Game
Dragonian: The Imbalance of Sierr
9 years ago

Two-year Anniversary


Hello. I’m NukeOTron, and I make video games.
Two years ago, I released the first build of Dragonian: The Imbalance of Sierr. It was a 3D Zelda-type game made with Game Maker 8.1. It is what it is. I admit it has its faults, but it was my second big 3D action game. Also, I still have to thank those who believed in this game.

I have thought about making a sequel to this for a few years now. The problem is that GM Studio isn’t as friendly about it, especially in 3D graphic rendering.

As for future projects, here are a few ideas I’ve been bouncing around:

Staff of Laria- My big RPG. In all technicality, I’ve been working on this game for about 12 years now, most of it refining the story. It can be made on GM Studio. I’ll still need help making it, especially background tiles and redoing the battle system.
Project Dragolanx- If you’ve looked in the NukeOTron Sucks Collection, you’d notice a little game I made called The Other Phalanx. It had a good story and my personal sense of humor of 2013, and I enjoyed making it. So, why not make a sequel to THAT instead, but with some elements of Dragonian as well?
Silverblade- What if Ironsword actually DID have the barbarian on the cover, and actually DID go through time and space like he was supposed to after Wizards and Warriors 3?
Belgrad- Yes, another one of these Metroidvanias. (…and strangely, Belgrad: Curse of the Castle is relatively popular.) This time, I want to base it more on Simon’s Quest’s map style. I’ll still want a musician to help if I do this one.
Another 3D Action Game- No idea what.

I may have been meaning to do some of these, but I bought a 3DS. :P

Anyway, what do you people think? Should I continue my escapades in the world of game-making? If so, what should I do?



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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.

On one hand, I'm getting there. On another hand, "No, I'm not."

Then again, I probably forgot something important about layering the old-fashioned way, and something about using a view as a texture.

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

On the plus side, the tile layer ISN'T overlapping, and Draw draws objects.

On the other hand, NOW the tile layer lags during camera movement.

I guess I'd better let everything else lag for consistency (somehow), or fix the lag.

The floor's movement, being a view drawn onto a surface, is still one frame behind.

However, I figured it's more efficient to draw walls separately than to use blocks for indoor segments. They can stretch and keep doing the depth math accurately.

Dang it. I got the math right.

The real trick now is to optimize it. It's easier to do since it's technically all 2D.

It took a while, but I got rotating flat sprites going.

Technically, it's a polygon, but it works.

If I were to do sprite-stacking, I have a basis, but my primary use for this is rotating attack animations.

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.

...huh.

Didn't realize that debug mode was different on that version of Game Maker. Also shows WAY too much for players to use.

You can also click and drag some of those elements.

Here. Just to give you an idea as to what I'm going for.

The character and GFX are temporary, but they help me realize what I want to do with the engine.