October’s Project: Miracle Springs 

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So, after some debate, I decided to go with a Harvest Moon-like idea for my next project. Working title: Miracle Springs.

Out of the games I remember best in my young childhood, the top three would be Pokémon Yellow, The Legend of Zelda: Oracle of Ages, and Harvest Moon 3. We’ve already established that RPGs are too complicated for me right now, and CaveBlade was obviously my stab at a 2D Zelda knockoff. So, Harvest Moon was the obvious answer.

I got to reuse a lot from CaveBlade, but this is going to be a real test of my skills. Miracle Springs entails inventory systems and menus, as well as passing time. If I turn out to have lots of time, I may end up making a dialogue system for this, but we’ll see. Like I said, there’s a lot to do.

And it’s only partly going well. After getting rid of things like enemies and such, I gave the player the ability to plow the land and plant seeds, and I got time to pass so the plants would grow up over time. I’m… still working on the inventory system. I thought I could get it to work with some good thinking, but everything has gone catastrophically wrong. Because of that, there’s not going to be a build of the game just yet. (Even if it did work, it wouldn’t really be fun yet anyway.)

With everything going on, I probably won’t have as much time to work on it, either. That means that it might be all I can do to figure out basic menu systems this month. And you know what? That’s okay. These projects exist so I can learn and get some practice with the concepts behind them. The one-month time limit is so I don’t waste too much time trying to make each game “perfect.” But because of that, Miracle Springs might not get a lot of features. We’ll see how it goes.

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