the last game to be the finale, but the publisher demanded another title), this game feels shorter and lighter than average (with no expansion level(s) to speak of). Which is honestly a relief after The Last Revelation - which was overlong and overcomplicated. I had more fun playing this game, but it doesn't rise to the level of any of the games in the original trilogy. Developed for the next generation platform, I'll be interested to give the next (and final) game in this collection a try, as I've never played it before.
There's really no way to describe this game's premise without spoiling the end of the last game, so... fair warning. After her adventures in Egypt, Lara turns up missing and is presumed dead. So, a few of her closest confidantes gather after her funeral, and swap stories (the butler talks!), chronicling some of Lara's past adventures (that we haven't seen yet, despite their involving such high profile artifacts as the Philosopher's Stone and the Spear of Destiny).
Although tied together by this framing story, the individual chapters stand alone, allowing for considerable more variety (and alternate outfits!) than the last game. That said, I'm surprised you can't tackle them in the order of your choosing - like the middle chapters in Tomb Raider III - especially considering that you don't carry over your equipment from one chapter to the next. It's not like there's even a particularly climactic final boss in the last chapter!
As for new mechanics, there isn't much to speak of. Other than being able to "search" shelves for hidden pickups, the one shiny new gameplay mechanic is tightrope walking (oh, and swinging on the parallel bars - I almost forgot about that). Which is pretty neat, but honestly very tedious to navigate, so I'm not in love with it. There is a very late game addition of a grappling gun, used to create your own swinging ropes. It's a cool idea - I feel like they could have done a lot more with it. But again, swinging on ropes is a pretty clunky way of getting around.
In this game, secrets come in the form of golden roses hidden throughout the levels - like the dragon statues in Tomb Raider II. Bats and rats have been demoted from regular enemies you can shoot and kill to health draining hazards like the locusts and beetles from the last game. In addition to simply outrunning them, you can crouch down to avoid the bats (sorta), and climb obstacles or dive underwater to avoid the rats.
Now, let me direct some comments toward each of the four chapters. You start out on the streets of Rome, with only a cursory tutorial segment (which, to its credit, is entirely optional). These aren't the most compelling introductory stages (compared to, e.g., the snow-capped Andes, the Great Wall of China, or the jungles of India) - they're like a cross between Venice and Cairo, and those weren't among the most exciting locations Lara's visited. Pierre and Larson (whom you squared off against in the first game) make an appearance, but it puts a spotlight on the bad CGI in the FMVs (especially contrasted with the remastered in-game graphics) and even worse voiceovers.
Call me a spoilsport - I have no problem with the overt sexualization baked into Lara's original design - but the banter (I won't call it "witty") feels really inappropriate for two parties who are firing deadly weapons at each other. And when Lara tricks Pierre into saving her life, only to leave him to fall to his "death"... I like Lara's bad-ass attitude; I don't need her to become the simpering victim some players have accused her of being in later incarnations of the series. But I think there's a way to do it that doesn't involve making the hero act like a cartoon villain.
The second chapter puts Lara on a Russian submarine - but it's only a pale imitation of the Maria Doria levels from Tomb Raider II. I like the submarine's three-dimensional, maze-like layout. Portions of these levels emphasize stealth, which is a nonstandard tactic for Lara. The strong resemblance of the snowy shipyard docks to the setting of Metal Gear Solid (released two years prior) should have tipped me off, but I wish the game had telegraphed in some way that you have to slowly walk up behind a cook and whack him with a crowbar (used like a key and not a weapon) to advance through the level.
In the third chapter, we get another chance to control a teenage Lara in pigtails, as she navigates a haunted island. These are the most memorable levels in the game (it's telling that, even though I only ever played this game once before, so little of it is familiar to me). It's basically "the Halloween episode" of Tomb Raider. And the fact that teenage Lara is never given any weapons really enhances the survival horror aspect, as you're chased around by imps and werewolves and merrows and headless horsemen.
The final chapter channels Mission: Impossible, as Lara dons her catsuit and infiltrates the high-rise headquarters of a tech conglomerate that she has some personal business with (partly tying back to the events of the last game). These levels, while urban-oriented like the London levels from Tomb Raider III, are actually fairly fun. I don't even mind the stealth tactics this time around - you can silence your weapon and head-shot the guards, while navigating through the air ducts, tiptoeing around lasers in order to avoid setting off alarms. The only major drawback is the super cringey tech assistant who's always talking into Lara's ear.
The lighting issues I've had in previous games seems to have improved. I am, however, beginning to notice the rise of the dramatic musical cue to warn the player of impending combat that ruined Tomb Raider Anniversary (among other things). Forced camera perspectives also seem to be becoming more prevalent, which is annoying and disorienting (even if you can usually disable them by tapping the look button). One thing that didn't bother me about this game was the absence of vehicles.
Owing to the fact that this game was created as an afterthought (the developers intended the last game to be the finale, but the publisher demanded another title), this game feels shorter and lighter than average (with no expansion level(s) to speak of). Which is honestly a relief after The Last Revelation - which was overlong and overcomplicated. I had more fun playing this game, but it doesn't rise to the level of any of the games in the original trilogy. Developed for the next generation platform, I'll be interested to give the next (and final) game in this collection a try, as I've never played it before.
Wednesday, April 30, 2025
Dragonfaith (Pacifism 7.5) A World In Peril
As promised, here's the second half of the fourth act of my game. I have no good excuses this time; it wasn't all that involved. But since the action is opening up, it's a little harder to keep track of everything that needs to be kept track of (including, at this point, variable party formations). This is, however, the most nonlinear portion of the whole game, so it should, theoretically, get better from here on out.
That said, I think part of the delay (and lack of focus) is that I've got too many projects going on at the moment. I'm not good at multi-tasking - I prefer serial commitments. It's easier in the winter when I'm holed up indoors with less to do. Now, with the summer looming, there's a lot on my mind. Getting outdoors, shooting photography; and on top of that, I've got my music log which I've been actively working on for over a year now, plus a gig I'm looking forward to which has me spending a lot of time practicing guitar; and then there's the second round of Tomb Raider Remasters, which are always an effortless time sink. Not to mention daily chores and keeping up with family, and the pressures of modern life...
But I'm still here. As I said, the next part should be more contained. We're on to the final act now, although I think it makes a lot of sense to split it in half again. The first half shouldn't be a problem. The second takes us to the ending, which I'm still a little bit intimidated by. But it's not too late to complete the Pacifist version of my game by Memorial Day! It's not quite the progress I was hoping for, but it's progress nonetheless.
Dragonfaith (Pacifism 7.5) - A World In Peril
Download (426 MB): Windows [see sidebar for latest release]
That said, I think part of the delay (and lack of focus) is that I've got too many projects going on at the moment. I'm not good at multi-tasking - I prefer serial commitments. It's easier in the winter when I'm holed up indoors with less to do. Now, with the summer looming, there's a lot on my mind. Getting outdoors, shooting photography; and on top of that, I've got my music log which I've been actively working on for over a year now, plus a gig I'm looking forward to which has me spending a lot of time practicing guitar; and then there's the second round of Tomb Raider Remasters, which are always an effortless time sink. Not to mention daily chores and keeping up with family, and the pressures of modern life...
