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  1. Welcome to the Computerized Comics Convention, aka "C3". What is C3? C3 is, as noted above, a computerized comics convention. It takes it's inspiration Electronic Entertainment Expo, aka "E3". C3 generally focuses on BZPower comics and movies, such as the ones from the Artwork III Forum, however, video games from the Fan Created Games can also be exhibited. What can we do? You can show off your latest work, tease your fans with spoilers and previews, show animation tests or video clips to wow an audience, provide demos and gameplay trailers from your next game, give a glimpse of what you have in store for your next saga, and introduce new viewers to your work. How does it work? First, you will create an exhibit telling about your comics/game/movie and provide some screenshots or videos. From there, you can do whatever. Be creative and do something unexpected, or just drop a bomb by releasing something that people have been waiting for years. The sky is the limit. When and where will it be held? It will be held from Tuesday, July 20th, to Thursday, July 22nd in Kahinuva's blog. What is the schedule? So far, the schedule calls for both a morning and a night showing for each day. Each showing will have six exhibits in them: three Major Exhibits and three Minor Exhibits. This will amount to six exhibits a day, or eighteen exhibits total. Please keep in mind that may change considering the amount of reservations received. What is the difference between a "Major" and a "Minor" exhibit? The difference lies between the amount of content you can put into an article: Minor Exhibits can have only one image (up to500x500 in size) and up to 90 words. However, Major exhibits must have over 100 words, but they can have three images (up to 800x800 in size). When do I send in my entry? First, you can reserve a Major or Minor spot by PMing Kahinuva (Note: your exhibit does not need to be completed at the time of reservation). Then, you complete your exhibit and send it to Kahinuva via the link above. We would like to have all Major Exhibits in by the Friday, July 16th and Minor ones by Sunday, July 18th. Why is the name "Computerized Comics Convention" when you can also submit games and movies? We first came up with C3 with comics being the only kind you could submit, but expanded it. However, we were at loss for a better name/acronym. If you can think of a better one, please do tell.
  2. It's nice to use this blog again. It's been a while since I've used it, and I should probably re-premier if I wasn't so strapped for cash at the moment. Congrats BZP on lasting 9 years, and thanks for letting me use my blog for the week! I haven't been doing too much in the Bionicle world because I've been busy arranging other LEGO things and very busy with life. I'd like to do something else for Brickfair next month (other than the MOC I sent), in the form of art/animation that could be downloaded and printed/displayed. Any suggestions?
  3. This is the last entry in the Project Terra Updates under that name, since the game is now in testing, and should have its own topic by the end of next month, I'm hoping before Brickworld. Now, there is still stuff to do for the game yet, since some non-critical items were withheld from the first round of testing in order to keep things going on schedule. I'll be getting to those within the week, if my new schedule pulls through. Then, I'll be sending the game off to Neya for the second round of testing (with all of the material in the Demo). After that, it's just a matter of making the topic. Now, for the next round of teasers: Here's images of the Overworld tiles for two of the first three towns (the second and third, to be exact). Note the sheer size of the city (relative to the town). I'll be making a unique overworld tile for each town and standalone dungeon in the game, and many (most) of them will be at least two or three charset-tiles across. Some, like the city here, will be simply huge. Also, here's a screenshot inside the second town, Za-koro: That mask on a stick in the corner is actually a save point. This second town, in case you hadn't guessed by now, is located on the eastern half of a rather familiar place in the Matoran Universe: Zakaz. It isn't quite the Zakaz you remember, though. There are still plenty of Skakdi roaming around, but there's been a bit of a truce made since the Matoran began migrating there. Still, the quality of life isn't much better than it was in the olden days... And, as a bonus, here's a profile of one particular Skakdi who resides (part-time) in this town: Varr: Varr has only ever known the world from the vantage of port towns and the deck of his ship, the Takea. He claims to know all the wisdom the world has cast to the seas, but maintains the front of a war-hardened Skakdi when on shore. Unlike his fellow Zakaz-dwellers, he maintains a strong, impenetrable moral core that he claims weighs so heavily on him that it makes the Takea tilt when he walks around on deck. It's only a matter of time now... EDIT: There have been a couple of setbacks, so it'll probably not get released before Brickworld, but the Demo should definitely be out by the end of June. EDIT 2:Well, I should probably note that the setbacks I mentioned earlier are that my non-BZP tester has mysteriously disappeared... I've still managed to get the stuff I need to done with this, and only 3 things remain (on my list) for it to be released to the Beta Testing (for real this time): 2 of them are graphics, and the third is to go through the files and remove any spoiler content so the game isn't completely ruined. Hopefully, I'll have it in a fully test-ready state by the end of the weekend. EDIT 3: I just tested out the last major graphic to be added to the Demo, and realized that I forgot to program the last cutscene, so apparently I have a bit more work left before I can send the game off to the second round of testing. By the way, Neya, if you're reading this, that means you'll be getting the link to the tester's package soon--very soon. EDIT 4: Testing is taking longer than anticipated, but the Demo will be released soon. I've already started working on Demo 2, by the way, so the Demo 1 release delay won't affect the rest of the game.
