Postmortem/bug fixes


The bugs previously discussed in the last log have been fixed. I've also changed out one of the sprites who was a placeholder as well. The last updates that I added in Version 2.0  were several fast travel points or "transfers." I replayed the game many times and found it annoying to have to travel for instance, through the library then to labs then to the starting floor just to get back to the nexus. So I changed it around for more transfers and to let it be more accessible. One thing I'm just now realizing is in order to get to the Nexus you still have to do some maneuvering. what I did was add transfers from the nexus to more places but not the other way around. It's a toss-up. I could go back and fix that but I also don't want the player to just fast-travel everywhere. I want to encourage exploration.

postmortem:

I take a long time on my games. So long that usually I don't finish them. This time I decided to get it out quickly. I actually sat on this game for a while before picking it back up. I started making it at a dark time in life and I wanted the game to reflect the way I felt. Like I was traveling a desolate empty world. When I picked it up again a story began to unfold and I ran with it. yes its vague, yes it might not make much sense. But it doesn't matter. There is a story there and there is reasoning behind all the information given to you but I'm not the type of guy to point blank tell the player everything he needs to know. My brother play tested it for me and that was his major complaint. He didn't like how nothing was explained throughout the game. To me that's what I like about it. I guess we see it differently. 

Like I said before, usually i take a long time on my games so this time I hurried it up so i could actually have a finished project. I think that's the way to do it. Knock it out and refine it later.  I used rpgmaker 2003 because I'm so used to it and I love manipulating that old software to do what I want. It takes a special skill to use that program. especially when there are no tutorials anywhere except obscure Tumblr posts or old forums.  it adds to the fun of making the game.

So what's next? I have several projects I'm juggling. One of them is a game called TORN TO SHREDS. This title will be similar to GARGABETH but won't be set in a computer-oriented world. Instead, it features mutant and diseased people in a world torn apart. the story will be vague just like this one. I also have a project where I put my actual dreams on display for you all. That's right, I keep a dream journal and I'm going to make each entry a playable sequence.

What's next for GARGABETH? Well, hopefully, more people play it. So far 4 downloads!!! WOOO!! Seriously no one has ever played my games so it's a huge ego boost. I hope you all enjoy it! So for the future, I do plan to expand the game in what I'll call GARGABETH+ This will feature the base game and extra areas and characters and more endings, I also want to extend the game past the ending it already has. I just think it will be better as an extension to the game rather than going back and remaking the whole thing in a new version. So yeah look out for GARGABETH+ in the future! Thanks for playing and I'll keep you updated on my work.

Files

Gargabeth Version 2.0.zip 48 MB
Aug 05, 2023

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