January 1st, 1900 | Closed | See only posts about About About
Modest Arcade is an independent video game company founded in 2007 with the mission of making awesome independent games. We won’t compromise our games for the sake of profit, and we make our design decisions with our games’ best interests in mind, and not based on what we think will be popular.
April 29th, 2012 |  | See only posts about General News Well, we had a little hiccup in the database connections, but it’s fixed now. Sorry about that!
April 24th, 2012 |  | See only posts about Alcarys Complex Hi. Among other happenings (I’m slowly but surely going through all the cities and finishing them), we now have a Kickstarter page. I hope that we meet our goal, but if we don’t, we appreciate the support of every backer, no matter how much they gave. If we exceed the goal, we’ll issue quality physical rewards (soundtracks and disc copies of the game). These will be well-designed; no CD-Rs here!
I’ll keep you posted on our progress.
April 1st, 2012 |  | See only posts about Alcarys Complex Hey, I just posted a new demo that contains the new title screen UI, as well as bugfixes and some other things. The content in this demo is the same as the IGF demonstration, so if you’re looking for new content, you’ll have to wait a bit. We’ve definitely got some more coming, so stay tuned.
March 7th, 2012 |  | See only posts about Alcarys Complex So, you may or may not know, but there’s a system in Alcarys Complex called the banter system. It allows any NPC or character to talk, in real time, without restricting the movement of the party like a cutscene would. If a banter box is interrupted for some reason – going into a menu, moving from map-to-map – it regenerates after the interruption so that the player can read it. The overall design goal of this system is to allow the story and narrative to pervade the entire game, rather than just set cutscenes.
The banter system was designed to communicate passive information, and one of the best forms of passive information is the radio. Since NPCs can spit banter, you can extend a Radio object from an NPC and it’ll spit banter too.
Naturally, when you have radio, you need radio content, so I started listening to radio serials and dramas in order to get an inspiration.
When I started doing this, I knew next to nothing about shows like Suspense, X Minus One, and This is Your F.B.I. As I got a feel for the shows I liked and the ones I didn’t, I started to notice some things.
I’d had a few template titles and rough concepts in mind for the kind of radio content I wanted. Talk radio was a given. I knew I wanted some kind of propaganda broadcast by Xirdalan State Radio, but I didn’t know how to go about it. I knew I wanted science fiction, so I made up Star Willows: Galactic Adventurer, and I threw in an idea that was too hilarious to pass up, The Intrepid Dr. Cuckold, about a master doctor who works way too much for his own good.
The funny thing is, I’d assumed that central characters were the norm, because I grew up watching television, and more often than not, the same characters show up again and again. I was really surprised to find out that drama serials with a strong central character are actually in the minority, outnumbered by self-contained plays often adapted from short stories (in fact, a lot of Bradbury, Heinlein, and Asimov’s stories were adapted for the various science fiction programs). There are quite a few dramas that rely on characters, like Lone Ranger, Sherlock Holmes, and Dragnet, but there are about as many that are completely self-contained.
Anyway, I’d written in some base advertising as well, but I generally had no idea what I was going to do with that aspect of the radio. So I listened. And I heard the sponsors: Roma Wine, Signal Gasoline, Auto-Lite Batteries, and so on. Old radio dramas weren’t shy about inviting the guest actors to sit in a comfy chair and sip some of the sponsor’s wine while telling everyone how good it was.
It’s not much, but I think it adds to the game, if only in a small capacity.
March 1st, 2012 |  | See only posts about Alcarys Complex Ran my first physical table last weekend. It was tiring, but it was also a blast – I got to talk with a lot of different people about what they like and don’t like about games, and those people got to play Alcarys Complex (if they wanted to). Some of them found bugs, which I’ve attempted to address.
Major updates:
- Made fixes to the way message box positioning is handled. Changes to message position constants were not initially made across all systems, resulting in some boxes popping up, for example, in the middle of the screen when they should be at the bottom.