  4. Project Terra Update #11 As far as progress goes, the third dungeon is fully mapped, and all of the puzzle/item finding elements have been added in. There's still a bit of story programming left to do, and a charset to be made for the dungeon's boss, but there isn't much left after that before the game can go into testing. I have to admit that the dungeons, with the exception of the second one, are going to be very same-y in the Demo, but given the locations I've chosen, there wasn't much room for a drastic variation. At least with the last cliff-looking one, you'll get a real sense that you're in a different sort of place, especially by the time you approach the end. Also, as I said in the Piraka Mania topic, there isn't going to be much emphasis on puzzles in Project Terra. There will be a couple of rudimentary puzzles in the Demo, but nothing terribly complex: you'll have to be dealing with enemies the entire time, so brainwork will be kept to a minimum. Besides, you don't see very many opportunities for block-pushing or switch-pressing when you're climbing mountains or wading through sewers (not that I haven't tried that, but this game's supposed to be more serious, so random things like that are a bit out of the question). Now, on to the screenshots (like I promised)! Dungeon #2: The Sewer System Dungeon #3: The Mountain If you're wondering what dungeon #1's big fancy title is, it's The Cliffs. It's not really that big (or spectacular) a dungeon. Also, as I said earlier (somewhere), the main reason I even include it as a dungeon is because it has a boss at the end. And... I just spotted a graphical flaw in the second screenshot... fixing... Seeing as you've seen two screenshots already, I think another character bio would be overkill at this point, so… that's it for this update. For the next update, I'll try to wait until the stuff for the alpha-beta (as Neya put it) is done and sent out. I also think I'll reveal some more substantial information, like the location of the first island in the Demo, and maybe a screenshot of the second town. We'll see. EDIT: It turns out there was a bit more left to do than I initially thought, mostly in little graphical bits that were too small and isolated to make their way onto the official checklist (like a Matoran sprite that needs an injured leg and a boss charset that I'm not too happy with). Still, the Demo should be done and sent out to the alpha-beta testing sometime this week, and the Demo (and topic) will be released sometime before Brickworld. EDIT 2: I may just add in a screenshot of a sprite for the city region (namely the overworld sprite for it). It's looking really good, and will help give a sense of scale for the game, since I may as well include the graphic for the second town for comparison.
  5. All right, it's been WAY too long since I've posted an update here, which is both good and bad. The good news is that the battle system I've been talking about is programmed, and most of the stuff left to do is in those two dungeons I haven't yet gotten around to. The bad news is that progress has been slower than I'd like, because of schoolwork escalating and the remarkably addictive phenomenon known as Pokemon Soul Silver… so I guess I'll say I've switched from "Development" to "Research" modes, which is a bit fitting in this case, since I have a rather pokemon-esque element chart printed out for use in making this game… and no, it's not a Pokemon clone. Now, as for the Demo's release date… I'm not entirely sure at this point, but it is coming, and sometime hopefully within the next couple of months. School 's only going to get more intense for the next few weeks, but once June hits, I'll have a lot more free time. I may send a Beta of the Demo out to BZPers, but we'll see how things go between now and then. In light of the delay, I won't release another character profile until next time. I will, however, say one thing that is perhaps more revealing: The status screen is to the game as Buffalo were to Native Americans: Nothing will go unused.
