Since iDevBlogADay is going through some changes, I’ve decided to change things up a bit around here as well. For this week’s post, instead of a code snippet I’ll officially start to write about our top-secret project, which is called…
…PROJECT A!
(Sorry about that, we do have a name in mind for the game, but we are not ready to release that just yet
)
As you may have noticed, the code examples I’ve been publishing for a while are pretty much the basic building blocks for this project, and I now feel confident that we have built enough to start sharing with you guys. Since this is only the first post, I’ll start by showing some concept art and one screenshot of where things stand at the moment. But first, we need to go deeper.
Inception
The year was 2001. Both of us here at Crocodella were finishing the last year of high school, and we were pretty sure of what we wanted to do next: games! Things didn’t quite worked like that immediately, but I’m getting ahead of myself. We had talked a lot about what kind of projects we’d like to work on, and kept getting back to the same point: an old-fashioned JRPG. We grew up playing the greatest masterpieces of the genre on the SNES and Playstation, hell we even met during a tabletop RPG session (GURPS, anyone still plays that?), so the idea of what a great JRPG game should be like was clear in our minds. At the time I was still on my QBASIC days, so that is what we chose to build our game. I focused on the engine and art mostly, while my partner worked on the script and game system details. By the end of the year we had a pretty complete demo/prototype (and pretty advanced as well, with multiple tilemap layers, per-pixel collision and a crude scripting engine), which we sent to some QBASIC related websites, and the feedback was great. And that was the end of it, at least at that time.
We then graduated and went on to our Computer Science courses, and the project went into deep sleep. Fast-forward to 2010. Crocodella Software was already established, and with a few products already under our belt, we decided: it’s time to bring our dream to life! And so the work began anew on Project A, this time targeting the iPad at first. Creating an ambitious RPG from scratch is already quite an undertaking when only two people are involved, so in order to avoid a pitfall of working forever and never releasing anything, we decided to split the game into episodes. And since then we have been working as much as we can on the first episode of the game, which should cover almost the same ground history-wise as the old prototype, but much expanded and improved.
The concept art
Here are two bits of concept art for two of the main characters. These were sketched in a small pad while I was on a plane returning from my honeymoon, and then I took a picture of them with my crappy old Android phone, so pardon the quality

Andrew, stepping on a rock and pointing cheerfully ahead
The first character is Andrew, and he is the “main” character of the game. as well as the focus of the first couple of episodes. He is of royal origin and has a hard destiny to endure (not simply saving the world from an evil lord, we are above that kind of cliche
).

Evan, not really up to much
This is Evan, Andrew’s best friend and mischief companion. Following on the footsteps of his father he is an alchemist/pharmacist wannabe, but with his concoctions causing more harm than good, he still has got a long way to go.
And there you have it, two of the main characters for the first episode of Project A. We’ll get to know more of them in the next installment of this “diary”. Next, a screenshot from the intro cutscene at its current state. The characters and tiles are pretty much finalized, with the exception of some shadows and that glaring dirt patch which needs to be redone, and the fire particle effect is still not ready for prime time. Regardless, here it is:

"Some lizards just want to watch the world burn"
Well, that concludes our first look into Project A. Hope you enjoyed and stay tuned for more details as we make progress in developing the best JRPG since Chrono Trigger
This post is part of iDevBlogADay, a group of indie iOS development blogs featuring two new posts per day. You can keep up with iDevBlogADay through the web site, RSS feed, or Twitter.