Let the Moonlight Give You Wings Progress Report #2

The following information and screenshots come from a work in progress. Anything in them is subject to change.

Some of the assets used were created by others. While they may not appear in the final game, said assets will be listed with their creators at the bottom of this post.

Quick recap: Let the Moonlight Give You Wings is an RPG Maker game and accompanying novel I’ve been working on. The initial announcement can be found here, and the first progress report can be found here. Progress can be viewed and followed here on my blog from now on, under the “Works in Progress” section in the header bar.

It’s been a few months since I touched on this progress, so I have a more substantial post than last time.

The Game

I’ve been putting together maps and characters while still trying to hammer out the overall style. I’m using a few non-default tilesets, and making changes to the default ones I’ll be using. I’m still not sure what all I’ll settle on, but at the moment I’m customizing the graphics to make the game look less and less vanilla.

The main quest line is almost complete. I have a handful of cinemas left and a smaller handful of locations in which they take place, and once those are finished, I can set to work packing in side quests and tweaking existing places to make the world come to life. The main cast is pretty much finished; I had to completely re-design one of the major characters because she looked too much like another character I saw elsewhere, but I’m super happy with the result. It ended up yielding an entire plot line, side quest, and history for this fictional world. I’m also making more faces for each character; I’ll be using the default face creator, but tweaking it to include facial expressions not possible in the RPG Maker face creator.

All in all, everything is going smoothly. My last major hurdle game-wise is that I haven’t figured out one of the later dungeons; I want to do something special with it, but I haven’t decided what.

Another big thing I’ve been working on are the game’s music and sound effects. I have a few cool things in place and a lot of rough sketches, but it’s coming together. I’m thinking about making the game’s soundtrack available for download, depending on how complex it gets, and as time goes on I’ll probably share a track or two here on my blog.

The Book

This brings me to the main point of a second progress report: Wednesday, April 1st, is the first day of Camp NaNoWriMo 2015, and I’ll be using this session to get started on the novel. I’m stoked to get to work on it, and I think writing the book and making the game concurrently will help me write both of them better, maybe help me work out some of the finer details of the story and world involved. You can follow my progress on the book here: http://campnanowrimo.org/campers/crackedthesky

Timeframe

It’s still not possible for me to even guess when this will be finished, but I’d like to think the game and book will release around the same time, and I’d love for both to be out by this winter. That said, I just can’t say for sure about either.

In the meantime, here are a few screenshots of some of the more complete graphics, ideas, or places, along with a description of them. Something I definitely don’t want to do is make promises that are mysteriously missing in the final product, so know that if I show something here, it’s something I’m almost positive will be in the final game, and if it isn’t, I’ll probably post about it the moment I have to cut it from the game. So expect minor changes, but if I say a feature is going to be in, it’s most likely going to be in.

Also, I apologize for the image compression. It’s not terrible, but the screenshots are slightly blurrier than the actual game will be.

Moonlight Test Bedroom

This picture is from a scene early on. The player character, Emery, can change outfits at a dresser in her room. In this scenario, she has to put on her school uniform, and can’t leave for school until she does. In both worlds (our world and fantasy), she’ll be able to change clothes and the character graphic will reflect this. I haven’t decided yet whether her party members’ graphics will also change depending on what they’re wearing; it’s time-consuming to make different graphics for each outfit, and even more so considering another feature I’d really like to implement into the game (which I’ll probably show next time).

As a bonus, you can see my custom text background in this picture, as well as the screen tint to reflect what time it is (I should note that while this scene is supposed to be in the morning, the screen is actually tinted to be evening because I was in debug mode at the time I took the screenshot).

Moonlight Alpha City

Here’s a shot of the city Emery lives in. I need to animate the flies on the dumpster, and the double-door needs a custom door graphic, but otherwise, this is more or less complete. Also note Emery’s school uniform.

Moonlight Alpha School

The lobby of Emery’s school. I’ll populate it with NPCs later. Also, it won’t be so orange in the final game; the lighting is currently set to sunset.