  6. Well, here's big news: The second dungeon, which I will now reveal was a Sewer dungeon for a large city (and, if anyone remembers Taluka Book 2, is far, far superior to that dungeon in just about every way), is sprited, mapped, programmed and populated; in short, the dungeon is DONE. There's another huge step toward releasing the demo completed. As far as content goes, I've got the rest of the Demo all basically planned out, and should have the game in the first round of Beta testing by the end of the month, likely sooner. So what exactly is left? Here's a basic list: -Dungeon #3 -Battle Backgrounds -Some minor stuff to fill in (huts I haven't mapped or coded yet for the second town, mostly) -Musical touch-up (not much left here, though one dungeon theme is still way too quiet and the mandolin in the title theme is too high-pitched) -A couple of sprites, including the Save Point graphic and the overworld sprite for the city (I have it sketched already, and may have a scan of that uploaded soon). -Programming the Dojo in the second town. That's most of what's left. So what's this about a Dojo? Why is there a Mandolin in the title theme? Why is there a city and why are you going into the sewers? I'm not going to say much more yet, except that the Dojo is a place you will want to visit both now and later, and that you should be sure to go in and learn a thing or two before heading off to the second island. And now, for the obligatory teaser. I was originally going to post the bio for the third playable character, but it spoils too much (namely the name of the city, and by logical extension the identity of the second island--yes, it is a familiar place from the Matoran Universe, and the third dungeon even more so). This time, it's an NPC, but an important one for the story, especially the Demo. Turaga Kohlni (Coal-nee): One of only two remaining Turaga, Kohlni has taken up residence in the village of Cho-koro. He is wise from his travels, and willing to share whatever knowledge he has to whomever it may benefit. He speaks little of his experiences directly, but many believe he was part of the final ousting of the Banished Ones. And I've fulfilled the purpose of a teaser: to answer one question (that you likely didn't ask in the first place), and raise more questions in the process. Until next time, I'll be gamemaking... ooh... 8:00. Time to evolve that Eevee... Update: It's 11:00, and wow... The third dungeon's looking amazing. It's only a small part of the overall dungeon, but the first map actually just impressed me. It's not even done yet, either... there's hundreds of tiles worth of detail and the entire outer edge regions left to map, but... I wish I could show you, but that'll have to wait. Once it gets all its details and features, then... then it'll be awesome. Update 2: Well, it's tomorrow now, and I've decided two things: 1. Forget the mandolin (turns out it was a Dulcimer anyway), and 2.I'll be posting a new screenshot of the second, and possibly third, dungeon with the next full update.
  7. This isn't going to be as long an update, but it's still significant: The chipset for the second dungeon, the biggest thing that's impeding progress right now, is about halfway done. There was a minor setback when I realized that the new tiles for the "walls" facing the screen were a full tile too short. I'll have to re-sprite those (these new tiles are unlike anything I've done before, and the results should make this a very interesting dungeon indeed), but that shouldn't take too long. For now, though, I've got a double dose of teasers for you. First, it's a screenshot of the not-quite-a-dungeon on the second island: Second, it's another character bio, this time from the other character in the elevator: Raika (Ray-kuh): Arikan's best friend and, by his own account, bodyguard, he never ceases to be amazed at his friend's personality. Having lost his home and former life to a volcanic eruption, he stays in his Cho-koro almost exclusively to keep Arikan in line. Whenever his fellow villagers ask him of his past, he shrugs them off, claiming that the present is all that matters. On a side note, I have the two remaining dungeons planned out and ready to be made. The biggest thing keeping me from doing them is that tileset, because the dungeons make more use of the storyline variable than anything I've previously done, and I don't want to go ahead and do anything more until I make sure I know what value that variable will be by the end of the dungeon. It's just a debugging thing, but it's significant. Random Update (5/4): Well, the chipset's now mostly done, and the basic rooms and structure of the second dungeon are mapped. The game is now continuously playable up until the point where you're supposed to meet the second boss. Also, as a random aside, I think I'll begin to divulge the true title of this mysterious project, but not all at once: You'll get the first word in the next update And no, it's not "The" or "Piraka," but I think you could've guessed that by now. EDIT 3: Never mind. I'll just keep the title a secret (for those who hadn't seen it in the screenshot) until release. EDIT: WHOA! Speaking of titles... turns out the screenshot had it in the window frame... Deleted for now... EDIT 2: And just like that, it's restored... here's hoping nobody noticed that...
