Wilfred, the Hero

Wilfred, the Hero
medium: Rm2k3
Part 1 Total Progress: 99%
Part 2 Total Progress: lol
(New info as of 6-15-2006)

Part 1 Download

authors:
Brandon Abley, Teo Mathlein

Progress 3 (6-15-2006)

WHAT THE HELL?!

Well.

I previewed the beta on the Gaming World forums to enormous critical success. People always say that all anyone cares about are Teo's Graphics, but then they read the feedback and realize that they are wrong. You can download the game if you want - scroll down to see SCREENSHOTS because PICTURES ARE PRETTY. LameCriticBoy is afraid to review it because he refuses to give perfect scores. I want to fucking strangle him.

DOWNLOAD THE PROJECT THAT BROUGHT GAMING WORLD TO ITS KNEES.

My thoughts: Wilfred the Hero is not really all that great. It's pretty good, and it's probably the epitome of what one can do with RPG Maker 2003, but as an individual game, it's fairly average. Though I feel it is leaps and bounds above nearly every single RM game out there, it's not like it has any real competition.

I consider my game inferior to titles like Kinetic Cipher. Brickroad is a fucking genius.

The game is not being worked on at this time. I apologize if this makes you sad or anything, but whatever. It is not cancelled and I mean it. Teo is up to other things, and the game makes me really fucking depressed, so there you go. Maybe sometime when I have nothing to lose, I'll get something in on it.

I HAVE PURCHASED RPG MAKER XP. Legal. Et cetera. Great program. Making a game. Did you know that you can actually PROGRAM in it? The graphics engine blows chunks, but it's a step in the right direction. RPG MAKER VISTA LOL, here we come.

TRIVIA: Did you know that there are like 25 RPGMaker programs currently released?

DOWNLOAD MUSICS - Although this version is out of date.

OH MY GOD I have worked on this game for a year and a half.

 

Progress 2 (2-15-2006)

It is hard to report how progress is going. It is both going quite well and not going at all.

Teo has been nowhere to be seen for a long time. He says he hasn't backed out, but I haven't seen much from him for awhile. It'll probably be summer before he's available again.

Other than that . . . massive development and redevelopment. Much of the game was scrapped and redone. Surprise.

Check back next summer for more.

Oh, by the way, the soundtrack is finished. Get it here.

 

Progress (7-08-05)

Progress on the game is still moving along extremely quickly. Teo and I have been investing gigantic amounts of time into this project in a sort of desperate gambit to try and get it finished, which, thankfully, no longer seems like some sort of far-off pipe dream.

I've stepped up the level of my music production lately, and though I am writing less music (most of my time is being occupied by actual game design, and, specifically, programming the battle system), the music I do write is substantially better. If you liked the soundtrack in the beta, expect to be absolutely blown away.

Oh, there's the big news: we decided to incorporate a completely new combat system into our game. And a new menu system as well. While it's taking a ridiculous amount of time, the new features promise to really deliver in the gameplay department. We're really forward to how people will react to the new basic engine changes! If you'd like to see for yourself:

New combat system, with a host of new features!

Another random screenshot. Notice that, since most of the parameters are different between the two shots, that they are in-engine and not mockups.
Expanded menu system, with a new skill-learning interface. The Foods System makes a lot more sense, now.

I've also stepped up map design considerably, given that I'm no longer pressured to draw maps as fast as possible, like I was for a demo release. The environments are a great deal more interactive and dynamic now, and the hero is substantially better animated. This makes for a more fun playing experience, at the expense of long hours of spriting.

See? He's climbing. Yes, there are some "town" areas now. Awesome.

The scheduled release date remains the end the of the summer. I hope you're looking forward to it as much as I am!

 

Introduction (4-11-05)

Does anybody remember the review I did on Teo Mathlein's Sunset Over Imdahl? You know, my favorite Indie Game? A few months ago, Teo approached me with the idea that he and I could together design a game. I thought he was joking and, needless to say, when he wasn't, it was one of the coolest moments of my recent history. In any case, we worked like maniacs to get a short beta ready for entry into a contest, and won first place. Which is good, since for that month I slept an average of three to five hours per night and really did very little other than work on Wilfred, the Hero. I actually became physically ill from it!

We're using a neat little program called RPG Maker 2003 to make it. It's kind of old, about three or four years old, and extremely primitive. Furthermore, it's more of a template for a game that you put your own resources into, with limited flexibility and no programming language. But, the contest we were entering was for this program, and I've never completed a game using it, so I don't mind. Plus, the various workarounds I've figured out with the program prevent it from being too limited of a design environment, and I've been able to design the game the way I want to. Awesome.

We've been hard at work for several months (with a recent one-month break, since the contest run had rendered me physically ill from lack of sleep), and a huge bulk of the game is already done. It will be finished probably by the end of the summer, which is good news. There is a beta version available for download right now, and while it gives no truly accurate indiciation of the direction the game is currently going in, it at least is something.

Of course, everyone is probably wondering what the workload is between the two of us. I am the main programmer, so I draw all the maps and write all the code and everything. I also do some art, like spriting and various system graphics. And, obviously, I am composing and producing the soundtrack. Teo is the main artist, who draws nearly all of the graphics. We've written the story together, based on my original concept, and all the dialogue/event programming is always approved by Teo before I render it final. Essentially, the workload is fairly evenly distributed, although it is honestly slanted in my direction slightly since I am writing the music.

Soundtrack (as of 7-7-05) in .zip format (Download the entire thing all at once)

Old Screenshots that are no longer relevant (compare them to the new ones ^_^)