But I'm still here. As I said, the next part should be more contained. We're on to the final act now, although I think it makes a lot of sense to split it in half again. The first half shouldn't be a problem. The second takes us to the ending, which I'm still a little bit intimidated by. But it's not too late to complete the Pacifist version of my game by Memorial Day! It's not quite the progress I was hoping for, but it's progress nonetheless.
Dragonfaith (Pacifism 7.5) - A World In Peril
Thursday, April 10, 2025
Dragonfaith (Pacifism 7.0) A World In Peril
I realize the duration between releases is getting longer and longer, but that's to be expected, after all. The delay this time was the result of a confluence of factors - including a variety of health issues; the advent of spring which accompanies the changing of the clocks, coupled with a few early summer-like days that already have my mind wandering away from the computer and toward the great outdoors; and a domestic battle with ants which has caused me to (at least for the time being) relocate my bedroom and study. It's a flurry of distractions amidst a change of scenery, and I'm trying hard to recover my focus.
On top of all that is the dramatic scene at the start of the fourth act of my game, to which I've had to devote a lot of attention. I want to do justice to the emotional weight of the scene, while still efficiently moving the plot along, and not getting bogged down in melodrama. It's a delicate balance, but if you don't get it right, the narrative suffers. I keep going back and forth in my head, telling myself that I'm not an experienced novelist, and that one of the appeals of the old school VG RPG format is that you can create a good gameplaying experience without a super sophisticated narrative. But on the other hand, I don't want to use that as an excuse, and cop out of trying to tell a good story. After all, some of my favorite moments in my favorite RPGs are character-based story moments.
All I can do is try my best. And not let the perfect be the enemy of the good. I was finally able to tie up those loose ends with regards to weather effects I mentioned several updates ago, but we're far enough into the story now that you won't be able to experience them unless you really dig into the game progression - and I'm still maintaining that these releases aren't meant for you to do that. So at this point, they're really just checkpoints to back up my work. Which is fine. It means progress!
I actually didn't get the full act completed for this release, as I was intending to. With everything slowing my progress down this time, I reached a good point where I felt I wanted to hit the proverbial "save" button, before diving into the last portion of the act. If progress continues to be sluggish, I might very well follow up with another release when I get the act completed, before starting on the final act (which itself may ultimately involve more than one release). I know it seems like every step we take is smaller than the last one, but it still gets us closer to the finish line!
Dragonfaith (Pacifism 7.0) - A World In Peril
Download (426 MB): Windows [see sidebar for latest release]
On top of all that is the dramatic scene at the start of the fourth act of my game, to which I've had to devote a lot of attention. I want to do justice to the emotional weight of the scene, while still efficiently moving the plot along, and not getting bogged down in melodrama. It's a delicate balance, but if you don't get it right, the narrative suffers. I keep going back and forth in my head, telling myself that I'm not an experienced novelist, and that one of the appeals of the old school VG RPG format is that you can create a good gameplaying experience without a super sophisticated narrative. But on the other hand, I don't want to use that as an excuse, and cop out of trying to tell a good story. After all, some of my favorite moments in my favorite RPGs are character-based story moments.
All I can do is try my best. And not let the perfect be the enemy of the good. I was finally able to tie up those loose ends with regards to weather effects I mentioned several updates ago, but we're far enough into the story now that you won't be able to experience them unless you really dig into the game progression - and I'm still maintaining that these releases aren't meant for you to do that. So at this point, they're really just checkpoints to back up my work. Which is fine. It means progress!
I actually didn't get the full act completed for this release, as I was intending to. With everything slowing my progress down this time, I reached a good point where I felt I wanted to hit the proverbial "save" button, before diving into the last portion of the act. If progress continues to be sluggish, I might very well follow up with another release when I get the act completed, before starting on the final act (which itself may ultimately involve more than one release). I know it seems like every step we take is smaller than the last one, but it still gets us closer to the finish line!
Dragonfaith (Pacifism 7.0) - A World In Peril
Tuesday, April 8, 2025
Review: Tomb Raider IV Remastered
As teased in my review of Tomb Raider III, remastered versions of Tomb Raiders 4-6 were released in February, and I've just finished the first one - Tomb Raider: The Last Revelation. This was the first Tomb Raider game I played retroactively - eight years after its initial release in 1999 - so I don't have the same nostalgia for it that I do for the first three games in the series. Whether or not it's a result of that bias, I feel that this game begins to step away from what made the classic Tomb Raider experience what it was, even as it self-consciously seems to take a step back and say, "we've sent Lara adventuring all across the globe, let's take her back to the pyramids and focus solely on that in this game." As such, the game takes place almost entirely in Egypt. Unfortunately, this translates to less diversity in level environments (although they do what they can within these constraints - including a level that takes place on a moving train, straight out of Indiana Jones and the Last Crusade), and a conspicuous lack of alternate outfits - which may only be a superficial detail, but is one that has always enhanced my enjoyment of these games.
First impressions being what they are, The Last Revelation does not get off to a strong start. Although it sounds fun on paper, guiding a 16 year old Lara in pigtails through Angkor Wat is dragged down by what quickly becomes a tedious string of awkward dialogue, as mentor Werner Von Croy patronizingly instructs Lara in the most basic of maneuvers (that most players will have down pat by the fourth game in the series). Yet, frustratingly, he neglects to explain how to use the one new mechanic that is introduced (the rope swing). The fact that this tutorial sequence culminates in a satisfying opportunity to beat Werner in a race to the finish line doesn't redeem the unforgivable fact that none of it is skippable, and therefore - like sitting through a dry university lecture on archeology, punctuated by humorless jokes spoken with a bad accent ("is enough comedy"), and peppered with vaguely inappropriate innuendo - it must simply be endured every time you start a new game. I already miss Croft Manor.
I also miss the old three-ring inventory system. In this game, weapons and health pickups, key items, and system settings are all placed in a single row, causing you to spend an inordinate amount of time cycling back and forth in a game that - for no good reason - the developers decided to burden you with an overabundance of key items you must collect and hold onto for large portions of the game, that serve no function other than to take up inventory space until the moment you need to use them (which is more likely than not going to be the last level of the game). Exacerbating this problem is the new function of being able to combine inventory items - a good idea that's abused to the point of absurdity. For example, you're tasked with digging a hole, but instead of just giving you a shovel, you have to find a metal blade and a wooden handle and put it together yourself. Like, seriously - who takes their shovel apart?
What I do like is the ability to add a laser sight to certain weapons - including the crossbow, which is a welcome addition to Lara's armory - enabling you to hit targets with more accuracy. But other than being able to switch between regular and explosive-tipped arrows, I found little use for the different types of ammo available for some of the weapons. Also, target locking in this game is broken. You can no longer hold the button down and continue to track a target once it leaves your line of sight; you'll just start firing aimlessly, wasting your bullets. On the other hand, if you're locked onto a shambling mummy, and a bat or a scorpion rushes up to you, Lara will refuse to target the more imminent threat even if it's right in front of her face. I also don't like that you have to manually holster your weapons before lighting a glowstick (this game's version of a flare). And look mode is sluggish with your weapons drawn - too many times I've stumbled over a cliff thinking I would just be moving my head and not my whole body. It's always a risk when you add new mechanics, but there's no excuse for breaking something that's worked fine in the past.