The next two pictures will highlight a major difference from the first time I showed images from my game. Last September I posted an image from an example battle, seen here:

Let the Moonlight Give You Wings

As you’ll see in the next screenshot, I’ve added a different battle engine:

Moonlight Alpha Battle

The characters now appear to the side of the screen, and characters and enemies move when they attack, like in classic RPGs, thanks to Yanfly’s visual battler system. I still have to tweak it so characters aren’t floating like they are here and enemies aren’t oversized, but it’s more imaginative than the default battle engine.

Moonlight Alpha Lake

Here’s a lake and some cliffs. I’m hoping to include a lot of nooks and crannies to explore, and a fishing system is currently way on the backburner and might not be included at all, but these are the kinds of things I’d like players to be able to do in Let the Moonlight Give You Wings.

You’ll notice a few more characters in this screenshot. These are more or less final designs; there are currently 9 characters players can add to their party. I might introduce a few of them later, but on the whole I’d like them to remain a mystery, part of the story that unfolds as players play the game. I haven’t decided how many can battle at a time yet.

Moonlight Alpha Port Town

Here’s an early version of a port town with docks. Driftwood and other wood can be chopped for firewood, and will eventually re-appear. Note the clock in the lower-right corner; this can be toggled on and off.

Moonlight Alpha Snow

Here’s a snowy environment. It’s currently snowing (hard to tell, but there’s a snowflake over the black cave entry in the upper-left). Weather is something I’m trying to make dynamic; it won’t always snow in snowy areas, it’ll sometimes rain in other places, or be windy. I’m hoping to have some cool weather-based features in the final game.

So that’s it for this progress report. My main focus will probably be on the book for most of April, and hopefully I can get a rough draft down, then go back and work on the game for a while before I get to editing the novel.

Next progress report I’ll hopefully be able to show off some of the cooler features I’m putting together, possibly some music, possibly a video, maybe something even cooler than that.

This game wouldn’t be very good without the use of several assets made by other people. Here are the ones seen in these screenshots:

SES Dynamic Time and Clock by Solistra
Ace Battle Engine and Animated Battlers by Yanfly
Shigekichi’s Resource Pack by Shigekichi
Modern Day Tileset by Enterbrain / Lunarea
Sprite base by Mack

If I missed any, I sincerely apologize, will edit this post if I’m made aware of any mistakes, and the final game should include all appropriate credits.

nowReading: The Dispossessed

The Dispossessed
The Dispossessed by Ursula K. Le Guin
My rating: 4 of 5 stars

It’s hard to assign a star rating to this one. On one hand, “it was amazing” is an understatement. On the other, “I liked it” is accurate.

The Dispossessed features sprawling moments of brilliance, pure genius word after word, big ideas delivered one after another. The book doesn’t preach; the characters and even some of the ideas are wrong or don’t pan out at times, it’s as critical of itself as everything it else it criticizes, which is quite a lot. It’s easy to say some of my favorite quotes going forward will have been discovered here. My mind was blown again and again.

It’s not a philosophy book but a work of fiction, and Le Guin has, as always, done a good job keeping the story in front of its moral. As far as her Hain books go, however, this one isn’t all that physically exciting. The page-turning comes from a yearning to take in all of the ideas happening, while the actions of the characters are sometimes downright boring. There are (in my copy at least) an unfortunate amount of typos, and certain areas where the writing itself feels like a rough draft. Some things read more as a summary of events than actual events, there are a lot of lists given, and the chapters are too long for their own good. The decision to split each chapter between past and present is smart, but the chapters are so long it can be difficult to remember where the last time frame left off. Shorter chapters would’ve been easily accomplished without breaking the pattern. Too often things are explained as soon as or even right after they’re relevant to a conversation or action; Chekhov’s gun kept firing before it was hung on the wall or, sometimes, even assembled. More things are placed exactly as they should be than not, but the ones that weren’t are noticeable.

It’s a long read, and sometimes a hard one. There’s a lot to take in. Lots of philosophy, lots of symbolism (the last line blew me away). Less physical action yet more lore than any other Ekumen book, it’s possibly the most important in the series, as well as being an important work of American literature.

