One Yukkuri Place

Yukkuri adventure game

Posted under General

After playing some of the yukkuri "games" I decided that I would try and make a yukkuri adventure game, using a fairly simple game creator program.

After messing about a bit I got down to work and quickly noticed that there are not many yukkuri sprites available and I can't draw sprites for shit.

If anyone wants to help out with some sprites of their own it would be awesome.

Basically I want to make the game so that you are following a yukkuri (not sure what type) through their encounters with other yukkuris, clans, humans and god knows what else.

This is still early days though and it would be better for everyone if someone with slightly more experience tried to make a game but I'll try my best.

Updated by HankySpank

I tried making something a while ago, but it got nowhere as I can't program for beans, but I think I still have the placeholder sprites I made. They're derived from the yukkuri bubble wrap game, as well as Clammbon. I can't remember where I kept them, but I'll take a look and you can have them as placeholders before someone comes along to make some original sprites.

You wouldn't be the first person to suggest such an idea. I think the general trend is

1) come up with idea
2) try to program
3) fail or complete a little bit of the game and then drop off the face of the earth.

The most complete game we have is Nell's bodied yukkuri raising game.

Making a game takes tremendous amounts of time, especially if you don't have a programming background. There are few people on the board with the programming expertise but the ones I know don't have enough free time to dive into it.

I've personally wrote about 3000 lines of code using XNA studios (and C#) before calling it quits.

Yeah already struggling cos the program I was using randomly crashes on me and I'm heading back up to uni soon so not much spare time to mess about with it
I just wish there was something a little more in depth than a lot of the stuff available
I can always hope and make slow progress with this project

I think another problem is people don't necessarily understand the amount of planning it takes. And... yeah. There's just not enough hours in the day to do all the projects I want to do as it is.

But hey, anyone who'd like to take a look at the raw files for my game, let me know!

(I do game mods, too, and I find it a bit frustrating to see dozens of requests like "Someone needs to make this incredibly complicated mod" because they're generally accompanied by "This shouldn't be too hard even though I've never even opened the construction set LOL" nonsense. If you're not going to do the work yourself, then don't make demands.)

While people have a lot of thoughts as to what a yukkuri game should have, I've always felt they were politely expressed, even if the expectations were somewhat unrealistic.

Nell said:
I think another problem is people don't necessarily understand the amount of planning it takes. And... yeah. There's just not enough hours in the day to do all the projects I want to do as it is.

But hey, anyone who'd like to take a look at the raw files for my game, let me know!

(I do game mods, too, and I find it a bit frustrating to see dozens of requests like "Someone needs to make this incredibly complicated mod" because they're generally accompanied by "This shouldn't be too hard even though I've never even opened the construction set LOL" nonsense. If you're not going to do the work yourself, then don't make demands.)

While people have a lot of thoughts as to what a yukkuri game should have, I've always felt they were politely expressed, even if the expectations were somewhat unrealistic.

Yeah usually for yukkuri games we go "This would be a nice idea, but i bet it would hard to make so we won't have any high expectation about it being made."

As much we discuss the idea for the fun of discussing it. . .i wonder if we're just too defeatist or something =(

JusticeItEasy said:
Yeah usually for yukkuri games we go "This would be a nice idea, but i bet it would hard to make so we won't have any high expectation about it being made."

As much we discuss the idea for the fun of discussing it. . .i wonder if we're just too defeatist or something =(

Its not a matter of being defeatist, its a matter of the overwhelming majority saying "X awesome project should take no time and be absolutely easy to develop, but I'm not going to do anything more than talk big and contribute nothing!"

That said, I'm not saying people should just be quiet, but you have to be practical. Unless you, personally, are willing to (essentially) solo run the whole thing, it won't go anywhere.

yukiyuzen said:
Its not a matter of being defeatist, its a matter of the overwhelming majority saying "X awesome project should take no time and be absolutely easy to develop, but I'm not going to do anything more than talk big and contribute nothing!"

That said, I'm not saying people should just be quiet, but you have to be practical. Unless you, personally, are willing to (essentially) solo run the whole thing, it won't go anywhere.

Wouldn't put it the way you put it, but people usually drastically underestimate computer programming/making games.

Programming is hard. Some people think it'd be a great opportunity to learn some programming language and have a great game finished in a month or two, but that can't be further from the truth. Without a background in program design and basic programming concepts, it'd be pretty hopeless to create something good and enjoyable in a short amount of time.

I don't see that majority of people that "understimate game making" in this community, but maybe that's just me taking for granted that in general we end up discussing more for fun than to properly make a project with our lack of knowledge and understanding of programming and video game making.

I usually don't take any project idea discussion as a truly serious attempt in starting one unless the author truly shows the start of the project or makes a proper development thread, and instead see them as having fun through idea discussion, but maybe i'm the only one who thinks like that?

Call me jaded. I (used to) alpha/beta test games when I was younger and the sheer amount of talk versus mere concept art (let alone practical art or USABLE art) from the community was laughable.

That said, I enjoy a fun idea discussion as well as anyone else but unless you can show me some tangible, I'm not going to take the idea seriously.

@JIE

Oh but they do. I sure as hell did. Thinking you can whip up something in anything less than a year's worth of free time is really underestimating game making. :) If you're fluent in programming, 2-3 months and you can see a very basic prototype. I'm talking about 2-3 hours every day for programming, if you can put in more hours a day your mileage will vary, especially if you're learning the game making API at the same time.

Not to discourage game making in any way shape or form, but people need to be cognizant of the time commitment for anything that can satisfy your own desires.

The difference between alpha-betaing games and here is that we are the creators here. People testing a game will ALWAYS say "this would be nice to have" or "this game would be awesome if..." but the developers still have a vision of what they want to fulfill. So the ideas will most likely be tossed out if it doesn't meet creator's expectations. "Beta testing" in the current industry is a glorified marketing scheme and is pretty much worthless as a feedback forum.

@poweryoga

Betas, yeah pretty much all feedback related to new content is junked but Alphas are a different case. Depending on how early you get in and whether or not you can write a feedback report that doesn't sound like a drunken yukkuri talking in slow motion to a brain dead fatigued staff member, Alpha testers can get content added. It just better be really thought out and a damned good idea.

Most alpha-stage releases are released to a very specific group of testers or done by in-house testers. It depends on the company, but some alpha-stage releases are actually more like beta releases in the sense that it's more for marketing than feedback collection. Most of the stuff that get fixed are major bugs, but you're right in the sense that alpha-testers are more likely to be able to get changes pushed through.

Don't know if you work with any programmers, but it's very hard to get them to change their minds. Usually takes someone high up top to get changes made. :p

True, but as I said before, "used to". Everyone I used to work with either left the industry or were absorbed into other companies and were promoted/turned into a developer grunt where they were effectively forced to cut ties with me.

Meanwhile, designing pen and paper RPGs is hella simple. Just slap some words onto a page, reference dice and you're good to go.

I did some sprits for a class back in high school so I may be able to help but I'll have to dig up my old softwhere out of storage first

starshine said:
Meanwhile, designing pen and paper RPGs is hella simple. Just slap some words onto a page, reference dice and you're good to go.

That's why /tg/ "gets shit done" and BroQuest will fall apart once the "idea guys" are no longer needed

That being said, I'm nearly certain there's quite a bit of software out there for designing CYOA type games. If R L Stine can make a CYOA book, I'm sure someone's come up with a way to generate CYOA vidjeo james.

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