Improvements in this game are few and far between. I glory at finally being able to shimmy and climb around corners, as well as perform an about face while hanging on the monkey bars. And being able to roll and drop off a ledge from a crouched position saves so much time compared to slowly rotating 180 degrees and backing out. That's about it. The binoculars were a novel idea, but seem to have limited use (in a few heavily contrived cases, there are clues hidden in dark, distant, out-of-reach corners). The traps are becoming excessively complex - I know they're trying to be creative, but it's beginning to stretch my suspension of disbelief. Also, some of them are so elaborate that it's not clear how to navigate them without simply soaking up a ton of damage - that's not so much a test of your agility/dexterity as it is a punishment device. On that note, the plagues of locusts (on the labyrinthine streets of a wartorn and apocalyptic Cairo) were less intrusive than I remember them being, but the beetle swarms that will rapidly ankle bite you to death were an absolute nightmare.
Once again, I have to complain about the lighting. You're given more than enough glowsticks (the biggest treasure in these tombs is going to be the recycling refund collected from all these spent glowsticks after Lara's done in there), but this isn't an atmospheric survival horror. Rooting around in the dark because there's not enough light to see anything isn't a good way to do "exploration". It's to the point where I've finally switched over to using the original graphics by default (partially for this reason, and partially because my folder already has almost 2,500 image files from the first three games, I'm not including screenshots with this review). Yes, the new graphics look amazing, but the lighting balance is out of whack. The only advantage is a new feature that causes item pickups to "glow" when you approach them (it's frustrating missing an item pickup you walked right over without seeing, because it camouflaged itself into the floor). But what's also frustrating is that you're no longer told how many pickups are in each level, making it effectively impossible for completionists and badge hunters to play this game without consulting a walkthrough.
On that subject, I won't hide the fact that I just wasn't invested in this game enough not to consult a walkthrough periodically. The dune buggy chase - and "buggy" is the right word for it - with its questionably racist machine-gun wielding desert nomads and irritating soundtrack, particularly tried my patience. And aside from the giant scorpions, and the fun of climbing up the side of the Great Pyramid (albeit on a dark and stormy night), the game's conclusion and final boss "fight" is somewhat of an anti-climax. I just didn't enjoy playing these levels enough to justify going back and forth through them repeatedly, just to find all the secrets, or to figure out the solutions to some of the really convoluted puzzles (I heard a rumor that the developers did this intentionally, to sell more strategy guides), which are in part inspired by the superficially non-linear nature of this game. For the first time in a Tomb Raider game, you can move (somewhat) freely back and forth between levels. There are restrictions (I wouldn't quite call it a Metroidvania-style game) - it's more like several "chapters" of connected levels that, in some cases, require a certain amount of backtracking between them.
Perhaps it's for that very reason, but I'm really incensed that there are fewer save slots than there are levels in this game. There's really no excuse for this. The way I play, I like to maintain a save file at the beginning of each level - kind of like a manual level select. But I can't do that here - and I didn't find that out until I got more than 3/4 of the way through the game, after it was already too late to strategically ration the slots available. Mercifully, the expansion to this game consists of just a single level. But unlike the other games, it feels like an afterthought, and not a carefully constructed labor of love that expands upon the core game (as before).
During the course of my play - which included a fair amount of time spent in a web browser looking at a walkthrough, or searching hopefully for commiseration from other players complaining about this game's many flaws - I was surprised to find a community of players who count it among their favorite titles in the series. So opinions will vary. But it's definitely not one of my favorites, and for me marks a significant downturn in the series. If you're looking for some classic Tomb Raider action, don't be fooled by the exclusively Egyptian setting. Any one of the first three Tomb Raider games would be a better time investment over this one. But fear not - I'm still committed to completing the next two titles.
First impressions being what they are, The Last Revelation does not get off to a strong start. Although it sounds fun on paper, guiding a 16 year old Lara in pigtails through Angkor Wat is dragged down by what quickly becomes a tedious string of awkward dialogue, as mentor Werner Von Croy patronizingly instructs Lara in the most basic of maneuvers (that most players will have down pat by the fourth game in the series). Yet, frustratingly, he neglects to explain how to use the one new mechanic that is introduced (the rope swing). The fact that this tutorial sequence culminates in a satisfying opportunity to beat Werner in a race to the finish line doesn't redeem the unforgivable fact that none of it is skippable, and therefore - like sitting through a dry university lecture on archeology, punctuated by humorless jokes spoken with a bad accent ("is enough comedy"), and peppered with vaguely inappropriate innuendo - it must simply be endured every time you start a new game. I already miss Croft Manor.
I also miss the old three-ring inventory system. In this game, weapons and health pickups, key items, and system settings are all placed in a single row, causing you to spend an inordinate amount of time cycling back and forth in a game that - for no good reason - the developers decided to burden you with an overabundance of key items you must collect and hold onto for large portions of the game, that serve no function other than to take up inventory space until the moment you need to use them (which is more likely than not going to be the last level of the game). Exacerbating this problem is the new function of being able to combine inventory items - a good idea that's abused to the point of absurdity. For example, you're tasked with digging a hole, but instead of just giving you a shovel, you have to find a metal blade and a wooden handle and put it together yourself. Like, seriously - who takes their shovel apart?
What I do like is the ability to add a laser sight to certain weapons - including the crossbow, which is a welcome addition to Lara's armory - enabling you to hit targets with more accuracy. But other than being able to switch between regular and explosive-tipped arrows, I found little use for the different types of ammo available for some of the weapons. Also, target locking in this game is broken. You can no longer hold the button down and continue to track a target once it leaves your line of sight; you'll just start firing aimlessly, wasting your bullets. On the other hand, if you're locked onto a shambling mummy, and a bat or a scorpion rushes up to you, Lara will refuse to target the more imminent threat even if it's right in front of her face. I also don't like that you have to manually holster your weapons before lighting a glowstick (this game's version of a flare). And look mode is sluggish with your weapons drawn - too many times I've stumbled over a cliff thinking I would just be moving my head and not my whole body. It's always a risk when you add new mechanics, but there's no excuse for breaking something that's worked fine in the past.
Improvements in this game are few and far between. I glory at finally being able to shimmy and climb around corners, as well as perform an about face while hanging on the monkey bars. And being able to roll and drop off a ledge from a crouched position saves so much time compared to slowly rotating 180 degrees and backing out. That's about it. The binoculars were a novel idea, but seem to have limited use (in a few heavily contrived cases, there are clues hidden in dark, distant, out-of-reach corners). The traps are becoming excessively complex - I know they're trying to be creative, but it's beginning to stretch my suspension of disbelief. Also, some of them are so elaborate that it's not clear how to navigate them without simply soaking up a ton of damage - that's not so much a test of your agility/dexterity as it is a punishment device. On that note, the plagues of locusts (on the labyrinthine streets of a wartorn and apocalyptic Cairo) were less intrusive than I remember them being, but the beetle swarms that will rapidly ankle bite you to death were an absolute nightmare.
Once again, I have to complain about the lighting. You're given more than enough glowsticks (the biggest treasure in these tombs is going to be the recycling refund collected from all these spent glowsticks after Lara's done in there), but this isn't an atmospheric survival horror. Rooting around in the dark because there's not enough light to see anything isn't a good way to do "exploration". It's to the point where I've finally switched over to using the original graphics by default (partially for this reason, and partially because my folder already has almost 2,500 image files from the first three games, I'm not including screenshots with this review). Yes, the new graphics look amazing, but the lighting balance is out of whack. The only advantage is a new feature that causes item pickups to "glow" when you approach them (it's frustrating missing an item pickup you walked right over without seeing, because it camouflaged itself into the floor). But what's also frustrating is that you're no longer told how many pickups are in each level, making it effectively impossible for completionists and badge hunters to play this game without consulting a walkthrough.
