For the last few days, I was battling one of the central issues in any raising simulation game: The Calendar. The flow of in-game time has always been one of the most fascinating topics in game design for me. Unlike many other types of simulation games, raising sims tend to have a rather realistic flow of time with a fixed end. There are exceptions to this rule, such as Wonder Project J, but most raising sims present the player with a protege to raise from childhood to adulthood or at least from some less sophisticated state to a more mature one and end at an arbitrary point in time – when the protagonist reaches “maturity”. Consequently, the flow of time tends to be presented rather realisticly – no imaginary seasons with 30 days each like in Harvest Moon or years and decades flying by with nothing much changing in the outside world like in some early business sims.
An interesting problem presents itself if the player is alowed to select their character’s birthday – in a raising sim that ends after a certain number of (character) years, Like Princess Maker 2, the selection of birthday affects the amount of “preparation time” the player has before the first calendar event / festival so some dates are more desirable than others. In a raising sim set in a modern environment, like Happy Memories: Azalea Town, the game’s beginning and end are tied to school year, not calendar year or “character year” (from one birthday to another) so the player’s choice of birthday only affects the character’s age for each school year and what birthday celebrations will actually be seen ingame.
There are basically three layers of “time” in a modern-school-setting raising simulation game:
- school year
- calendar year
- story timeline (some events are independant of both school and calendar years and occure when certain conditions are met)

raising-sim-flow-of-timeFor the last few days, I have been battling one of the central issues in any raising simulation game: The Calendar. The flow of in-game time has always been one of the most fascinating topics in game design for me. Unlike many other types of simulation games, raising sims tend to have a rather realistic flow of time with a fixed end. There are exceptions to this rule, such as Wonder Project J, but most raising sims present the player with a protege to raise from childhood to adulthood or at least from some less sophisticated state to a more mature one and end at an arbitrary point in time – when the protagonist reaches “maturity”. Read the rest of this entry »

IG Maker presents data in an easy to understand way

Making games through a visual interface.

Disclaimer: this is not a review, but an attempt of documenting an artist’s (with some rudimentary programming knowledge) experience with IG Maker. In a nutshell: First impressions are very positive and IG Maker functions in a way that is very close to somebody who can think visually – but there are also a few niggles that somewhat downgrade the experience.

Background

Enterbrain have a long history of making game makers across platforms from PC to Playstation: among others, engines for fighter / brawler games, dating sim makers and, probably their most popular product in the West, RPG Maker XP and RPG Maker VX. The main appeal of these makers is supposed to be their magic way of allowing basically everyone to make games, not just programmers. Judging by the amount of games made with Enterbrain’s engines, it certainly seems to work. The role of these makers can best be compared to digital cameras in the media of photography. Read the rest of this entry »

We'll be seing more of Miles Edgeworth.

We'll be seeing more of Miles Edgeworth.

Capcom has made an Ace Attorney Investigations: Miles Edgeworth demo available to play online in English! In this demo, you get to examine Edgeworth’s office with the new point-and-click interface,  and test the new “Logic” system, one of the series’ biggest new features. Obviously, the demo contains spoilers, but I  played it anyway since the first case in each Ace Attorney game is usually more of a tutorial than a real full-blown “case”. It certainly looks promising!

You can play it online  here:

Read the rest of this entry »

It’s always interesting to see what can be done by different people using the same tools – holds true especially in the case of IG Maker because the software is still relatively new. Unfortunately, at the time of writing no finished games done in IG Maker were published  outside of Japan yet.

Enterbrain, the company behind  IG Maker, have been producing game engines – such hits as RPG Maker 2000 and RPG Maker XP (which were used in production of many commercially successful “indie” RPGs) – for a long time. And it shows – IG Maker is well organized and fascinatingly flexible!

To complement the tutorials for IG Maker that might be found elsewhere on Nekoworld (at the moment of writing: “How to put player character on screen” part 1 and part 2), we are making an experimental game that will follow soon after the series (or what could become the first part of a series) of tutorials is finished!
At the moment it looks like this (please ignore the main character, it’s just a placeholder):

Robot Farewell, an original IG Maker game by Nekomura Games

Read the rest of this entry »