Salutations.

Within this log comes forth the most eye-gouging and horrific sight a nerd has ever seen. Masked under pleasing aesthetics lies a true trapdoor, a vortex of amazing gravity, pulling in any unsuspecting sap who hungrily took the bait. You, the reader, may ask the relevance of this harrowing black hole, yet I refute that its relevance is prevalent, as this blog itself is such a void.

In all seriousness, this is the Development Blog for Acadec Saga, an RPG that our Academic Decathlon team is creating (Or rather, a sub-group of it). Please visit here often to check up on updates and progress within the game itself.

Monday, October 25, 2010

Interface Mock-up

I was working on a mock-up for the overworld interface. It shall be point-and-click. All dungeon scenes shall be field view (With the character sprites), but for the school overworld and all, this interface will work.

Now, this is a mock-up I've quickly done on Photoshop. This will obviously not be the final product, but you'll probably see something similar to this in layout and structure.

Any feedback? Feel free to leave a comment.


  1. That's Lloyd Irving from Tales of Symphonia. Just a dummy to see how character graphics are displayed within a map.
  2. These small heads denote party members present. One feature will allow you to converse with them for any reason whatsoever.
  3. This will tell you the current location you're at. "Hidden Passageway" is just another way of saying, "Debug", "Test", or "Lorem Ipsum".
  4. This is the map for the game. Like in the Legend of Zelda, there'll be an icon telling you where you are on this map. It's horribly resized, but this is the best I have for now. Perhaps if I have a map of Central West I can rework it.
  5. This will be the Menu Icons where you can access many commands. The commands aren't there yet, but if you want to know what they are, just contact me. You'll find out in due time anyway.




The selected track for this specific blog entry is “Michiru Yamane - Dracula's Castle”. While indeed a fitting piece for Halloween (Considering it's all Castlevania based), it's also an epic start song. It is from the game Castlevania: Symphony of the Night, a fine piece of work from Konami.

Progress seems submerged within…
Optimism.
Cynical Thoughts.
On Hiatus.
None of the Above.

Friday, October 22, 2010

My Initial Contents

With this begins an opening post for this development blog. I don't know what content I'll put in here, or even how often I'll update. However, I'll try my best.

To start off, I should probably present everyone with what work I have currently done so far.

The only concrete item done within the game would have to be the basic questions system in-battle. The player selects a skill, and for that skill to fully work to its success, a question must be answered successfully in seven seconds. This system will take care of all this.

I have attached a picture of the system (Or the introductory event for it...) Click on it to view the full size.


Some things to do...
  • Organize map graphics.
  • Create an overworld interface.
  • Draw graphics. (This one is painstakingly difficult or scary)
  • Insert a few questions in. I have already tested the system with a debug question, so there isn't any need to worry of whether the system itself will fail or not.




The selected track for this specific blog entry is “Shoji Meguro - Aria of the Soul”. A relaxing, gentile piece from the Persona franchise. It's rare to see opera in a video game, so something of this nature is a treat. The melody is indeed epic, and I just decided to listen to this to assist in getting this post together, not to mention it being a last minute choice for this section.

Progress seems submerged within…
Optimism.
Cynical Thoughts.
On Hiatus.
None of the Above.