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We are back with another look at Caliross and its development! After settling on a general idea, it was time to work on it... Or rather, to practice RPG Maker. There was a brief period of time where I had to familiarize myself with the engine and so I was building prototypes, to see how map making worked, what kind of mechanics I could and couldn't implement... I remember trying a mechanic where during combat you could be hypnotized, so you'd leave the party. I remember that swapping party members mid-fight required more work than I thought, especially as I made it a gradual system (you'd need to be hypnotized multiple times). Still, everything worked as intended. The map, characters and code lived for several years in the game, actually (although not really accessible through normal means). The map was going to be recycled for an island to the west of the continent, but I never added it in the end.

Anyway, I then finally started working on Caliross proper. Those who have been around since the first demo will remember the game didn't have a "fancy" title screen as it does now, the protagonist looked slightly different (it used the default version of one of the characters from a DLC, which actually provides the visuals for several other important NPCs, like Sonya) and there were a lot of missing QoL features (as well as some odd design choices).

I believe the weirdest thing (and an element which stuck around for actually a long time) was the hybrid movement/spellcasting system tied to the mouse. Unlike how it currently works, I wanted players to be able to move and aim spells simultaneously, so the mouse was used to aim spell (and it also allowed you to move). Long story short, it was clunky (although I think it was faster), and it took a while and a decent amount of experimentation to get to the current version. I don't think the current version is perfect, mind you, but it's very straightforward, at least, and it requires a bit more "commitment" so players are disincentivized from spamming most spells looking for interactions.

A regret I have is how I designed the "Detect Magic" spell, though: Later on I got ideas on how to improve it, like maybe making it a toggle so you could go around with it active, or at least the spell should have given you audio cues and a count of the important magical points of interest in the map, so even if you used the spell in the "wrong" spot, you'd still learn there if there was something nearby, reducing the frustration of using it blindly. The spellcasting was (and still is) the backbone for most of the gameplay in Caliross, though, so it was always there since the very beginning.

When the game first launched, it was very bare-bones, visually: I didn't really have money to throw around, and in fact part of the reason to go to Patreon was to make some money to pay for university. Things here went much better than I ever dreamed, however, and while it ended up changing my career quite a bit, the first thing it impacted was how Erica looks: with a budget, I could get her to look unique. I didn't mind the default look of the DLC character I used (in fact, the final version is still based on her), but I wanted something more unique.

I had an idea in mind and I did find a good artist (I think the final result was great), however that period was a complete mess, looking back at it: I had no idea of what I was doing, how much these things costed, and how to handle finding and contacting artists. If I remember right, the original artist stopped replying to me, and I think it was because I had too many requests for the budget (while now I did have a budget, I wasn't immediately making bank, so I was excessively stingy, I think). Well, that was my assumption at the time, at least (I don't know since... Well, she never replied to me XD).

She (I THINK it was a female artist) also didn't speak english very well (and no italian either, so I vaguely remember communication being a little awkward). Anyway, I liked the sprite and the original look, so those were the basis, and I think I added an image for how I wanted the outfit to look and asked her to reimagine the character using her style (I can't remember, but I probably used one of her works on DeviantArt to indicate what style I had in mind). I really liked her work, so I was bummed out I couldn't commission her anything else. Plus, looking for an artist before and after her was no fun (it can be so hard to even get a timely reply, at times). This however did lead me to meet Redjet, who was my first stable artist for a few years and who later introduced me to Shinsaku (and to the joys of not having linguistic barriers XD) who's working with me to this day, so there is that.

As for why I wanted Erica to look that way, part of it was the limitation I had around sprites (not every sprite looked good or unique enough to be used for the protagonist, and at the time I didn't even consider commissioning one from scratch), but generally speaking, I liked the contrast between the purple-ish hair and the green eyes. I wanted her to have nice lips as well and to be pretty without being too outlandish. I also liked the little orange-pinkish dot in the eyes of the sprite, and I even wanted to make it a "hidden trait" of all the shapeshifters in the game (although I don't think I actually edited the sprites, in the end). I guess you could say that look spoke to me.

Anyway, this post is probably too long already, so I'll cut it short for now. Next I'll pick up from here, and discuss in more detail some of the mechanics and level design decisions, and we'll move on from talking about the early days in particular, and perhaps discuss how things evolved in general, when it's relevant. See you guys soon! ^_^

Comments

Spikesagitta

Its actually pretty interesting to read some of the development history.

Kigo

enjoying these reads!

generic.hybridity

Really cool information. As a long time backer I forget how things used to be. Do you keep old versions around at all? Working with contractors must be difficult.

mdqp

I deleted most of the releases, but I did keep a copy of the first public release and some other "random" updates here and there. I should go about deleting the most recent ones, now that the game is effectively finished and I don't have to worry about updates breaking and needing a previous version as an emergency backup. At the end of the day, it depends a lot on the person: some can be outrageously expensive, others might not like giving updates, some have busy schedules... And of course, at least some are nutjobs. XD But usually the big problem is just finding someone that meets most of your criteria all at once: budget, style and schedule are usually the big things, but there can be other aspects (like, if you don't communicate well with each other, it can be a deal breaker).

Dyamonde

The Game "Witch Hunter Izana" by Bottled Starlight, another Patreon Creator i support, actually features such a mechanic of being hypnotised in battle and switching sides, including the multiple thing. Though it's multi-stage transformation instead of just hypnosis. It's basically a debuff that stacks to 5 at which point the party member switches sides. If you then attack and defeat them they come back to your side. If the entire party is hypnotised, it's game over.

mdqp

Yeah, I was toying with a similar idea, effectively. It never materialized because I felt it didn't quite fit with various decisions I made (for example, having only Erica + a summon in the party, which means one hypnotized character destroys your ability to fight) and ultimately I don't like status effects and similar mechanics that completely rob a player of agency during combat (at that point you either need counterplay to dispel the hypnosis or it turns into pure RNG or a time limit, depending on how things are designed).

Dyamonde

yeah, good decision. worked out nicely in the end. In Witch Hunter Izana it works because you always have a 3 man party. So as you say, without a party like in caliross, it wouldn't be feasible.

PickerPatron

Interesting beginnings 😄👍: 1. As you know, I only started playing recently. After learning some tricks doing the tutorial, I decided to try out the "Detect Magic" spell when I entered Erica's new house. Much to my surprise, I found a magic book hidden on the entryway shelf right away, that blew my mind 😱! Now I want to spam the same spell every 20 steps on every screen 🤣, but since I'm not a sorceress, I don't have infinite mana. I miss my little sorceress from Diablo 2, where thanks to a certain build, my mana never ran out and I could use the spells without limits 😎. 2. Do you have any concept art or a link to an old post featuring the work of the first artist you liked so much, who unfortunately stopped replying to you? From what I've read here, her work was so good that nothing that came after could match it, not even the art used in the final version of the game. I'm curious to see an example.

mdqp

Yeah, I wanted the spell to give players some cool things to find, to encourage exploration, I just feel I should have been thinking about how it affects the flow a bit more. You can still see the art in the game, it's the bust I use for the protagonist (the default dress, the naked version, several of the expressions and so on). I don't think that the art from Redjet or Shinkun is bad, it's just that the first artist really nailed the vision I had for Erica when I started.

PickerPatron

At least the magic detector's effect seems to cover the entire visible screen, so you can plan your movements well and avoid running out of mana so quickly 🫠.