#jimmy and the pulsating mass

LIVE
March’s Featured Game: Jimmy and the Pulsating Mass DEVELOPER(S): KaseyENGINE: RPGMaker VX AceMarch’s Featured Game: Jimmy and the Pulsating Mass DEVELOPER(S): KaseyENGINE: RPGMaker VX AceMarch’s Featured Game: Jimmy and the Pulsating Mass DEVELOPER(S): KaseyENGINE: RPGMaker VX AceMarch’s Featured Game: Jimmy and the Pulsating Mass DEVELOPER(S): KaseyENGINE: RPGMaker VX AceMarch’s Featured Game: Jimmy and the Pulsating Mass DEVELOPER(S): KaseyENGINE: RPGMaker VX Ace

March’s Featured Game: Jimmy and the Pulsating Mass

DEVELOPER(S): Kasey
ENGINE: RPGMaker VX Ace  
GENRE: RPG, Exploration, Comedy
WARNINGS:  Blood
SUMMARY: Jimmy dreams of the most fantastic things. He dreams of big yellow fields of sunflowers. He dreams of living woodwinds and talking mice. He dreams of his mom. He dreams of his dad. He dreams of all the video games he’s played with his uncle. He dreams of his brother standing beside him like a ten-foot giant. Sometimes he has nightmares, too. Jimmy’s about to go on the adventure of his lifetime - and no one’s going to know about it but him.

Our Interview With The Dev Team Below The Cut!

Introduce yourself! 
*Howdy! My name’s Kasey, and I’m the lone dude working on Jimmy and the Pulsating Mass. You might also know me as Housekeeping on rpgmaker.net. I’ve been working with RPG Maker seriously for about six/seven years now, I think. I was also the developer of A Very Long Rope to the Top of the Sky, The God of Crawling Eyes, and The Heart Pumps Clay; I was also one of the developers that worked on Born Under the Rain (I mainly did the script and the music on it). Before that I played with RPG Maker on and off for years; I even made a 5-10 hour game on the Playstation version of RPG Maker in high school, which is clear and indisputable proof that I was the most popular guy in school. I also have played guitar for fourteen years, have an MA in English with an emphasis on creative writing, and if you put a dog in front of me I will pet it until it gets tired of me.

What is your project about? What inspired you to create your game initially?
*Kasey: Jimmy and the Pulsating Mass is about a lot of stuff, but I think that what it’s most about is depicting what it’s like to be a shy, introverted kid. It’s also about success and the pressure Americans put on themselves to be successful, the importance of empathy, imagination, video games, fear, family, etc. Basically, these are all things important in childhood, so I think that’s the umbrella theme that works best.
For Jimmy’s subject matter, I was inspired by several things, so it’s hard to pin it down. But, in a more practical sense, I’d been wanting to move forward and make a commercial project since I first started seriously working with RPG Maker, but I always thought that I would have to find a team. So, I think what inspired me the most to actually get on this path by myself was seeing in-development screenshots of Lisa. I said, “Hey, this guy’s doing everything by himself, and his art style might be simplistic, but it looks great, so why can’t you do that?”

How long have you been working on your project?
*Kasey: I’ve been working on Jimmy for about two-and-a-half years. Before that, I was working on a shorter version of this game for a half a year or so, so let’s call it an even three.

Did any other games or media influence aspects of your project?
*Kasey: Oh yeah! Earthbound is the first and most obvious influence; there’s some tonal similarities, but I mainly used it as visual inspiration. I was also inspired by Yume Nikki’s approach to using setting as a form of characterization; that opened up a whole new world of storytelling for me, which is pretty exciting. Jimmy essentially has a “class system” in that he can imagine different monsters and change his abilities; this was heavily influenced by Final Fantasy 5’s class system. The field actions are somewhere between Breath of Fire and Lufia 2/Wild Arms’s tools; they give Jimmy new ways to interact with the environment, including solving some basic puzzles, but the game isn’t puzzle-heavy like Lufia 2.

