ClockWorkTower

ClockWorkTower

@clockworktower.bsky.social

Less Nawty, more plot-ey.

45 followers29 following93 posts

There is kind of an issue with Shadowlark that I feel like I wont have time to finish it if I start it now, and also that I am entirely too invested in it in a way to actually MAKE it. So looking for other ways to use the concepts and cosmology seems wiser.

I already kind of did this with its original tabletop incarnation: kind of feeling like the old version is based on some really outdated tabletop RPG ideas and I would rather rebuild the systems from scratch.

So one of the ways I would explain the tabletop game idea is to use my cosmology as the basis for something like a "OCT setting and game" which probably doesn't make a lot of sense unless you come from the days of Deviantart Original Character Tournaments.

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So one of the ways I would explain the tabletop game idea is to use my cosmology as the basis for something like a "OCT setting and game" which probably doesn't make a lot of sense unless you come from the days of Deviantart Original Character Tournaments.

And no this doesn't mean its nonstop elimination death battles; that wasn't really the idea (though a lot of them did wind up following that format). But while thinking about that idea it also occurred to me that a smaller (than Shadowlark) comic project could be a story with the same format.

Also if you saw my other posts elsewhere: I'm... well I'm not "fine". I'm in a really bad place mentally and financially. But I have committed to something that has eased some of the internal pressure and just letting go of something that was really hurting me.

There is an inherent problem with an idea that requires me to make a bunch of characters with "main character energy". The advantage is being able to go wild with character concepts and designs. The problem is that most of them are intended to be disposable.

I might do a smaller scale Clockwork Tower story before Shadowlark. I was talking to Bug about how Shadowlark and the tabletop game are the big things I always wanted to do but feel like I lost my opportunity for them. And I think I need smaller projects I can finish to get my legs back.

I do need to find more people to work with on these kinds of projects. Tabletop games and fantasy adventure comics. I've kind of become isolated from the kinds of groups that I should be reaching out to for them. Hoping spending time with this stuff will help me get some confidence.

I'm a little silent this week; including this weekend, because I'm kind of distracted. I have some basic ideas for the last classes but I also am thinking about some stuff with how I want to handle the sprites and weapon lists.

In the theme of my game project being simple I went with the plan of "we have final fantasy 1 at home". But I also am making an effort to kind of personalize it into something my own. One of the elements of this (heh, pun) is changing the four fiends into archfae of the four courts from CWT lore.

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Winter/water relates to summoning but also formlessness and shapeshifting. It also "shares a wall" with the Dreaming dark; often where the summoning angle comes into play. Autumn/Earth lines up with necromancy and entropy- creating a seedbed from destruction, life from death, and so on.

In the theme of my game project being simple I went with the plan of "we have final fantasy 1 at home". But I also am making an effort to kind of personalize it into something my own. One of the elements of this (heh, pun) is changing the four fiends into archfae of the four courts from CWT lore.

That's the plan anyways. Coming up with monster designs for the four archfae is a fun challenge while still conveying the themes of the four courts themselves - a reoccurring element of my stories (in Shadowlark it's part of the Five Dragon Circle concept of the Cho).

The Four Courts line up with the four classical elements but can deviate a bit from what you expect because of how they are supposed to relate to life, magic, and the mechanics of the universe. Summer/Fire is about motion and animation and generally lines up with things like technology and golems

The Black Mage and White Mage counterpart classes. Honestly the healer class being very clearly "your mom came along to make sure everyone is eating properly and has dinosaur bandaids" is my favorite right now.

Wortlings! Fucked up little guys that are the result of an alchemical disaster who are the common minion and horde monster of the setting. Don't really have minds of their own and just imprint on strong monsters and villains.

I would absolutely make "Wortherd" a player class sometime depending on if I revisit these ideas in a later project. Im very partial to replacing goblins/etc with these mindless puppet goobers.

I'm renaming my red mage class to "maverick" because its a fun reference to the word origin and the new idea for the class aesthetic; and also because if I called them "Starwind" or "Outlaw" like five people would get what I am going for.

Also "maverick" as in "an unmarked calf" to fit the idea of them being unbound by tradition. eh, eeeeeeeh? get it? jack of all trades unbound by conventional sorcery schools. Shut up its clever.

I have a cobbled together character select my tutor helped me put together; it's not pretty but its functional. Going to see if I can set up most of the database today and then next weekend I can start working on the map and scenerio.

Ok. So my goal at the moment is to set up a Final Fantasy 1 style character / party select option at the start of the game. I have yet to find any really good tutorials or resources for that so at the moment its a lot of combing through tangential posts.

Also: yes I'm aware stuff like this would likely be a lot easier in godot but my goal here is to start a project and finish it, not make a product to sell or even do things in the best way possible.

But that aside; if anyone really does have a good suggestion for how to approach this please let me know. preferably with an explanation as to *why* it works that way not just something to copy/paste. The point is to learn.