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When Terajuma was first made, there wasn't much structure/rhyme or reason for why things were happening. I just made things up as things were going, and that really shows. For years I've tried to keep true to the original build, but I feel like this has caused more harm to the game than anything else. 

Poor pacing, writing, and presentation had held this arc back for several years. That's why I made the decision to do some drastic changes to Terajuma Island. This was something I had originally wanted to do during v13, but that version was becoming way too much for me to handle and I had to push things back. This is also why Ana's quest wasn't in the base v13 as planned.

These past few weeks I've been prepping and mapping everything I need for chapter 6. Here's a small preview of the jungle + Kakori Village

One thing I feel like I lost some way through the process of making this game is world building through the maps. I want each town to feel alive. I want the island to feel like an actual functioning society. I've done this through adding timed NPCs, tons of overworlds to interact with, and more! This was a major focus when mapping Terajuma this time around, however I do have other goals in mind.

So what are they?
-Better story pacing/flow
-Better character interactions
-Better quests.

I want to go into the quests part a little more, but I'll leave that for the next cycle.

But that's all I wanted to talk about this week! Next week there WILL be another post. Wow, three weeks in a row? Unheard of... However, in that post, I'll be talking about quests... And I'll also be revealing concept are for a new Aevian form! Safe to say you don't wanna miss next week's post.

Thank you guys for supporting me, and I hope you have a wonderful week!



Comments

Christoph Plakolm

i loved terajuma island but now that you mention it, it did not feel 'alive', like most of the other cities do. keep it up!