On that subject, I won't hide the fact that I just wasn't invested in this game enough not to consult a walkthrough periodically. The dune buggy chase - and "buggy" is the right word for it - with its questionably racist machine-gun wielding desert nomads and irritating soundtrack, particularly tried my patience. And aside from the giant scorpions, and the fun of climbing up the side of the Great Pyramid (albeit on a dark and stormy night), the game's conclusion and final boss "fight" is somewhat of an anti-climax. I just didn't enjoy playing these levels enough to justify going back and forth through them repeatedly, just to find all the secrets, or to figure out the solutions to some of the really convoluted puzzles (I heard a rumor that the developers did this intentionally, to sell more strategy guides), which are in part inspired by the superficially non-linear nature of this game. For the first time in a Tomb Raider game, you can move (somewhat) freely back and forth between levels. There are restrictions (I wouldn't quite call it a Metroidvania-style game) - it's more like several "chapters" of connected levels that, in some cases, require a certain amount of backtracking between them.
Perhaps it's for that very reason, but I'm really incensed that there are fewer save slots than there are levels in this game. There's really no excuse for this. The way I play, I like to maintain a save file at the beginning of each level - kind of like a manual level select. But I can't do that here - and I didn't find that out until I got more than 3/4 of the way through the game, after it was already too late to strategically ration the slots available. Mercifully, the expansion to this game consists of just a single level. But unlike the other games, it feels like an afterthought, and not a carefully constructed labor of love that expands upon the core game (as before).
During the course of my play - which included a fair amount of time spent in a web browser looking at a walkthrough, or searching hopefully for commiseration from other players complaining about this game's many flaws - I was surprised to find a community of players who count it among their favorite titles in the series. So opinions will vary. But it's definitely not one of my favorites, and for me marks a significant downturn in the series. If you're looking for some classic Tomb Raider action, don't be fooled by the exclusively Egyptian setting. Any one of the first three Tomb Raider games would be a better time investment over this one. But fear not - I'm still committed to completing the next two titles.
Monday, March 3, 2025
Dragonfaith (Pacifism 6.0) Ice & Fire
You know, there are so many moving parts that go into creating an RPG like the one I'm developing, I'm finding it very helpful to focus on pretty much one aspect at a time (first it was the maps, now it's the narrative, after that it will be the combat), and polishing it up until it's pretty much finished, before moving on to something else. Of course, that's only possible after all the groundwork I've put in up to this point. I know I have a tendency to want to switch gears any time I come up against a difficult obstacle, and that invariably leaves me with a bunch of loose ends, that only serve to frazzle my focus further. So I think this strategy is working well. Finishing that world map was a major turning point in the development process - as I knew it would be.
Anyway, this release is exciting because it covers the mid-game climax of my RPG. Although like last time, there were a number of scripted scenes to polish, the reason it took so long is actually because I decided to redo one of the maps from scratch. It's certainly not something I intend to make a habit of doing, although I did fix up one other map earlier on (it was one of the first I ever did, and it looks much better now - I used the experience I gained from making a more elaborate but similarly-themed map you reach much later in the game). I just couldn't look at that map without thinking how plain it was. It wasn't a map I felt like I could be proud of. So I redid it, and it looks much better now. It's also more intricate, so it should be a lot more fun to explore. It was just what this particular dungeon needed to get up to snuff.
Also, because this part of the game introduces the player to the Fashion Boutique - where they get to have their first taste of playing around with alternate outfits - I spent some time deciding on and standardizing the mechanism by which the player will unlock these alternate outfits (which they will have more freedom to play with on subsequent playthroughs, after beating the game the first time). Each playable character has 8 different outfits, and they all satisfy particular functions - like sleepwear, their "job" clothes, a casual outfit, winter jacket, formal clothes, etc.
The way it works now (this is kinda spoiler-ish, but it's fine) is that the first time a character joins your team, their "job" outfit is unlocked - which is pretty much their default outfit. Each of these characters has a home in one of the towns in the game. In their personal bedroom, they have a bed that you can use for free in lieu of the inn (but only if they're currently in your party). Using that bed unlocks their sleepwear outfit. They also have a dresser or a hamper or a vanity or what have you, which you can use (once the feature has been unlocked) to change that character's clothes. Accessing it the first time (for each character) unlocks their "casual" outfit.
There are others. A winter outfit that can be unlocked in the snowy town. Formal wear which is unlocked the first time a character uses the fitting room in the Fashion Boutique. And there is a nude "outfit" for each character - not for lewd reasons, I assure you. It's partly because I'm a nudist, and I like the idea of this being an option in games. But also - as you'll see when you play the game - nudism actually plays a meaningful role in the storyline. So it makes sense, and it's not coming out of left field.
That just leaves a couple of alternate outfits I threw in just for fun, and to give the player more options. I'm still debating on how to let the player access them. I might offer some for sale at the Fashion Boutique, that you can unlock by purchasing in-game (to give you something to do with all that money you earn late game, when there's not much of value left for you to buy), and I think I might also have some of them unlock automatically the first time the player beats the game, as a kind of reward.
Okay, then. I'm looking forward to plunging forward and getting to work on the next section. It starts with a bang, which marks a major turning point in the narrative. And then I'll be able to tie up a few loose ends. We're not at the end of the game yet, but we're definitely into the second half now. Onward and upward!
Dragonfaith (Pacifism 6.0) - Ice & Fire
Download (426 MB): Windows [see sidebar for latest release]
Anyway, this release is exciting because it covers the mid-game climax of my RPG. Although like last time, there were a number of scripted scenes to polish, the reason it took so long is actually because I decided to redo one of the maps from scratch. It's certainly not something I intend to make a habit of doing, although I did fix up one other map earlier on (it was one of the first I ever did, and it looks much better now - I used the experience I gained from making a more elaborate but similarly-themed map you reach much later in the game). I just couldn't look at that map without thinking how plain it was. It wasn't a map I felt like I could be proud of. So I redid it, and it looks much better now. It's also more intricate, so it should be a lot more fun to explore. It was just what this particular dungeon needed to get up to snuff.
Also, because this part of the game introduces the player to the Fashion Boutique - where they get to have their first taste of playing around with alternate outfits - I spent some time deciding on and standardizing the mechanism by which the player will unlock these alternate outfits (which they will have more freedom to play with on subsequent playthroughs, after beating the game the first time). Each playable character has 8 different outfits, and they all satisfy particular functions - like sleepwear, their "job" clothes, a casual outfit, winter jacket, formal clothes, etc.
The way it works now (this is kinda spoiler-ish, but it's fine) is that the first time a character joins your team, their "job" outfit is unlocked - which is pretty much their default outfit. Each of these characters has a home in one of the towns in the game. In their personal bedroom, they have a bed that you can use for free in lieu of the inn (but only if they're currently in your party). Using that bed unlocks their sleepwear outfit. They also have a dresser or a hamper or a vanity or what have you, which you can use (once the feature has been unlocked) to change that character's clothes. Accessing it the first time (for each character) unlocks their "casual" outfit.