- Fixed a bug in movement where hitting a diagonal stair in the right way would allow the player to “break” the stair contacts, resulting in diagonal movement when not on diagonal stairs. This was due to overly restrictive collision conditionals.
Raw devlog data below.
Continue reading Progress Report (23 – 29 February)
February 22nd, 2012 |  | See only posts about Alcarys Complex
Major updates:
- I implemented the final version of the code that’s going to handle window mode, aspect ratio, and scaling. You can scale the game window up to three times the original resolution (for a total resolution of 2400×1440) if you have the display width for it.
- I’ve also fixed most of the crazy errors that occurred when a player decides to use any mode but windowed mode. There are still a few left that I have to hammer out, but for the most part, it works.
- I’ve started locking scenes. When I lock an aspect of the game, like a scene, or a town, or a game mechanic, it means I’m not going to touch it at all until the bugtesting period.
Raw devlog data below.
Continue reading Progress Report (15 – 22 February)
February 15th, 2012 |  | See only posts about Alcarys Complex I think it’d be beneficial to start updating you guys on what I get done from week to week. I hope to have build videos really soon, but I need to figure out a good way for me to streamline the videos I need to post in order to do that.
Major updates:
- Finished radio content: radio content is now finished (for now). I’ve written a few major radio dramas and some news and talk radio segments for use with the banter-style radio.
- Final title screen: I’ve implemented the final title screen. This title screen is a lot more usable than the beta title screen: basic controls are a key away (this was a major problem with the old title screen), it looks better, and there are a couple of new features like Quick-Load, which allows you to load your last saved game with the press of a key from the moment the game window opens up.
I hope to do these every Wednesday. In the meantime, raw devlog data below.
Continue reading Progress Report (8 – 14 February)
February 8th, 2012 |  | See only posts about Alcarys Complex You know, I kind of like debugging. Sure, it’s a pain in the ass sometimes, but every bug killed is an inch closer to a finished game. And sometimes, you get little treats, like a bug report of the IGF demo (PDF) submitted by a graphic designer friend of mine who was “really bored at work.”
I went ahead and addressed the ones I could, and I ended up snagging seven: five were new and two were ones I’d addressed in the last couple of weeks. I consider it a warm-up, since I haven’t actually worked on the coding aspect of the game in about two or three weeks due to administrative stuff.
Also, in the process of fixing these bugs, I re-propagated the IGF scenario files and added a few things that have been worked into the design in the two months since the last build, including an edit to the Node system that allows you to bind unlearned nodes to slots. This is how you’ll unlock new skills in Alcarys Complex. The best part? You’ve already equipped the node so once you’ve learned it, there is absolutely zero time between skill unlock and skill use.
Anyway, I’ll let you know when the demo’s been updated.
February 1st, 2012 |  | See only posts about General News Hey! As you can no doubt tell, the website got a massive facelift that should be completely cross-compatible this time. This took place over the course of about two weeks, and my best decision was not giving up on it.
So, a couple things:
- We’re still working on this game. I just haven’t coded anything for it in about two weeks because I was working on the website. The most important part is that we’re going to launch Alcarys Complex in mid-2012 at a $20 price point. We’ll definitely let you know more as we get the information.
- Our demo is still available and you can get it here.
- Expect more frequent updates! New screenshots, insight on the technical aspects of the game, character bios, and much more.
So, until next time, thanks for watching.
December 28th, 2011 |  | See only posts about Alcarys Complex 2011 at a glance!
The main theme for Alcarys Complex this year? Even more polishing of already implemented features, plus a few that will really help round this game out and make it stand out from the JRPG crop.
As was the case last year, the vast majority of programming, design, environment, and character design is complete, along with a respectable portion of music and sound effects. What’s next?
We’re going to dedicate the first half of 2012 to finishing this game, including meeting completion goals and conducting quality assurance. There are a few issues we need to resolve before this can happen, but I’m sure we can do it. When we resolve these issues, we’ll let you know here. Thanks for reading.
After the cut is an approximate timeline of features.
Continue reading Alcarys Complex 2011 Wrap-Up
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