  8. It's been months since I posted an entry, and I'm sorry for such a delay. I've been at deviantART, and I've kind of forgotten about this place. It's such I shame, I did pay for this thing. I'd just like you to know that I'm back. After so long, I might as well have some news. In comic making industry, I will (hopefully) begin writing the script for my upcoming comic series, Comic Archive. I plan on there being thirteen comics for each season (if it can last for one), or maybe more if the season finallies can't be in two or three comics. You maybe be thinking, "Wow only thirteen comics per season? Looks like the series is going to go by fast!". I know most comic topics have twice if not three times as more comics per season than 13. But here's the thing: My comics will have pages, like real comics do. That's right, pages. This makes the comic longer, hopefully more enjoyable, and easier to read if you are busy. Not all comics will have the same pages though. Some might be three to five, while others could be twenty to twenty-five. But seeing as this is shifting into production, I might as well start talking about it. Production will start after the scripts are completed, which I hope to begin in the end of my school year/early summer. Like I said before, they will be pages rather than just one page for a comic. I guess production has started, but only the main character sprites are made, so nothing much. If you wish to contribute to the production, then your help is always welcomed. Just send me a PM on BZPower or a note on deviantART and we shall discuss things further. I hope that you enjoyed the announcement and forgive me for my long absence on my BZPower blog.
  9. Well, work on the game has slowed lately, but there is still progress being made. The exteriors of the two remaining towns are mapped, and the game is theoretically playable from the start to the time you reach the second town continuously. I need to program the story elements for the second town and make a ship (which will likely end up a placeholder until I can make/find a more fitting graphic, since it's really not supposed to be a ye olde pirate ship, which is what's currently available). The lower half of the largest town is still fairly barren, with only two buildings and some basic elements that mark where important events are to take place. For the underbelly of an enormous city, that's really not quite enough As far as graphics go, I still haven't made that one dungeon chipset, or that enemy skill animation. There's a little more I'd like to get done this week as far as the game goes, but I'm not entirely sure I'll be able to finish before then. Oh, and I know this is April Fool's day and all, but this is just a normal status update. If it did have something to do with the day, you would probably see a download link somewhere in this post. Also, I think I'll hold back on the teasers, since anyone reading this won't believe them anyhow.
  10. Well, there's good news: I've programmed that battle system to the exact level I wanted to for the Demo, which means it's fully operational as long as nobody levels up past Level 16. Beyond there, the programming's incomplete, but you shouldn't need to go past there, especially considering one character in the Demo can't go past level 10. That said, work on the battle system really isn't done, since I'll be testing and balancing everything out over the next few weeks. Right now, I'm tweaking the first "scene" of Act I, since it was a bit too hard to finish, which isn't good, considering you need to get through that before the game's story ever really begins. But like I said, I'll be fixing that as I go along. Also, for the first Demo, I won't be hiring any Beta Testers from BZP. I've got a friend around here who's seen the game as a work-in-progress and wants to test it, so I don't think it'll be entirely necessary at this point. Besides, it would ruin the surprise when it's eventually released. However, at this point, "eventually" is looking like it'll be sooner than I expected. There's still a lot to do, so it'll be most likely sometime in April, but most of what's left is split between mapping and graphics, with the latter category being quickly eroded. Right now the biggest hurdles are the battle backgrounds and the chipset for a Sewer System area. There's also the chipset for the second village, but I think I'll downsize my ambitions for that one, since recoloring those Bonesiii huts is a real pain with all the different colors used. Now, since I'm getting to the point where it'll only be 2 or 3 more updates before the Demo's done, it's time to start some more definite teasers. First up, here's a profile for one of the two characters you've been seeing in those screenshots from earlier (the pronunciation guide will help for other characters): Arikan (AH-rih-kahn): A bright, optimistic explorer from the fishing village of Cho-koro, he has always wanted to leave his humble roots behind him. His fellow Matoran usually go along with whatever ideas he has, within reason, and keep an eye on him when he's around town. At times, his enthusiasm and naiveté get him into trouble, but he knows that someone is usually there to help him. Now, back to gamemaking!
  11. Well, this was a bit later than I expected, but I've made some good progress lately. In short, with the exception of one weapon that won't even appear until much later in the game, the battle graphics for the heroes are DONE! – for the Demo, at least. I've also gotten all of the enemy graphics done, with some minor revisions necessary to make the quality more consistent. In that department, that only leaves the backgrounds and some battle animations. That said, I still have yet to really delve into the battle system enhancements, and I'll have to program them completely for all of the available characters before the Demo is released. The good news on that front is that one of the characters has this enhancement locked, so there only needs to be that one version programmed. After all that, the only thing remaining is to make the chipsets and map the towns and dungeons (and ship—there will be a ship) and add the necessary map events. Since it might be a while before my next update (I hope to have that battle system programmed before next time), here's another screenshot, by coincidence showing the one enemy graphic that needs to be redone. And yes, I know it's the same background from Piraka Mania. I'll address that when the topic opens. Actually, I'm already working on that battle system, and while I'm on it, I may as well say that, while reading around on the forum, I discovered that the system is being worked on by other RPGmakers here independently of my own efforts, and it seems we may even use similar methods to solve the problems with the system. In any case, it's looking like the programming aspect of it will take less time than I thought, even though I've revamped my original plan for the specifics of it—it was all in the stats, though, so revamping wasn't that hard.