There are others. A winter outfit that can be unlocked in the snowy town. Formal wear which is unlocked the first time a character uses the fitting room in the Fashion Boutique. And there is a nude "outfit" for each character - not for lewd reasons, I assure you. It's partly because I'm a nudist, and I like the idea of this being an option in games. But also - as you'll see when you play the game - nudism actually plays a meaningful role in the storyline. So it makes sense, and it's not coming out of left field.
That just leaves a couple of alternate outfits I threw in just for fun, and to give the player more options. I'm still debating on how to let the player access them. I might offer some for sale at the Fashion Boutique, that you can unlock by purchasing in-game (to give you something to do with all that money you earn late game, when there's not much of value left for you to buy), and I think I might also have some of them unlock automatically the first time the player beats the game, as a kind of reward.
Okay, then. I'm looking forward to plunging forward and getting to work on the next section. It starts with a bang, which marks a major turning point in the narrative. And then I'll be able to tie up a few loose ends. We're not at the end of the game yet, but we're definitely into the second half now. Onward and upward!
Dragonfaith (Pacifism 6.0) - Ice & Fire
Monday, February 17, 2025
Dragonfaith (Pacifism 5.0) Earth & Sea
With this release, what I'm calling the second of five acts in the narrative progression of my game has been re-implemented. Earth was pretty much already done, but the sea portion is very elaborate, with multiple scripted scenes (including the most complex one up to this point in the game), as well as the introduction of another playable character. So I'm happy to get it finished, and to get this release out so that the work will be backed up. In order to even things up, since the next act has another big dramatic setpiece, I already started working a little bit on the next section, just like last time. I expect that it should all even out by the next release.
I've also put a little bit of work into adding something I toyed with early on, which involves giving the player a small number of choices throughout the game, in order to guide and prioritize the relationships the protagonist forms with the other playable characters. I want to keep it minor - don't think for a second that this is anything remotely close to a "dating sim" element - because I know what kind of chaos multiple paths can introduce into a project in a short amount of time. (And, it goes without saying, this is an action/adventure RPG, not a dating simulator). So it's not going to majorly affect the course of the narrative, but I like the idea of giving the player just a little bit of power to indulge their preferences for some characters over others, which will ultimately manifest in how the ending plays out. Which gives me the opportunity to explore different outcomes for the story I'm creating, as well as boost replayability a little bit (along with being able to keep the alternate outfits you collect, and use them in subsequent playthroughs). As I said, I'm trying to keep it small, and I don't know yet if it'll actually work out in the end, but it's something I'm working on.
On to the download! I fully intend to be back again in yet another week or so, with the next release. My goal is to finish not just the Pacifism version of my game, but ideally the next form of it after that, before the weather turns nice and I get the urge to step away from my computer and spend more time outdoors. I think I can do it - although it may take longer if I decide to script the ending, while I'm working on all these narrative elements. But maybe by next fall, I'll be ready to get serious about making the combat work. I'm not gonna say the ending is in sight just yet, but a shape is beginning to form on the horizon!
Dragonfaith (Pacifism 5.0) - Earth & Sea
Download (426 MB): Windows [see sidebar for latest release]
I've also put a little bit of work into adding something I toyed with early on, which involves giving the player a small number of choices throughout the game, in order to guide and prioritize the relationships the protagonist forms with the other playable characters. I want to keep it minor - don't think for a second that this is anything remotely close to a "dating sim" element - because I know what kind of chaos multiple paths can introduce into a project in a short amount of time. (And, it goes without saying, this is an action/adventure RPG, not a dating simulator). So it's not going to majorly affect the course of the narrative, but I like the idea of giving the player just a little bit of power to indulge their preferences for some characters over others, which will ultimately manifest in how the ending plays out. Which gives me the opportunity to explore different outcomes for the story I'm creating, as well as boost replayability a little bit (along with being able to keep the alternate outfits you collect, and use them in subsequent playthroughs). As I said, I'm trying to keep it small, and I don't know yet if it'll actually work out in the end, but it's something I'm working on.
On to the download! I fully intend to be back again in yet another week or so, with the next release. My goal is to finish not just the Pacifism version of my game, but ideally the next form of it after that, before the weather turns nice and I get the urge to step away from my computer and spend more time outdoors. I think I can do it - although it may take longer if I decide to script the ending, while I'm working on all these narrative elements. But maybe by next fall, I'll be ready to get serious about making the combat work. I'm not gonna say the ending is in sight just yet, but a shape is beginning to form on the horizon!
Dragonfaith (Pacifism 5.0) - Earth & Sea
Saturday, February 8, 2025
Dragonfaith (Pacifism 4.0) - The Fertile Valley
Once again, this is another intermediary release. I could have waited until I completed the next big objective, but since these releases also act as a backup (which really saved my skin once when I was working on Ascension, and my project file got corrupted), I want to save my progress periodically. I'm in the process of restoring narrative progression to my game - which means adding in dialogue, dramatic cutscenes, and all the triggers that gate your progress through the game (and also give meaning to your journey through the world). At the end, it should mean an otherwise complete game from start to finish, that just doesn't have any combat elements whatsoever. (One possible exception is that I haven't scripted the ending yet - I feel like that's the thing I should do last, before the game is done; but I might change my mind).
Anyway, speaking in terms of both dramatic and geographic progression, my game can logically be split up into five "acts" (or chapters). This release has completed all the dramatic elements from the first act (and a tiny bit from the second), which is enough to really get the game underway. I'm pausing here to post a release before moving on, because there is some pretty involved choreography in the second and third acts, and I want to save what I have before I dive in to that. I don't know exactly how I'm gonna divide up the rest of the acts in terms of releases yet, but you can expect another two or three releases before the Pacifist version of my game is done.
After that, I'm going to enjoy bringing the monsters back in (I've already laid most of the groundwork), and set up encounter behavior. That will encompass one last unfinished release before I sink my teeth into the numbers (for combat), after which I'll need to do heavy testing for proper balance. Oh, and the skill animations. I keep trying to block that part out of my mind (lol). I'm still not officially recommending you play these versions of my game - you should wait for that ultimate combat-ready release (or, barring that, the one before it, so you can at least see the monsters), but as before, I can't stop you if you just want to take a peek. I decided to keep the open world option available, with all the narrative stuff stripped out (but more NPCs now) - you just have to make a one time choice when you start the game.
That's it! See you, hopefully, in another week or two!
Dragonfaith (Pacifism 4.0) - The Fertile Valley
Download (427 MB): Windows [see sidebar for latest release]
Anyway, speaking in terms of both dramatic and geographic progression, my game can logically be split up into five "acts" (or chapters). This release has completed all the dramatic elements from the first act (and a tiny bit from the second), which is enough to really get the game underway. I'm pausing here to post a release before moving on, because there is some pretty involved choreography in the second and third acts, and I want to save what I have before I dive in to that. I don't know exactly how I'm gonna divide up the rest of the acts in terms of releases yet, but you can expect another two or three releases before the Pacifist version of my game is done.
After that, I'm going to enjoy bringing the monsters back in (I've already laid most of the groundwork), and set up encounter behavior. That will encompass one last unfinished release before I sink my teeth into the numbers (for combat), after which I'll need to do heavy testing for proper balance. Oh, and the skill animations. I keep trying to block that part out of my mind (lol). I'm still not officially recommending you play these versions of my game - you should wait for that ultimate combat-ready release (or, barring that, the one before it, so you can at least see the monsters), but as before, I can't stop you if you just want to take a peek. I decided to keep the open world option available, with all the narrative stuff stripped out (but more NPCs now) - you just have to make a one time choice when you start the game.
