Hi!
My name is Emanuel Montero and I'm working on a 2D vampire RPG as a hobby project. I've spent the last months in pre-production, a stage which is often overlooked in many devlogs. So I'll try to describe how I handled the process. But first I need a bit of background.
Last year I made
Bloodlust: Santa Monica, a point & click graphic adventure demake of Vampire: The Masquerade Bloodlines. The demake is free at itchio so I'll leave a link in case you want to check it out (it plays in your browser so it doesn't take too much time to give it a try).
I enjoyed a lot the process of making a graphic adventure in Unity. It was really fun: adding characters, items, puzzles and branching dialogue trees. But the scope of the game became huge: 23 rooms, 7 playable characters, 47 NPCs and thousands of lines of dialogue and quests. So I couldn't fit in all the RPG elements that I wanted. And that's why I've started pre-production of the sequel: codenamed
Bloodlust 2. I want to improve on the original demake on every aspect but since I need a more specific direction, I've made a small post-mortem of Bloodlust. Don't worry, it's not a four-page article on gamasutra. Just a couple of highlights on what went right and wrong during development.
WHAT WENT RIGHT - Unity + Ink as a graphic adventure engine
- Pixel art style and palette
- Branching dialogue and puzzles
- Quests and quest log
WHAT WENT WRONG - Navigation: the character gets stuck or walks off the scenario
- Inventory bugs broke the story
- Lack of dialogue voice-over
- 7 playable characters: skills not giving enough replay value
- Too much content, the warehouse quest was cancelled
- No cut-scene at the end of the game
Then, I made a list of specific things I want to improve in the sequel:
FEATURE REQUEST IN BLOODLUST 2:
- RPG instead of graphic adventure
- Tile-based scenarios and movement
- Improved pixelart style with more animations
- Turn-based RPG combat
- More branching dialogue with skill checks
- Full dialogue voice-over
- Cut-scenes for the intro and different endings
- 7 playabe characters with different skills, weapons and play-styles
The first task of pre-production was finding the perfect screen size for the pixelart. I toyed with different sizes of 16:9 until I finally hit 192x128. Since my tiles are 16x16 pixels, this size gives me a whole number of tiles, which is kinda nice for the mockups. With the screen size in place, it was time to find the overall tone and style of the new pixelart. I am pretty happy with the Famicube palette so I stick with that. I started making mockups of different RPG styles. Here's how it turned out:
RPG combat mockup with VATS.
RPG combat mockup with active reload.
RPG combat mockup, party-based JRPG.
RPG combat mockup, turn-based.
After a couple of months, I've established a character base for male and female characters. I'm still trying different animations for the combat and the walk cycles and I've sketched most of the scenarios of the game using 16x16 tiles. Also, I've started coding some prototypes in Godot to handle tile-based scenarios, player movement and a turn-based RPG combat.
Here's a sample of the combat animations:
Combat animation mockup
Ideally, pre-production ends when all uncertainties about game production are solved (in my case using mockups and prototypes), so you can just start actually making the game. I think I'm not too far from that. In order to visualize progress I've made a list of all pre-production deliverables:
PRE-PRODUCTION IN BLOODLUST 2: - RPG instead of graphic adventure
[ Mockups in progress... ] - Tile-based scenarios and player movement
[ Prototype complete! ] - Improved pixelart style with more animations
[ Mockups complete! ] - Turn-based RPG combat prototype
[ Prototype in-progress... ] - More branching dialogue with skill checks
[ Prototype pending ] - Full dialogue voice-over
[ Prototype pending ] - Cut-scenes for the introduction and the different endings
[ Mockups pending ] - 7 Playabe characters with different skills, weapons and play-styles
[ Prototype pending ]Expect more updates on pre-production soon!