Wednesday, March 17, 2021

Reclamation Project Outline

General

Inception
Character Template
Content Versioning
Part 1: Finding an Interest
Part 3: Genesis Analysis Tools
Part 5.5: Deciding how to move forward
Part 9: The Last Piece, Tinkers' Construct

Game Specific

Part 2: Initial Impressions (Alisia Dragoon)
Part 4: Movement Analysis (Alisia Dragoon)
Part 5: Technical Breakdown of Level 1 (Alisia Dragoon)
Part 6: Perspective (Phantasy Star II)
Part 7: Systems Deconstruction (Boho Youyoumu)
Part 8: A Fatal First Impression (Boho Youyoumu)

Chronological

Inception
Part 1: Finding an Interest
Part 2: Initial Impressions
Part 3: Genesis Analysis Tools
Part 4: Movement Analysis
Part 5: Technical Breakdown of Level 1
Part 5.5: Deciding how to move forward
Part 6: Perspective
Character Template
Content Versioning
Part 7: Systems Deconstruction (Boho Youyoumu)
Part 8: A Fatal First Impression (Boho Youyoumu)
Part 9: The Last Piece, Tinkers' Construct

Reclamation Project - Part 6: Perspective (Phantasy Star II)

I'm a sucker for ye olde JRPGs. There's something about playing a game in an old style with an expansive world and a cohesive story that tickles my whiskers in a way that very few games actually do. My younger self would take the sparse details of this world and expand it out into a fully-fleshed out experience, filling in all of the details that were missing.

Most of the nostalgia for Sega Genesis games comes from the sound. There's nothing quite like opening the game on a blippy, peaceful tune. The overworld music is catchy and full of pop, and the battle music takes you right out of whatever you're doing and dumps you into a desperate situation where you have to fight for your life. The game is brutally hard and full of grinding, and you will wind up dead multiple times if you're not overly careful.

One of the things that always stuck out like a sore thumb in this game is perspective. There are conventions that are put in place so that the player can get a sense of the world around them, and suspension of disbelief willing, they can enjoy a fun romp through a fantasy land very different from our own. 

It all kind of works together if you squint at it really hard, pretend that things have to be this way, and excuse everything because "video games". Most of the weird things about games that still continue to this day come down to technical limitations. There may be limited memory in the ROM for sprites, or the amount of time that you had to program an entire game in assembly could have been cut short.

Phantasy Star II was made in 2 1/2 months. That's amazing! Given the sheer amount of content in here, it's a testament to the developers that they managed to cram all of that into 771kb. The size of this blog post is larger than that... technology has progressed so far since then.

Let's take a look at some of the glaring flaws that the game has. The biggest thing that has always bothered me is the perspective in the game. I'm sure things ended up as they are due to the rushed timeline and technical limitations, and the game does hold to the conventions of the time... but the conventions themselves are jarring.

Overworld, inside town

Going from the outside of a town to the inside is... how do I put this? The character is the same size but the size of everything around them has changed. The characters themselves haven't changed, and in fact they are exceptionally tall for an RPG character. That makes the change from humongous trees to small trees all the more egregious.

Shops are so different they take on a separate visual style The characters are completely gone now and the way that the game is presented has changed. We now have a text box, an image of a character in some kind of building with bottles and shelving, and a basic UI for shopping. 
 
I can forgive this more than the others. Interacting with a shop is a different style of gameplay than adventuring or combat. It makes sense that the way you would interact is different than the usual. The absolute waste of space, on the other hand, is, well, wasteful.

 
Overworld, inside dungeon
Moving to the inside of a dungeon is worse. The hint of perspective is that the areas are large and expansive, but the rooms are empty and bland and I could have sworn there was a ton of monsters outside. The speed of the character is consistent from one screen to the other, which is okay, I guess. That's a remnant of how the character moves on all screens, not just inside.

The biggest offender in all of this? Randomized battles.


How big is anything? Exactly as big as it needs to be so that you can make out the details while still giving the player the sense that they are in the world... somewhere. It's a band-aid of a fudge that takes what little memory the systems has and makes it work.
 
Dungeons themselves have a different problem. With the complete lack of relative size to anything else and an inability to measure them, the only thing that actually matters is time. How much time are you spending in all fifteen dungeons? Around 90% of your 30 hour playtime.
 Courtesy of www.fantasyanime.com

The first dungeon has four floors. The only thing that differentiates which floor you're on is the rough layout, how many times you've went up or down a teleport pad, and what kind of monsters are there. The deeper you go, the more likely you are to find a nastier version of something that you just fought. Everything else is completely empty.

The most interesting dungeon in the game is the Biosystems Lab. This dungeon has container vats of unknown creatures, odd machinery, and hazardous glowing liquids in the basement. By the time you reach the bottom floor you've likely exhausted yourself to the point where you're running on empty, and if you haven't died three times in the dungeon then you're obviously grinding yourself to some worthwhile level where the experience starts running off rapidly.

The game does have some nice world building after this point, but as far as actual gameplay goes this is the peak. There are somewhat interesting things going on after this, but the dungeons get confusing, lazy, boring, and even more empty as time goes on. 

I've been playing the modernized mod of Phantasy Star II to see if a bit of tweaking could make the experience worthwhile. It has its ups and downs, and the multiple hours of grinding have been smoothed out and condensed into a much better path, but I'm afraid that it's going to run out of steam sooner or later. As much as I like this game, it has a bunch of flaws that can get in the way of fully enjoying the experience and...

...wait a minute. 

1. The experience is fun and memorable
2. The experience is fundamentally flawed in a way that is disappointing or maddening
3. The act of solving a problem with the experience itself is a worthwhile endeavor.