That's it! See you, hopefully, in another week or two!
Dragonfaith (Pacifism 4.0) - The Fertile Valley
Saturday, February 1, 2025
Dragonfaith 3.0 (Between Solipsism and Pacifism)
This is another intermediary release, before the next big one. I'm sticking with the same numbering convention, because it feels like a natural continuation from the last one. However, I can no longer call these versions "solipsist" anymore, as I've begun (slowly, at first) adding more people into the world. The next subtitle I have picked out is Pacifism, because the idea is to build up a version of the game that's more or less complete, minus the (admittedly significant) inclusion of combat. As of now, it's still largely an open world, but for the next update, I'm going to work on returning the spine of narrative progression to my game. Indeed, many of the changes in this version, while significant, may be only minimally noticeable to the player, as a lot of it is back-end infrastructure that will provide a lot of support as I move forward. Nevertheless, here's what's been added to this latest release:
*The Developer's Studio has returned, and the prologue is back up and running again!
*Warp skills are fully implemented.
*Torchlight has been added to more dungeons.
*I've worked out a lot of the atmospherics and weather effects, which look great. - though many of them are, unfortunately, hidden by triggers I've not implemented yet.
*Although it's still a work in progress, I have a fully functional debug menu. Not designed for player use, but it'll help me enormously (indeed, it already has), as I continue to build and test my game.
*Name change has been implemented.
*Clerks have been hired for the shops (but they don't have anything to sell yet).
*All playable characters are now recruitable (not that it makes any more than a superficial difference in this version of the game).
*The wardrobe manager is fully functional - so you can change your characters' outfits. (Although, again, many of them are as yet inaccessible - at least without the debug menu).
*You can take in a stage show at the lounge (if you can find a ticket) - now with improved choreography!
I think that covers the main highlights. Still very few people, and almost no dialogue - but that'll be the focus of my next update. Back to the grindstone! (It feels great to actually have tangible progress I can show off when I say that now).
Dragonfaith (Pacifism) 3.0
Download (427 MB): Windows [see sidebar for latest release]
*The Developer's Studio has returned, and the prologue is back up and running again!
*Warp skills are fully implemented.
*Torchlight has been added to more dungeons.
*I've worked out a lot of the atmospherics and weather effects, which look great. - though many of them are, unfortunately, hidden by triggers I've not implemented yet.
*Although it's still a work in progress, I have a fully functional debug menu. Not designed for player use, but it'll help me enormously (indeed, it already has), as I continue to build and test my game.
*Name change has been implemented.
*Clerks have been hired for the shops (but they don't have anything to sell yet).
*All playable characters are now recruitable (not that it makes any more than a superficial difference in this version of the game).
*The wardrobe manager is fully functional - so you can change your characters' outfits. (Although, again, many of them are as yet inaccessible - at least without the debug menu).
*You can take in a stage show at the lounge (if you can find a ticket) - now with improved choreography!
I think that covers the main highlights. Still very few people, and almost no dialogue - but that'll be the focus of my next update. Back to the grindstone! (It feels great to actually have tangible progress I can show off when I say that now).
Dragonfaith (Pacifism) 3.0
Friday, January 24, 2025
Dragonfaith (Solipsism 2.0)
This isn't the next big update I promised, but it's still a significant revision to my last release. I'm calling it Solipsism 2.0, as it follows the same philosophy as the last one - open world - but with some considerable improvements. Here's what's changed:
*More interactive objects, including signs (but no people yet).
*The canoe is now working, which opens up two more dungeons.
*In select areas, you can now go swimming, and walk behind waterfalls.
*Fog and weather effects have been implemented.
*Dark areas now feature torch light.
*You can now go ice skating, and visit the hot springs.
*Spike traps are functional.
*The custom balloon vehicle is operational.
*I've implemented some fairly complex behavior involving the airship.
*The modular world map item is fully functional, complete with compass and landmarks.
I wanted to do everything I reasonably could in this solipsistic version of my RPG, before I move on to the next stage, and add in a lot more functionality with more switches and variables and common events and items, etc. The next major milestone will be a version of this game that's less an open world, with regular progression restored. Also, people - dialogue, dramatic events. Basically everything except combat-related functions. As I said before, that will take a little more time, but stay tuned! We're taking this one step at a time, and each step gets us closer to the finish line!
Dragonfaith (Solipsism) 2.0
Download (427 MB): Windows [see sidebar for latest release]
*More interactive objects, including signs (but no people yet).
*The canoe is now working, which opens up two more dungeons.
*In select areas, you can now go swimming, and walk behind waterfalls.
*Fog and weather effects have been implemented.
*Dark areas now feature torch light.
*You can now go ice skating, and visit the hot springs.
*Spike traps are functional.
*The custom balloon vehicle is operational.
*I've implemented some fairly complex behavior involving the airship.
*The modular world map item is fully functional, complete with compass and landmarks.
I wanted to do everything I reasonably could in this solipsistic version of my RPG, before I move on to the next stage, and add in a lot more functionality with more switches and variables and common events and items, etc. The next major milestone will be a version of this game that's less an open world, with regular progression restored. Also, people - dialogue, dramatic events. Basically everything except combat-related functions. As I said before, that will take a little more time, but stay tuned! We're taking this one step at a time, and each step gets us closer to the finish line!
Dragonfaith (Solipsism) 2.0
Friday, January 17, 2025
Dragonfaith (Solipsism)
I'm very excited to announce my first Dragonfaith release in - what, eight years? I want to temper your expectations, though. It's not a full game. It's not even really a partial game. This is just the first step in the process of creating a fresh project, so I can tidy things up a bit, and eliminate some of the waste that's collected over the years. Think of it as a disk defrag for my project file. Anyway, as I slowly build my game back up from an empty file (by selectively copying all the work I've already done - not redoing it), I'm getting closer and closer to having a finished product. And that, alone, is exciting!
So, what this release is - it's an open world. All the maps in my game, freely explorable. No combat. No NPCs. Nothing really to interact with. You can just walk around and check out the world I've created. Now, there are a couple of maps that are partly or wholly inaccessible, just because they require functionality that I haven't added back in yet (e.g., the canoe). I'm going to work on doing that for the next release. Officially, I don't actually recommend you play this version of the game. I just want to make it available as a backup, in case I drop dead tomorrow. But I can't stop you from downloading it and taking a peek. :-p
Do look forward to the next release, though. It'll probably take a little longer, as the process becomes more complex. My vision is to add a lot of that functionality back in - like getting the canoe working, and activating all the atmospherics. Ultimately, I want to have a game that's otherwise complete, start to finish, minus all the combat mechanics - which is the next thing that I'll have to hammer out before the game is done. I've already got the enemies, troops, and equipment mostly worked out, so it'll be a lot of tweaking numbers. Oh, and also designing animations for the battle skills. Not looking forward to that, but it's gotta be done. Stay tuned!
