top of page

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.

cover-sized-alt.gif
Design example - Spaceport from blockout to final
Originally, I designed levels with a very different gameplay style in mind. I planned a sort of pseudo stealth-investigation mechanic where the player would need to evade guards. As such, the spaceport was blocked out much bigger to give this mechanic plenty of space.
blockout_1.png

INITIAL BLOCKOUT

bottom of page