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The Dragon of Lysalkan
GENRE: Adventure
ROLE: Solo creator
ENGINE: RPG Maker XP
YEAR: TBD - Estimated 2026
KEY SKILLS USED:
Narrative design:
This is an extremely story-heavy game, and I didn't know just how much I was punching above my weight when I started development. I don't consider myself to be a writer, but I ended up writing documents with over 26,000 words just for in-game dialogue... and then had to do all the hard work of actually implementing it all in-game.
Scripting/Technical Design:
RPG Maker XP primarily uses a system called "events" for its scripting, rather than relying on traditional code due to the "beginner-friendly" nature. This system is a bit of a mess when trying to do anything more complicated than a classic style RPG, so it often felt like I was fighting the engine's limitations. Thankfully, it's possible to use the Ruby programming language to alter the underlying logic, so I used many community-made Ruby scripts which I modified to suit my needs.
As development progressed I got more comfortable with using Ruby, so I was able to start ditching the community scripts in favour of my own work.
2D Art:
I already had some skills in pixel art when I started work on this, but this project really helped me develop them further. There were about 3 different times where I reworked the game's art style, as the newer elements would inevitably start clashing with the older ones.
SUPPLEMENTAL SKILLS:
- Sound design and sound implementation
This is a passion project of sorts, that I've been working on entirely within my free time. I chose RPG Maker XP as a way to creatively constrain myself, as I believed working within the limitations of the 20 year old engine would lead allow me to sharpen my design skills for larger projects.
It's a project that's deeply tied with my interests, pulling inspiration from retro sci-fi, Cornish folklore, and old-school adventure games, though delving too deeply into the story and world would ruin half of the intrigue!
It's still in development! Work continues at an irregular pace, whenever I have free time to dedicate to it.

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Design example - Spaceport from blockout to final
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