Dragonfaith (Solipsism) 1.0
Download (426 MB): Windows [see sidebar for latest release]
So, what this release is - it's an open world. All the maps in my game, freely explorable. No combat. No NPCs. Nothing really to interact with. You can just walk around and check out the world I've created. Now, there are a couple of maps that are partly or wholly inaccessible, just because they require functionality that I haven't added back in yet (e.g., the canoe). I'm going to work on doing that for the next release. Officially, I don't actually recommend you play this version of the game. I just want to make it available as a backup, in case I drop dead tomorrow. But I can't stop you from downloading it and taking a peek. :-p
Do look forward to the next release, though. It'll probably take a little longer, as the process becomes more complex. My vision is to add a lot of that functionality back in - like getting the canoe working, and activating all the atmospherics. Ultimately, I want to have a game that's otherwise complete, start to finish, minus all the combat mechanics - which is the next thing that I'll have to hammer out before the game is done. I've already got the enemies, troops, and equipment mostly worked out, so it'll be a lot of tweaking numbers. Oh, and also designing animations for the battle skills. Not looking forward to that, but it's gotta be done. Stay tuned!
Dragonfaith (Solipsism) 1.0
Wednesday, January 1, 2025
World Map Progress
Would you believe it if I said my New Year's resolution for 2025 was to finally finish my world map?
What if I told you I'd been working on it extensively over the past month, and that it's already finished? Would you believe it?
Well, it's true. I mean, I could still decide to make modifications in the future, but the important thing is that it's functional, it's complete, and it looks great!
Unfortunately, you'll have to take my word for it, because I don't want to spoil the sense of discovery you'll get from exploring it when you finally get to play my game.
So, what's next? Now that the mapping for my game is officially complete, the next step will be to start a fresh project (which I haven't done in five years) to clean things up - with the hope that this will be the last time.
I still have a lot of tinkering to do with the combat mechanics and mathematics, which will require a lot of testing. But I want to put out a combat-free version of my game, so that if I drop dead and never make it to the finish line, there will at least be a version of my game out there that people can play - to explore the extensive work I've put into mapping this game over the last too many years. So all that work won't have been for naught.
I'm looking forward to getting the combat functioning properly, but it's a big job, and even without it, I've created this exciting world that you can just get lost in. And I want to be able to feature that, regardless of what happens from here on out.
Update: It's only been two days, but now that I actually have a world map, I spent some time implementing a map function in my game. I added a compass and beacons that flash to show where you're at, and where all the important landmarks are - which I designed after the way the map functions in Final Fantasy 1 (Tceles B Hsup).
Except that my map is an item you can pick up and select from the inventory menu. The unique part is that it's modular. I split it up so that you can pick up pieces of the map to gradually fill in the whole picture. That way, the player still has the advantage of having a guide on where to go, without spoiling the entire adventure right from the start. It's working great, and I'm really excited about it!
What if I told you I'd been working on it extensively over the past month, and that it's already finished? Would you believe it?
Well, it's true. I mean, I could still decide to make modifications in the future, but the important thing is that it's functional, it's complete, and it looks great!
Unfortunately, you'll have to take my word for it, because I don't want to spoil the sense of discovery you'll get from exploring it when you finally get to play my game.
So, what's next? Now that the mapping for my game is officially complete, the next step will be to start a fresh project (which I haven't done in five years) to clean things up - with the hope that this will be the last time.
I still have a lot of tinkering to do with the combat mechanics and mathematics, which will require a lot of testing. But I want to put out a combat-free version of my game, so that if I drop dead and never make it to the finish line, there will at least be a version of my game out there that people can play - to explore the extensive work I've put into mapping this game over the last too many years. So all that work won't have been for naught.
I'm looking forward to getting the combat functioning properly, but it's a big job, and even without it, I've created this exciting world that you can just get lost in. And I want to be able to feature that, regardless of what happens from here on out.
Update: It's only been two days, but now that I actually have a world map, I spent some time implementing a map function in my game. I added a compass and beacons that flash to show where you're at, and where all the important landmarks are - which I designed after the way the map functions in Final Fantasy 1 (Tceles B Hsup).
Except that my map is an item you can pick up and select from the inventory menu. The unique part is that it's modular. I split it up so that you can pick up pieces of the map to gradually fill in the whole picture. That way, the player still has the advantage of having a guide on where to go, without spoiling the entire adventure right from the start. It's working great, and I'm really excited about it!
Monday, December 30, 2024
Review: Tomb Raider III Remastered
Tomb Raider III is finished! I definitely was not expecting to spend most of the year playing these games - but I'm not complaining! It's been a lot of fun. Part of the reason there's so much time between reviews is that after I finish each game, I continue playing in order to pick up achievement badges. I paid attention this time, and I played an extra 40 hours across approximately five weeks, before moving on to the next game. (It's the curse of being a completionist).
Additionally, the reason this review is as late as it is, is partly because I spent more time than usual backtracking through the levels looking for secrets and missed pickups (in a few places it was a real headache, but I wanted the glory of accomplishing it without using a walkthrough), and partly because I was intending to wait until after I'd not only completed the full game plus the expansion levels, but also finished all my badge hunting so I could report my final progress, as this is the last game in the collection. But it turns out there were a bunch of hidden achievements that I missed, so now I have to go back through the games and play clean up - and I can't say how long that's gonna take.
What I remember most about my first time playing Tomb Raider 3 (circa 1998), is that it was the point in the series when I switched to playing these games on PlayStation, since the bugs on the PC version (which had always been an issue, since the very first game) finally got to the point where it actively prevented me from playing. It was also the last Tomb Raider game I played - until the release of Tomb Raider Anniversary in 2007 rekindled my interest in the series.
Lotta new stuff introduced in this game. The graphics are smoother than ever - with square blocks split into triangles, for better gradation of terrain (i.e., changing slopes). Lara's got some new moves - ducking and crawling, navigating monkey bars, and sprinting - which means new areas to explore, and more places to hide things! The secrets are back to being managed like in the first game, with a top secret level at the end of the game you can only play if you find every secret in the game. New vehicles are hit-and-miss - the quadbike handles better than the snowmobile, but the kayak, while a super cool idea, is a nightmare to paddle. New weapons are (mostly) a plus - the rocket launcher offers an improvement over the grenade launcher, while the MP5 shoots so sporadically it's almost not worth using. But the real MVP is the Desert Eagle, with its power-packed punch. Flares die out faster this time, but there's more than enough of them to last you through the game (dark as it is).
Following from the last game, the ratio between tomb-y and urban environments is fairly evenly mixed. What's exciting is that, excepting the opening and closing chapters, the middle three locations can be tackled in any order you like! And to further enhance this feeling of nonlinearity, some of the levels feature branching paths toward the exit. You start out in the dense jungle of the Indian rainforest, and it's a sight to behold. Cheeky monkeys will try to run off with your item pickups if you don't stop them first. Swarms of flesh-eating piranha will teach you to think twice before diving into the swift-flowing currents of the Ganges. And tread lightly through the underbrush, for you'll regret succumbing to the venomous bite of the cobra. New for this game, getting poisoned won't require a special antidote, but it will force you to use a medipack before your life slowly drains out. And watch out for the quicksand!
