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The History of BUDD
- What do you mean BUDD was an RPG???
- Games Between Games
- There and Back
- A Slice of the Modern Era
- The Present, and the Future of BUDD
What do you mean BUDD was an RPG???
The initial spark for BUDD started in early 2020 as I was playing the Phantasy Star series for the first time. I adore early Sega stuff (Especially those few non-Sonic games from Sonic Team), so it was a no brainer that I'd latch onto them with their forward thinking sci-fi storytelling and memorable characters. In addition to the Master System and Genesis games, I spent way too much time emulating PSO1 Episode 1 & 2 in Dolphin, and then way more time playing the PC version on the fantastic Ephinea server.
Click an image to open it.
Some time after I played both PSIV and PSO1, I bought RPG Maker 2003 and wanted to make my own little thing with it. RM2003's limitations would eventually come back to haunt me later on, but for now I was just satisfied seeing my characters running around.
For the art style, I went with a mixture of all the Phantasy Star games I've played to that point. A Master System color palette like 1, Characters with dot eyes and similar proportions to 2 and 4, a tone and story more similar to Online's. Eris' design came about because I love that 80's/90's adventure girl archetype. She was heavily inspired by characters like Nei and Rika from Phantasy Star, with some Popful Mail and Time Gal inspiration thrown in for good measure.
I had fun fleshing out rooms, stitching together scripted events, writing dialogue, and working on the skeleton for the first dungeon. Unfortunately for me there was a BIG elephant in the room; the battle system.
While RPG Maker 2003 was best for for the retro look I was going for, you have very little control over the battle system. RM2003 includes an Active Time Battle (ATB) system identical to the one used in the Final Fantasy games, down to the sideways battle view. Phantasy Star, however, had a rear view with a traditional turn based battle system. This led to many issues and quirks in the system, including but not limited to:
- Being unable to add new battle mechanics to make the game feel more unique.
- Battle animations being misaligned from their effects every now and then.
- Enemies flipping to face the physical location on screen the party member is at.
- The physical position of the player onscreen affects how certain enemies behave.
- Surprise attacks and pincer attacks not making sense from this perspective.
- The "Row" menu option not making sense from this perspective either.
- ATB being just plain unnecessary for the type of game I wanted to make.
Needless to say, I wasn't satisfied with the hacky way this game was turning out. I still wanted to make an RPG, but at this point I'd rather build my own engine from scratch. Eris' adventures in the stars had to be put on the backburner...
If you're curious and want to try it out, you can find a playable prototype in The Ultimate Kap Pack. It's a collection with tons of demos I've made over the years. For StarGame specifically, it has an explorable colony, a good chunk of a first dungeon, a very early forest area, and a debug room to access everything.
Games Between Games
After shelving StarGame I tried getting back to Crystal Heart, my other big multi-year game project. I really do mean multi-year too; it's been in development off and on in various forms since about 2012. I don't have to explain how exhausting it can be working on a game with no real end in sight, right? Development was technically progressing, but I didn't feel like I was making any progress.
About this time in the summer of 2020, I started looking into game jams to get the satisfaction and experience that comes with finishing a game. I've done smaller time-constrained projects in the past like Lana's Nightmare and Sonic Round 7, but it's been a few years since then and figured I could sharpen my project management skills some.
The first result of this was Frostbite Crawl. An arcadey game I made in 48 hours where you play as a mountain climber trying to climb as many mountains as you can before freezing. It was actually pretty easy establishing the scope and then executing on it when I knew what it was I wanted to make. People that tried it even enjoyed it once it was finished, so that was pretty good for 48 hours, I think! It was also nice being able to patch some features in once the jam ended.
So if I could make a game like that in a couple days, what could I do in a week?