  12. This is an unexpected turn of events: things are getting done, at a very good pace no less! Anyway, the battle charsets for the first two playable characters (the ones in the screenshot from earlier) are done, quite a bit sooner than I anticipated, and I even finished an entire SET of weapon graphics, so all the disk-based weapons are essentially done for the rest of the game. That means that as far as battle charsets and weapons go, I'm halfway done for the content of the Demo!--Wait, I just remembered that some status ailments need custom graphics... those won't be in the Demo, though, so it's not really an issue right now. As for everything else, the enemy graphics are done, and the enemies for the second region need to be programmed. The mapping, which I'm waiting until later to do, is still very much incomplete, especially for that second region (though the elevator in the screenshot is done and works perfectly). The biggest thing standing in the way of that part is that I need to make one chipset from scratch and modify at least four others, a part of the process I'm not looking forward to, in all honesty. It'll be worth it, though. The world presented in this game is going to be... just epic. I'm not sure I can quite describe what I have in store yet. All I can say right now is that the later parts of the game will completely blow away anything I've done before on BZPower. On a mechanical note, The first battle system just got a hitch, but I think it can work to my advantage, because while it means I have to program each character's attributes for this system separately, it allows for some continuity. I can't explain right now, but you'll get it once you see the game yourselves. By the way, I'm really hoping for a March/April release date for the first Demo. It might have to get pushed back until May, but I'm really hoping for sooner than later, but there's too many factors at play right now to accurately say when it'll get finished.
  13. Well, it's been entirely too long since I've gotten a blog post in, but there's good reason for that (well, sort of...): I've been waiting until I finished the first dungeon. So... Dungeon 1 is complete! Don't hold your breath in anticipation just yet, though--There's still 2 more dungeons left to make, and they're both longer and more complex than this one. One of them will even require a custom-made chipset, one that I've been wanting to make since Piraka Mania was still only a couple of Demo's old, but haven't had a definite place for. As for what I'm currently doing, I'm finishing off the last of the enemy graphics for Act I. As of right now, only one needs a significant amount of work done on it (since the sprites I'm using don't have the right combination of poses for this particualr graphic), and one just needs recoloring. The rest are all basically either done or near-done, with the first half of the enemies already implemented and programmed. After that, I think I should start on some of the battle animations for the characters and skills. Now, about those two battle-related systems I mentioned a while back. I won't say what they are yet, but I will say that one of them (the one not available in the Demo) has not, to my knowledge, been used in any RPGs here on BZPower before. The other likely has, but perhaps not to the level of sophistication and customizability as what I'm working on here. Oh, and you'll have ample opportunity, by the time the game is done, to use both of these systems, which I've been working from the beginning to integrate into the gameplay on a very deep level, to their full advantage. With that, I should probably get back to work, so it doesn't take another month for me to update the blog...
  14. My BBCC entry is half-done - I've done one figure, now I need to do the other one (the bigger one). I'm afraid that my voting in the contest is going to be heavily biased, because I only know movie-sci-fi, and have never played games along the lines of Halo, Mass Effect, etc. (Please don't shun me ) In my life, I've finally relocated my computer, camera and LEGO collection to the same room, so hopefully I'll be able to post amusing Bionicle-related pictures in the blog soon. Hero Factory - I find most of the sets over-priced and over-simplified, yet LEGO tempts me with so many good recolours and incredible box art. I'll probably get Rotor and the Furno Bike for the *glorious* oranges, and Meltdown for the figure and eventually the pieces. The rest of the recolours can wait to be bought individually or from second-hand-bargain-buys. I need to save my LEGO budget for the rest of the summer lineup, along with plans to case-purchase the minifig packs. The problem is that there are so many good sets this summer ! SP Pimp limo, Atlantis Gate, Castle impulses, Harry Potter, Technic... Any help please? Last weekend I purchased all the Stars - most of sets and GOLDEN BIONICLE Tahu are pretty so-so, but the canister codes are the best ever, and the Rahkshi spine is my favourite new piece. I really didn't like the Skrall at first, but his oversized shoulder blades don't look as silly anymore. (Although it will always be disturbing that the canister tells you to put the Skrall's head on it's shoulder to put him away...) Oh, and Ben 10 or Atlantis still haven't shown up in NZ yet, with the winter 2010 lineup ever so slowly trickling into stores.