Although the dusty environs of the Nevada desert offer some novelty, the Area 51 levels are largely industrial, recalling a drier version of the Oil Rig from TR2. Still, infiltrating the military complex is fun - avoiding tripwires, sneaking past guards, and stealing access passes is a different sort of skillset for Lara - and who can forget the big climax in the flying saucer? The South Pacific Islands are a dream. Although dinosaurs were relegated to a short (but memorable) cameo in TR2, Crash Site is basically a whole level that feels like Jurassic Park. Now there are Compys, and you can distract the T-Rex with your flares! Madubu Gorge is truly spectacular. Populated by wicked gremlins, it is marred only by the aforementioned frustration of navigating the kayak. Meanwhile, the London levels play like a grittier Venice. To be fair, having Lara slink about in a leather catsuit will fulfill any cat burglar fantasies you may have. Running across rooftops is a thrill, and the underground subway station effectively evokes a liminal atmosphere. But the history museum is the closest this game comes to ransacking the pyramids of Egypt - and it's a pale substitute.
Finally we come to Antarctica, which offers a sci-fi/horror vibe straight out of John Carpenter's The Thing, with a hint of H.P. Lovecraft. Exercise caution while swimming in the ice cold water, for you'll freeze long before you run out of breath! After two games with really memorable climactic levels (Atlantis, and the Temple of Xian), I didn't even remember The Lost City of Tinnos until after I started playing through it (highlights include the fighting arena, and the elemental challenges - not so much the glowing wasps). Far more memorable were the ship and the abandoned camp from a previous level, and the eerie mood of the mines (minus the frustrating mine cart sequences). I did like the final boss encounter, though - featuring the creepiest monster yet, seemingly inspired by the nightmare creature from Stephen King's IT (and I don't mean its clown persona).
For the first time in three games, I beat the game using only pistols on my first playthrough! The secret bonus level was fantastic - relatively short, but definitely a highlight. And the expansion levels (once again, played for my first time ever), were quite remarkable. You get to infiltrate a Scottish castle - with architecture that recalls the Great Wall of China from TR2, peppered with some Indian jungle flare - haunted by the black dog of folklore (with glowing, red eyes). Afterward, the Chunnel channels a blend of the urban and underground environments from Nevada and London, with a touch of the Maria Doria sprinkled in. It's worth noting that one secret in each level really goes all out to impress the player. I don't want to spoil the discovery, but I will say there's a surprise cameo by a beloved cryptid (I'm almost embarrassed to admit that I gasped audibly when it popped out at me!). And the zoo level was very imaginative.
Though I was fully prepared to close the book on Tomb Raider Remastered at this time, I have recently learned that remastered versions of the next three games are scheduled for release next February! I've only ever played 4 and 5 once (during that period when the release of Tomb Raider Anniversary rekindled my interest in the series), and 6 I've never played before! So I'm excited. Looks like it's gonna be another year of playing classic Tomb Raider for me. :-p
Thursday, August 22, 2024
Spaghetti
I find it interesting that when I was learning coding around the turn of the millennium, we were trained to avoid GOTO commands, because it contributed to what was referred to as "spaghetti code", where everything is a jumbled mess, with the execution jumping around back and forth through the code. But today, whenever I try to make sense of the code that powers RPG Maker (so I can modify it to do what I want), I'm hampered by "modular coding", where everything is broken up into tiny snippets almost to the point of looking like they do nothing, and the execution is constantly jumping around through thousands of lines of code, and you have to track down an issue like a hunter in the bush, and still can't figure out how the damn code is doing a thing, because there are references everywhere, and you can't make heads or tails of any of it. It's like when you look up a word in a dictionary, and it gives another word you don't know, so you look that word up, and end up going around in circles, without ever actually figuring anything out. I'd rather slurp on a single noodle until I reach the end, than try to match up a single strand from a plate of cut up spaghetti.
Thursday, August 1, 2024
Review: Tomb Raider II Remastered
Logging upwards of a combined total of 160 hours of gameplay across two games over more than five months, it's taking me longer than I had anticipated (although that is by no means a bad thing), but I have finally completed the remastered version of Tomb Raider II!
While not as flawless a game from start to finish as Tomb Raider I, it's still an iconic classic, with a number of innovations (some that hit better than others). The traps are dialed up, Lara's got some new moves (including climbing ladders, wading in shallow water, riding ziplines, and launching precariously from springboards), as well as some new outfits (marvel at her wetsuit, and iconic bomber jacket). Flares are a welcome addition to light the many dark corners of this game (although I wish their light would show in camera mode), and I like the way secrets are newly implemented - three dragon statues (stone, jade, and gold) are located in every level; some of them are hard to find, while others lie in plain sight but require a mastery of Lara's agility to acquire. This time, I was able to find them all (AND collect every pickup in the game) on my first playthrough!
A valid criticism of this game is that it veers away from the dusty tombs Lara is known for raiding - it's less treasure hunting, and more infiltrating a secret society, with more urban environments, and a high encounter rate for goons and thugs. Aside from rats and dogs, there are long portions of this game where the only enemies you fight are human. Is it more difficult? Yeah. You're taking a lot more hits from long range gun damage, and sucking up a lot of health packs as a result. But I find I don't enjoy it as much. It's not as imaginative as the tigers and sharks and spiders (wait 'til you see the big one!) that attack you in the wild. However, I do like the addition of the harpoon gun - which you can shoot underwater. And using the grenade launcher to blow baddies into giblets may be gratuitous, but it's loads of fun!
To be fair, it's a novel experience careening through the canals of Venice in a motor boat (Lara's first vehicle!), and the Opera House is on par with (maybe even superior to) the Colosseum from Tomb Raider I. But my patience for vehicle travel began to wane when the snowmobile was introduced. Vehicles are reckless, and I tend to be methodical. You're blowing past a lot of scenery quickly, which is counterproductive to the aims of exploring your environment. Also, it tends to encourage long, simple passages instead of the intricate, criss-crossing architecture I like in these games.
On the other hand, the Maria Doria (an undersea shipwreck) is as cool as anything you can explore in any Tomb Raider game - the enormity of The Deck cannot be adequately conveyed by a screenshot. And the Tibetan levels return some of the atmosphere of Peru (while featuring the frightening introduction of the Yeti). I like how you can recruit the monks of Barkhang Monastery to help you fend off the mercenaries hunting you - but only if you aim your shots carefully!
Meanwhile, the run-up to the climax is truly unforgettable tomb raiding. The Temple of Xian is a sprawling underground fortress that feels suitably Indiana Jones-like, and is the epitome of what a great Tomb Raider level can be. The Floating Islands are wonderfully imaginative, leading to a spectacular final boss encounter. And as for the epilogue? Not to be crude, but (spoiler for the ending!) Lara wearing a bathrobe while defending herself during a home invasion fueled many an adolescent fantasy, once upon a time. Given how antagonistic Lara Croft's handlers are to the fabled nude code (for this game, they teased a button combination that, when entered, causes Lara to explode), you could almost forget that the character started out as a sex icon, back in the day when having a sex drive wasn't considered "problematic".
As a final note, the expansion levels (which I played for the first time) effectively combine industrial and snowy textures to construct a Russian outpost, although the atmosphere of these levels is (however appropriate) very bleak. The fun only really begins after you retrieve the Golden Mask. I appreciated the heavy touch of Midas, and the opportunity to explore Bigfoot's tree house. And the Vegas-themed secret bonus level was a hoot!
After I collect a few more badges, I'm looking forward to moving on to the exciting locations featured in Tomb Raider III - including jungles, tropical islands, Area 51, and Antarctica! I'll be sad when it's all done, though...
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