Game
Dragonian: The Imbalance of Sierr
5 years ago

Six years since I released this game...


Hi. I'm NukeOTron, and I've been working an action-RPG called Rock Beyond Time. It's hard work, but it's worth it. I wish I had a background tile artist for it. Since the beginning of its development, I've been thinking of making it a spiritual successor to both Dragonian and The Other Phalanx.

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...but that's not what you're here for, right? You want me to talk about Dragonian: The Imbalance of Sierr.

So, let's talk about it!

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Yes, I was proud of it when I made it back then. However, as a game dev, I realize there are many problems with it, and I can't really fix them due to Game Maker (before the "Studio" name) being outmoded. Even if I did port everything, the game would have weird graphical glitches here and there, and I wouldn't know if it could make it to consoles. Most of the problems to me are design decisions created by my limited understanding of Game Maker.

However, it's still a decent game. I put a lot of love into making it. My writing skills weren't so great, so to help me communicate, I kept throwing in cute little jokes. I'd probably still do that today. I just don't know if I'd make this game the same way today.

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So, why do you people like it? Well, here's what I do know:

  1. Visual Style

    ...well, I won't argue here. I intentionally did the 2D sprites in 3D worlds thing to take up less data than Zib the Mutant Fly, and to give it its own style. I experimented with everything I could at the time. Also, I continue to be a character artist and sprite animator.

  2. It's not a Five Nights at Freddy's fan game

    You'd have to be there in 2015. GameJolt was flooded with those things.

  3. What was this "Breath of the Wild" thing you speak of?

    A legend, but that game was delayed so many times that I felt like I was filling a void at the time I was releasing this. Seriously, go play Breath of the Wild. And Link's Awakening.

  4. The Writing

    Everyone noticed the jokey dialogue. EVERYONE. My thought process was how I could never take Cream the helium-pitch Rabbit seriously when she talks about rail-grinding in Sonic Heroes, much less how anyone in a fantasy world would know what a "button" was. Also, people remember silly things better than boring stuff. Of course, it's not all meant to be silly.

  5. It Works... more or less.

    The first thing every game designer needs to learn is to make a product that actually works. Having had previous experience in making 2D games, I just wanted to make a Zelda-like game. Now that I have, I don't know if I want to do another. I'd love to write the story of another, but not the code-monkey stuff, despite how necessary it is.
    Oh, and if you're wondering about slowdown issues, I'll get into it later.

Of course, there are many other things I learned when making this game, that I used in future games:

  1. Pose-to-pose Puppet-styled Animation

    That final boss. 'nuff said.

  2. Bigger Room-Connecting Systems

    Every Belgrad game I've made has a room-connecting system like this game's. The real difference is that they don't create whole levels on the fly.

  3. Fix your text menu system!

    The big reason behind the slowdown with this game is that every NPC is running their scripts AT THE SAME TIME in the Step event. It doesn't matter if what they're not supposed to be talking at the time. It's hard-coded in the exe file. Thankfully, this lesson is well-learned for both the Belgrad games and Rock Beyond Time.

  4. In mid-development, you are the worst judge of your own creation. You're too close to it. Take a step back, get a good second opinion, take that info, and see if you can use it.

    A lesson Yuji Naka needed to learn when directing Balan Wonderworld. It's easy to yell to your fans, "Well, what do YOU know about game design?" It's hard to accept your faults at the time.

Anyway, I'm glad you all like/tolerate this game. I wish it were better. I wish I were interested enough to do a rework or 2D remake, but my loyalties lie with Rock Beyond Time right now.

...and seriously, I may need help on that one with BG/environmental graphics.



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Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.

Robots fresh off the assembly line from the prosthetics factory.

I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.

There are a lot of robot arms in a prosthetics factory. They flail about, so don't get too close, or they'll hurt you.

Well, I was looking through some old files, and found some cool stuff.

Concept art time!

Early on, Tiel had a backpack because in the fic she was originally created for, she was going on an adventure along with Rick. That's why I was kinda attached to her.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

This background full of conveyor belts might make it a bit more factory-like, but it's still ominous.

What kind of bad guys do you see at a prosthetics factory?

These Leg Gunners are part of the security system.

I could have a part where the factory builds robots for you to beat up, but they're gonna be humanoids. They'd probably be like skinless T-800s.

Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.

Trying to do that Infinite Floor thing (technically, it's a trick of the camera), and I think it chugs.

Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.

Hmm...