Have you come across any challenges during development? How have you overcome or worked around them?  
*Kasey: Yeah; in a game this size, you run into all sorts of things. I think the biggest challenges for me tend to be with drawing. I’ve got a lot of experience writing, composing, and eventing, but I’m a middling-to-poor artist, so I’ve had a major learning curve there. There’s not much of a story towards overcoming my artistic deficiencies; I just keep at it. The cool thing is that I can see some clear progress from when I started, and that keeps me on task.

Have any aspects of your project changed over time? How does your current project differ from your initial concept?
*Kasey: Here’s a boring answer: basically, no, my initial concept is the same. Well, that’s not entirely true; like I mentioned earlier, Jimmy was originally a much shorter game that wasn’t going to be commercial (it was also drawn with crayons and looked like garbage), but, once I committed to making a full-length RPG, it’s been the same. This is probably because this isn’t my first rodeo, so I knew what I could do and planned within the boundaries of the engine.

What was your team like at the beginning? How did people join the team?
*Kasey: I am…utterly alone. Boohoohoohoohoo!

What was the best part of developing the game?
*Kasey: I like writing/eventing scenes the most, which sucks, because it’s a relatively short part of the process, and it’s one of the last things I do.

Looking back now, is there anything that regret/wish you had done differently?
*Kasey: There are things I learned–mainly about drawing–that I would have liked to know when I first started. Like, I wish that I would have known what saturation was; yeah, that’s how clueless I was. My early work was super saturated and is an eyesore; I had to go back and lower the saturation a bit. I would have liked to know I could hold ctrl when using the select tool in Graphics Gale and push the arrow keys to test to make sure that tiles looped correctly. I would have liked to know that you can create a picture file that’s the same size as the resolution of your game, place images on that, and use the x/y coordinates to determine where your pictures using the move/show picture commands will end up. That’s the kind of stuff I wish I knew–would have saved me so much time early on.

Once you finish your project, do you plan to explore game’s universe and characters further in subsequent projects, or leave it as-is?
*Kasey: It’s going to be a standalone game. I have a very rough idea for another game in the same universe, but I’ve got a lifetime of ideas, so I would need a very good reason (inspirationally) to pursue that.

What do you look most forward to upon/after release?
*Kasey: I just want to see people enjoying it!

Is there something you’re afraid of concerning the development or the release of your game? 
*Kasey: Yeah: I’m scared to death of marketing. That’s why I’ve been dragging my feet on getting a promotional video together (don’t worry, I’ll get to it this summer). I’m afraid I won’t be able to reach enough people and not many people will play it. I’m afraid that the coolest thing I’ve ever done will be overlooked.

Question from last month’s featured dev: Which character from your game do you relate to the most? Why?
*Kasey: This is an easy one: Jimmy. I’m still a fairly quiet adult when I’m with a large group of people, but when I was a kid, I was so, so shy. I remember when I was a kid at church camp (don’t laugh, I’m from Texas; this was inescapable), we were doing some exercise in compliments, and the camp counselor said that I was quiet, but he could tell that “the wheels were always turning,” and I think that was a pretty accurate description of me–now to a degree, but especially then–and that’s what I’m trying to depict with Jimmy–all those wheels.

Do you have any advice for upcoming devs?
*Kasey: The best advice I can give you is to get into every aspect of game development. Make a short project–maybe an hour or so–and do EVERYTHING. Make all the graphics, make all the music, experiment with every single eventing command, make little puzzles, change the window skin–do it all. Some of it’s going to feel like cleaning the gutters, but you’re going to get so much perspective. Even if you end up working on a team later where all you do is draw character cut-ins, you’ll at least know to an extent what your other team members are going through, and that’s IMPORTANT. Also, play lots of games with a critical eye; think about why things are engaging and how they could be improved. Culture is built off of itself, so learn from the past and make it better.


We mods would like to thank Kasey for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved! 

Remember to check out Jimmy and the Pulsating Mass if you haven’t already! See you next month! 

- Mods Gold & Platinum 


Post link
Ebeezil: The Dream of Apocalypse 

Ebeezil: The Dream of Apocalypse 


Post link
My favorite RPG Maker game: Jimmy and The Pulsating MassI’m also working on an essay detailing my in

My favorite RPG Maker game: Jimmy and The Pulsating Mass

I’m also working on an essay detailing my interpretation of the game, but I wanted to post some fanart for this amazing RPG.


Post link
loading