@rilpires

Contact me: rilpires@gmail.com rilpires
Personal projects

Paraimalia (2016)


Used tools: C++, Allegro5, Godot, Aseprite

Paraimalia was meant to be many things... some sort of Cave Story + Undertale + generic Metroidvania. Never saw the daylight.

Development

Early 2016... It was a typical case of no planned development like Blindrl once again. I called it "blindshooter", following the same reasons of blindrl ("blind" when looking at the scope of it).

My only regret today is that I did'nt gave up on it earlier. Should have focused more on learning the most I could, learning the things you can't show off to your friends, specially if I wasn't using a game engine at first (started with C++/Allegro5).

I still had too much to learn of overall game development. Barely knew how the compiling+linking stages goes, just prayed every time I pressed that godamn Compile+Run button from Code::blocks.
Never spent time to make proper tools.
Never used git(☠️!).
Never used a debug breakpoint(!☠️☠️!).
I was just throwing game data into plain C++ code(!!☠️☠️☠️!!).

I have reworked on it from zero 2 times. Except for the last buildings, since I wasn't using git, couldn't recover many .zipped versions I had. Luckily I found some GIFs laying around my drive.

First prototypes

Ugh. First time trying pixel art ever.

First rework

Reworking from zero after a couple weeks.

This was my first time ever with Godot! I got the grasp of it very early tho! I also remade the few assets I had. I can remember being very proud of it... now I'd give it a solid 6/10. Static environment was not bad, but had problems with palettes and lazy animations.

Humorous + fantasy themed scenes

Had planned a lot about a story! This scene was surprisingly funny. I was very inspired with Undertale's kind of humour and some unexpected gameplays.





Last rework

I don't remember why I wanted to rework everything once again so badly. Ugly mistake with color palettes this time. Have improved on animations though. Was very inspired by Momodora this time.

After a couple weeks, finally I gave up on it! Screw everyone who wasked about it, I'm not a dedicated game artist after all! Although I would have failed once again by starting a project that would require a dedicated game artist...

Last update: 2021-04-16 06:06:51 +0000