Working on the game
When I started working on *Demon Blade RPG*, I had no idea just how much I would learn—not just about game development, but about myself as a creator. Most of my background is in 3D modeling and level design, but this project has pushed me into new territory, blending code and art in ways I hadn’t explored before.
I’ve been using good old GIMP along with a few other free pixel art tools to overhaul the original tileset that came with RPG Maker VX Ace when I purchased the license. Let’s be real—those default tiles are fine for learning, but if you want your game to stand out, you need to make it your own. It took me a while to figure out my style, but it turns out that process—experimenting, making mistakes, and reworking things—was exactly what I needed.
Rebuilding the tileset has been more than just a visual upgrade; it’s been an exercise in creativity. I drew a lot of inspiration from the retro games I grew up with—*Final Fantasy Tactics*, *Final Fantasy I*, and *Final Fantasy III*. Those games shaped how I think about game design, from the tactical depth of combat to the way their art pulled you into their world despite the technical limitations of the time. There’s a simplicity to pixel art that forces you to focus on the essentials: good composition, clear visual language, and a sense of cohesion.
I’ll be honest—it’s been a challenge shifting gears from 3D to 2D. In 3D, you can lean on lighting, shaders, and textures to bring your designs to life. In 2D, every pixel matters. But that’s also what makes it rewarding. With every tile, I’ve gained a deeper appreciation for the craftsmanship that went into the games I played as a kid.
The coding side of things has been just as eye-opening. RPG Maker’s engine might seem simple on the surface, but once you start diving into custom scripts and tweaking systems, you realize how much flexibility it actually offers. Building the combat mechanics, implementing skill trees, and creating branching quest paths has been equal parts frustrating and exhilarating. I’ve made mistakes—plenty of them, but figuring out how to fix them has taught me more than I ever expected.
This project has also reminded me of the importance of patience. Whether it’s spending hours fine-tuning a piece of code that just won’t work or reworking a tileset for the third time, you have to trust the process. The best ideas rarely come on the first try.
In addition to *Demon Blade RPG*, I’ve got another 3D project in the works. It’s still in the early stages, but it’s something I’ve been pouring my heart into for about five years now, creating custom assets piece by piece. I’m excited to share more about it when the time’s right, but for now, my focus is on finishing *Demon Blade RPG*.
I know there’s still a long road ahead, but this project has been worth every late night and every moment of self-doubt. It’s helped me grow not just as a developer, but as an artist. To anyone out there considering starting their own project, whether it’s a game, a piece of art, or something else entirely: just start. You don’t need to know everything. You’ll learn as you go, and trust me, it’s worth it.
Thanks for taking the time to read about my journey. I can’t wait to share more of this game with you all soon. Stay tuned!
Get DemonBlade RPG
DemonBlade RPG
Stage 2 alpha build of the first two hours of a game I'm working on, thank you for trying it
Status | In development |
Author | CrypticTM |
Genre | Role Playing, Adventure |
Tags | Fast-Paced, Medieval, No AI, Open World, Pixel Art, RPG Maker, Singleplayer, Souls-like |
More posts
- Game update for Alpha build 0.8.026 days ago
- New update to alpha build 0.0.646 days ago
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