  15. Things are moving along on Project Terra, admittedly a little slow for my liking, but they are moving along. The good news here is that I'm getting past one of the major hurdles in the design process, namely the fact that I hadn't yet gathered the necessary chipsets, meaning that I couldn't map any further. So far, I've got one of the two remaining town chipsets mostly done, with mostly interior stuff left to add (mostly furniture), one of the three dungeon chipsets in about the same condition (missing some miscellaneous rocks and stuff), and another dungeon chipset only about halfway done. That just leaves one dungeon and one town chipset that currently have yet to be made, in addition to one that I don't really know how I'm going to make, considering I have nothing on which to base it in my gamemaking experience. As for other progress, I've got the bosses for Demo 1 done, with only some tweaking left to do when I work some more on one of the two big battle-related systems. In case I didn't say this before, one system will be available from Demo 1, while the other will not. I'll also take this opportunity to say that the two systems are independent of each other, so working on one will not affect progress of the other. Now, on to something a little more interesting than game production babble: the first screenshot of Project Terra: For reference, Raika is the guy on the right. As for the other guy... you'll find out when the time comes... For now, though, there's quite a bit of work left to be done before Demo 1 is ready for release.
  16. Since I won't start a topic for Project Terra until it's ready for the Demo to be released, I'll be posting status updates here. As far as progress goes, the gameplay, excluding enemy encounters, through the first section of Act I (a.k.a. the Demo's contents) is basically complete. The same goes for the story up until that point. The other two sections of Act I are only about 10% done each, with most of the work done on them so far being in story planning and enemy programming. Once I decide what graphics to use, I'll start mapping those areas. Right now, though, I'm working on the Boss battles, and making sure those are up to the standards I'm placing on this game. Two of the bosses are complete, and the third battle (second chronologically) has yet to be programmed. Speaking of boss battles, I should probably mention that this game is not going to feature the Auto-battle ability Piraka Mania did, in part because of the bosses. These are designed to be more challenging than most RPG bosses, and the Auto-battle system would basically be a one-way ticket to the game over screen. The bosses of Project Terra are going to be a real challenge, and a place to put the other combat systems in the game to the test. What are these combat systems? That's a post for another day... All I can say is that they are coming along smoothly, and one of the two big ones will be featured in the Demo. The other... that's for later in the game, and it's too critical to the story of the game to spoil right now.
  17. I decided what I might put here on my blog latter on. Tell me what you think. - The Bohrok Lord
  18. It's a strange thing I've noticed about myself: I have, especially recently, had to make decisions that defied normal classification. They weren't, as one would expect, hard decisions. They've stared me in the face, making the results obvious, and just waiting for me to accept that that choice was the obvious one. Another such decision has presented itself to me over the past couple of weeks, and I don't think anyone who's been waiting this whole time will like what I'm about to say. For the time being, and for the foreseeable future, I will stop working on The Taluka Chronicles. That's not to say I'm canning the entire project, but I can't at this moment say if I'll go back to it within the foreseeable future. Now, I have to say this was not an instantaneous decision, nor did it spring out of nowhere. If anyone reading this goes back into the blog entries, they'll notice that, in the beginning of the Taluka Book 1 Gold production period, they came around rather frequently, once a week, with new content each time. Well... look back at the last couple of entries and you'll see they're about three weeks to a month apart. The reason for this is that I've gotten stuck in the game's production, about a quarter of the way through the first dungeon, and have been there for about a month. Mostly, this is because I've lost the will to keep making that same game I've already finished... Also, remember Book 1 Silver? Well, the reason for the naming scheme back then, with Silver being a quick (and it turns out sloppy) re-skin of the original game was that I was planning on making Gold just as soon as Piraka Mania got through its planned quick production cycle. That was 2007, meaning the game had been slowly building to the brief Demo I released last year for two full years. It was getting horribly stale to me, and I couldn't really see myself continuing with