It’s amazing. I love the book, even if I only like the story.

View all my reviews

These Shoes

These Shoes

See these shoes?

When I got these shoes, I had just graduated high school. I was starting to hang out with some new friends, I was going to college, I was working my first real job.

I was wearing these shoes when I had my first panic attack. I wore them through countless others. I walked to and from school and work and the bus stop in these shoes. I sat through my classes and worked through my shifts and rode the bus along the highway.

When I missed the bus, I walked that highway. I walked the streets of several cities, I walked the woods with my friends. Up and down steps formed by roots in mud, sitting on gigantic stones amid maple trees in a woods surrounded on all sides by a city that, to us, in that circle, might as well have not been there.

I wore these shoes when I lost old friends. I wore them when I made new ones. I wore them when I graduated college, got a different job, worked through that one and realized writing was my job all along.

These shoes accompanied me through millions of words, through the moments that inspired them, the people that became characters, the characters I wished were real people.

Shoes in a Car

These shoes have walked the earth of several states. They’ve been on camping trips, to concerts, in parks and on gravel roads, touched the pedals of several cars, carried me over broken glass and cracked cement. They’ve walked the neighborhood beside a dog once so small I had to carry her the rest of the way home. The laces have been frayed by kittens playing with them, and those kittens are as big as lions, now.

I wore these shoes that year I lost forty pounds. Along the treadmill, trying to stay in shape, just trying to sort out plot lines or real life problems in my head. They’ve seen rainstorms, tornadoes, car wrecks, changes. Slides, park swings, that merry-go-round that made us sick, the track around that park where some people we barely knew abandoned us, that thunderstorm outside the house where they abandoned us again. They were here when I published my first book, they were here when I published my latest. And they were here when I wrote them both.

All the movie theaters, the stores, the midnight releases, the parties, the quiet nights on the back porch swing; I wore them when I helped my best friend move into his first place. Up and down three flights of stairs, carrying furniture, wearing these shoes. Around town in the snow that time the gate fell over and the dogs got out, looking for them everywhere, wearing these shoes. Rushing pets to the vet, and later burying them, wearing these shoes. Planting flowers in these shoes, re-arranging my room just to feel something new, decorating for birthday parties or cleaning the house for Thanksgiving.

When I got these shoes, I couldn’t imagine the feeling of finishing a novel. I couldn’t imagine the feeling of arm pain so bad I thought I’d never finish another. Didn’t think I’d shuffle favorite bands so many times; back then I had never even heard of La Dispute. Thought my furniture would always stay the same, thought I’d always walk around the woods with the same people, I wasn’t aware how fragile everything around me was. You never see the cracks, only the broken glass you can’t help stepping on later. And after the collapse, you can’t see yourself fitting the pieces back together. And usually you don’t. But sometimes you do, and sometimes I did, in these shoes.

Shoes Camping

Sure, they were a little worn, but that didn’t matter. I thought I’d be wearing them when I did my first book signing, when I released that game I’ve been making, when I moved into a new place of my own. I thought I’d be wearing them when I move out in a year, when I renew my license in a month, when I start my next novel in a few weeks, when I switch cable companies in a couple days, when I go downstairs to make coffee in a minute.

But the seam tore on my way up the steps. Just like that, they’re done in.

What do I do with these shoes that have seen so much, been so many places, defined vague concepts like “here” and “there” and somewhere and anywhere, those critical moments I needed them to get me nowhere, those panicked flights I had to move without them, the people that came and went and the things I wrote and the people who read them; the rubber and cloth and laces, and even the scuffs and the holes and the frays.

I should just throw them away. What matters isn’t the shoes you wear, but the steps you take. And those will be with me no matter what, and I can’t even imagine the miles I have left, the places my next pair will get me.

But I think I’ll put them on a shelf somewhere, beside those things I look at from time to time to remind myself where I’ve been, and where I can go.

Besides, you never know when you’ll need an emergency pair of shoes.

Shoes in the Sun