The criteria for wanting to make something is perfect here.

1. The music is fun, the world setting is great, the characters are interesting and varied, and the progression of RPGs is always fun. It might seem lazy in other games, but I do love how monsters are re-used here.
2. The entire game loses steam around a third of the way in. It gets repetitive, grindy, and the dungeons that make up a disproportionately high amount of content are empty. The planet of Dezo is just... empty and shallow.
3. One of my childhood dreams was to fix the perspective and make the gameplay more engaging.

You know what? We'll come back to this later. My mind is spinning with ideas and plans need to be made.

Monday, March 15, 2021

An Overview on the Lifecycle of Slimes

 ~~~ Royal Archive ~~~

Year 821
Slime-Craft Guild
- Selena Arcadia Eoghan -

Slimes have been around as long as we have been alive. According to the oral traditions of our people, the land was once a vibrant place full of so many different plants and animals a single person could never count them all. The sun rose every morning to a cacophony of bird calls, beasts with hooves and horns ran wild, and the hills were covered in trees as far as the eye could see.

Today the landscape is barren. The grass that we so carefully seed in our cities has all but died out, with only the toughest kinds remaining. Some of the plants and fungi have taken on distinct slime-related qualities that deters the wild slimelins from eating them. Larger slimes used to dominate the landscape, but with our efforts at hunting and destroying their spawning pools the local flora is slowly returning to its natural state.

This overview details the general life cycle of a slime. Normal slimes go through three phases: Slimelin, Aberration, and Pool.

All slimes appear to follow this general pattern. The sheer variety of types makes this hard to classify, as some aberrations will mutate further in their life multiple times. Specific types will be discussed in detail in their own papers.

Young slimes, or Slimelins, are strange creatures that inhabit the world on a small scale. They are found hiding in crevasses, caves, or anywhere that a sufficiently small creature can hide. They are often seen eating bits of plants or fungi, or anything else that they can possibly get their bodies around.

Slimelins are scavengers, bottom feeders, and occasionally predators. They seem to absorb anything that was once living. Some have been seen eating tree roots, dirt, or even small rocks. The less digestible material is left remarkably clean near the place it was found.

Slimelins and insects appear to use each other as sport. Insects will instinctively attack a slimelin on sight. The most successful insects have hard outer armor with spikes or horns that can successfully pierce the bouncy outer skin of their prey. Less successful insects are swallowed whole by the small round creatures, disappearing into the inner gel of the slime over the course of a day.

The body of these creatures are composed of two major parts: A tough outer skin and an inner gel.

The outer skin seems to act both as a protective layer and as a muscle. It defines both the shape of the creature and acts as its first and only line of defense. It contracts or expands as a whole. The skin becomes pliable and hard when removed from the rest of the body.

The inner layer is a gooey substance that somewhat resembles tree sap. It forms a thick gel where food is broken down and energy stored for later.

All slimelins are very resilient. Their bodies are elastic; they can compress, expand, or bend themselves into odd shapes at will. They can absorb blows across their entire body, bouncing around somewhat uncontrollably in the worst case scenario. This lets them roll around, use their entire body as a battering ram, or survive seemingly impossible falls.

When a slimelin absorbs enough food to grow beyond its bounds, it heads back to its home pool to start the next phase of its life. Many young slimes will wander very far from their home

The slimelin throws itself into the pool. The outer skin is shed and re-absorbed by the pool. The gel grows hard and smooth, forming itself into a core. Part of the pool is absorbed and grows into a fully fleshed out abomination. The pool is thought to be similar to the center of an egg, with the slimelin reconstituting itself into a new form at the end.

The process is usually the same but varies in time; on average, it takes a week. Some species have been known to complete the cycle in two days, while others take an entire month to gestate. When the slime re-emerges into the world it has grown new features: a face, an individualized body that has distinct parts, and a much higher intelligence.

The newly formed core of the Slime functions at the brain of the creature, storing memories and controlling the body. If the core is removed the body remains motionless and quickly decomposes into a thick, viscous mucus. The core can survive roughly a month if left alone or exposed to the elements. It can survive much longer if fed, usually through a solution of sugar water. Storing a core inside liquid slime is not recommended as the core will reconstitute as a creature.

New adult slimes will resemble the slime from which their pool was made. They will constantly change to fit their surroundings and seem to possess an intelligence that exceeds that of other known animals. Many slimes will mimic a familiar sight in the environment, such as a plant or another creature. No slimes have been spotted mimicking humans, but we suspect it will only be a matter of time.

The exact behavior of particular types of slimes is beyond the scope of this article; every variant seems to have its own peculiarities and interests in how they see the world. Some seem to embody elements or other ideas, such as water and the wind itself.

At first, we thought that pools were the result of a large amount of corpses piled into a hole. Now we know that it is a sort of end of life stage for the species. It is not yet known what dictates that a slime turn into a pool, but they are never found close to one another. It is currently thought that pools are similar to a bee hive or a bird nest, and that the entire local area will be claimed as a territory of a single slime.

No active slimes have been observed to turn into pools. The only known transition was found by chance in the year 818 after a Tinker had found a particularly large slime midway through its metamorphosis. No slimes were observed in the area for 100 days before or after the pool was found. We suspect that the area had not been claimed yet, but the means of claiming a territory are not yet known.

The half-formed pool was burned 100 days after it was found. No slimes have been sighted in the area since. The only conclusion we can draw is that the area has been marked as a territory somehow. Unlike other burned pools, this area is still devoid of the creatures. More study needs to be done on this phenomenon to understand it better.

This concludes the overview on the life cycle of slimes. More information will be added as our understanding of these creatures grows.



 

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