Arrow keys to switch slides Descriptions: 1. Isle of Dolor title slide! 2. Isometric views of Ross, the playable character 3. All of the people sprites I've made for Isle of Dolor so far 4. Screenshot of the isometric rendering engine in use 5. Screenshot of the cutscene view 6. Screenshot of the zone data compiler 7. The six deities of the colonists stranded on the Isle of Dolor 8. Low-res screenshot of the .txt file I'm using to encode dialouge structure 9. Screenshot of the dialogue engine in use (the final game will have a text engine rather than list displays) 10. Another low-res screenshot, this time showing some of the coding 11. Ross looking fabulous after washing up on uncharted shores 12. And, of course, he has amnesia. 13. A sliding block puzzle in-game. You can actually play this puzzle in the Comorant 6 Engine demo! https://scratch.mit.edu/projects/115459151/ 14. The route to the Isle of Dolor 15. A first try at more detailed isometric scenery 16. A monster attacks! 17. ORM title slide 18. Rotanev, Gienah, Vycanis, Achernar, and Hadar-class ships, to scale. 19. Girtab-class internals 20. Spica-class shuttle internals 21. Mintaka-class scout equipped as a planetary surveyor 22. Avior-class ship equipped as a short-range interceptor 23. Mizar-class ship equipped as a military landing craft 24. Tengshesan-class ship equipped as a system defense craft 25. Polaris-class prospector 26. Pollux-class science ship 27. Aldebaran-class corvette 28. Procyon-class explorer 29. Capella-class deep space explorer 30. Albireo-class anitpiracy ship 31. Starmap testing 32. Jhe defense craft interior 33. Moaren scout 34. Churel bomber 35. Jhe defense craft exterior 36. Six alien craft with a Gienah and Tengshesan for scale 27. The six alien species: Jhe in the center, and clockwise from bottom: Guvaid, Moaren, Dureosh, Memek, and Churel. 28. A Girtab leaving a Hadar's shuttlebay 29. Girtab flying past Tengshesan and Polaris 30. I have a very long list of possible ship names... 31. Other projects title slide! 32. For a short story I wrote... it's kind of weird. 33. A random plot generator 34. Three characters from a NaNoWriMo project 35. The beginnings of some complex arithmetic blocks
Music is "Danny Boy" arranged and performed by me on piano, as well as a mashup of 6 pop songs redone as waltzes, composed and performed by me on piano. List of waltzified songs: You Belong with Me by Taylor Swift, Hot and Cold by Katy Perry, You Don't Know You're Beautiful by One Direction, Get Lucky by Daft Punk, Livin' on a Prayer by Bon Jovi, and Party in the USA by Miley Cyrus. I've been putting a considerable amount of time into making art assets for Isle of Dolor and another project in my pipeline, a space sim called ORM. I've also gotten a lot of Dolor's systems working, though at the moment I'm reevaluating how the game is organized based on the most recent direction I've taken with designing puzzles. Since a lot of these puzzles have little or no margin of error when it comes to making mistakes, a player would likely need to be able to restart the entire puzzle. This lends itself more to a level-by-level approach to the gameplay rather than an open-world setup as originally planned. I want the game to have exploration elements as well as a lot of puzzles, dialogue, and combat, so right now I'm tooling around with the idea of having an exploration-based "overworld" with zones connected by puzzle levels which, once completed, allow easy access between zones. That way you can restart within one of the puzzle sections between zones. This will keep things more self-contained and easier to work with. The good news is that art and the script are going smoothly, and the dialogue engine is perfectly functional! So I think I'm on schedule to get Isle of Dolor out this summer. As for ORM, not much work has gone into it other than artwork, a basic movement system, and a snap-to-grid system for placing modules in the ship interiors. I was doodling a lot of spaceships for stress relief in the margins of my notes during school this year, and turned a lot of the drawings into vector sprites. In ORM, you'll start out with a tiny Girtab-class shuttle, with room only for a cockpit and engine, and work your way up to command bigger and bigger ships (with up to 3 separate decks) through science missions, trading with alien civilizations, and protecting the galaxy from pirates. Each ship has a certain amount of interior space that can be equipped with different modules providing propulsion, extra power, cargo space, passenger capacity, scientific instruments, weapons, shields, and much, much more. Theoretically ORM will have some multiplayer elements so you can help other Scratchers out on missions and see how they've chosen to equip their ships. It's a little bit FTL, a little bit Sim City, and a little bit Star Trek: Online in a 2D package. There's also a list of over a thousand names you can choose for your ship, ranging from stars to moons to constellations to rivers to cities to famous scientists. The "Other Projects" section highlights a few of my smaller projects. Flushing Bethesda is a short story I wrote and am trying to get published over the summer. I drew some cover art of the titular dead fish using Scratch's vector editor. The Plot-o-Matic was a silly project for generating writing prompts or general synopses for stories. Next are concept drawings I made of three characters in a project I did for National Novel Writing Month titled "Storm Tide". I didn't finish the story, but it's one I want to come back to and polish up because I think it has some of the best characters and plot I've ever come up with. The last slide shows some custom blocks I was working on to do arithmetic with complex numbers (sum of real and imaginary numbers).