Design Philosophy


  • I should definitely go back to doing jam projects where I skin the entire game!
    • Using RTP graphics to save production time in exchange for longer story content is NOT worth it!
    • I also lose out on one of my most important core strengths by not using my art skills!
  • However doing all the art means I must be much more careful with project scope and be careful to limit my story to something that can be created with only ONE tileset.
  • Stories are much like art - most of its emotional impact is rooted in its basic foundations, not in the amount of fluff that you can add on top.
    • Player investment is easier to build by writing a story about helping others. The story I wrote for Harold's SWORD quest doesn't work so well as not everyone relates to the absurdity of trying to fulfill an idea of heroism. Heroism played straight works with human empathy better!
  • Sound design is really easier than it looks, it's as simple as taking existing sound effects and warping them with your arsenal of effects!
  • Due to the way top-down 3rd person perspective horror games tend to go, my primary way of creating a sense of fear would be through disturbing situations that escalate over time. It's much harder to create a sense of vulnerability and lack of safety which 1st person games are much better at
  • Monster-based horrors are also much easier on RPGmaker than it looks! I can make something genuinely terrifying with clever use of image overlays and sound design.

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