the project after realizing that. Add to that the fact that I got stuck on dungeon number 1 and it looked like it would take another Piraka Mania-long eternity to complete. There is another reason I stopped, a more proximate reason. If anyone remembers (or goes back to read) my last blog post, I mentioned four codenamed projects I had cooking up. Well, one of them, Project Terra, is the big reason I started questioning whether I would continue with Book 1 Gold. I've been working a lot with it lately, at least comparatively, and I realized that if I pushed through with Taluka and let this one slide to the wayside for a year or two, I would risk having the same thing occur with that game, and I really don't want that to happen to it. So, this brings me to the good news of the new year: Project Terra is now entering production as my next game project. I'm not ready to say too much about it yet, though, including the official title, as it gives too much of the story away, and that's the part I especially want to keep secret until the topic opens. However, I will say that it's a traditional RPG, more traditional in its gameplay structure than Piraka Mania was. Also, it's shaping up to be the biggest adventure I'll ever make for BZPower, spanning a world that is, at this point, too epic to describe (and would give away too many spoilers). In short, this game should more than make up for Taluka Book 1 Gold's postponement. That said, I don't think the topic will be ready until at the very earliest later this month, more likely early/mid February, since I'd prefer to have the full first Demo done before I start the topic, and that Demo will, with the current plan, contain about 1 to 2 hours of gameplay. Right now I'm working on enemy character graphics and writing dialogue. More information will come soon, once it becomes available.
  19. That's right, the Bohrok Blog is back in action! I expect you all to throw a party in my honor. - The Bohrok Lord
  20. Using the current votes from the Mata Nui set polls, I've come up with the following figures that you might be interested in knowing: Bionicle fans would mostly pay around $60 for the set, however the average price would be $125.11.Bionicle fans mostly chose 40% SYSTEM, with the average being 38%.The height that almost half of the Bionicle fans wanted was 60cm, and it averaged out to a large 47.63cm.Most (27.1%) AFOLs would pay $90 for the set, and the average price was $118.76.Almost a third (29.41%) of AFOLs wanted a 60% SYSTEM set, with the average being 50.59%.AFOLs also voted most for 60cm, although the average height was slightly lower at 44.93cm.Overall, voters want the Mata Nui set to be 47cm tall, be 40.92% SYSTEM and 59.08% BIONICLE/TECHNIC, and cost around $123.68. We still have a lot to sort out, but these figures are a good start to what we want as a final send-off set for Bionicle.
  21. To put this blog to good use, I'm working on some new categories like Planetperson's Farshtey Feed and Dokuma's Ask me Anything. One thing I will be doing is a weekly MOC where people suggest the next week's MOC inspiration, but I need 6 other categories for a blog post everyday. Any suggestions?
  22. Votevotevote! (Preferably for me please ) Also, I need Brickshelf back up so I can upload a new sig. I don't think Photobucket takes swfs.
  23. First things first: A few days ago, I was finished acquiring pieces for BBCC#56, when I found that I had some money spare on my PayPal account. Remembering how great BZP is, I donated some of it, and went Premier! That is the story of this blog. I shall use this blog for the purposes of WIPs, odd thoughts and announcements that really don't belong anywhere else. I've also got some really silly and potentially useful edits of TLR that I'll share here soon. What's BS01's policy on edited images, when they're more accurate and useful to the story than the original picture? Also, I'm POBZPC! Status: Currently sorting a second hand lot of BIONICLE stuffs. I love doing this, because there's always heaps of surprises like non-LEGO pieces, useful LEGO pieces from sets I'd never get myself, and a fantastic lack of Kanohi/good-parts from the BIONICLE sets you identified prior to buying the bulk lot.
  24. Well, after a long snooze, Tehka and Rhokurra (my entries for BBC#32) are just about ready for the unveiling of their newly updated forms. The main reason that they're not ready just yet is because I have yet to develop a satisfying design for Rhokurra's lower legs. I'll probably end up incorporating those "thigh pistons" (as I've heard them called) into Rhokurra's legs to make them more stable as he's somewhat top-heavy at the moment. (By the way, these are the pieces that support the legs on most if not all the latest titan sets, for those of you who don't know.) So yeah, there's still a bit of work ahead of me, but at least I've made progress. (I've almost completely re-built Rhokurra. The main thing stumping me are his legs.) Keep an eye out for 'em!
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