Showing posts with label fnrrf ygm schnish: alleghany hell school. Show all posts
Showing posts with label fnrrf ygm schnish: alleghany hell school. Show all posts

Friday, April 23, 2021

Joguo -- Complete history of the character, 2001-2021

I just realized a month or so ago that it's been a whopping twenty years since I made up the character we now know as Joguo Gouen-Zu.  Though he's nowhere near as long-running as the characters associated with my old Supernum stories (who go back to 1994-1995 in many cases), or even the Bok's Expedition crew (who first showed up around 1996-1997), twenty years is still a pretty long time to keep drawing and writing stuff involving the same character.

So I figured I'd write a post on here about Joguo and the changes the character has gone through over the years before eventually settling on the current version.

Nine years worth of Joguo drawings.  The main change since 2008 seems to have been his hair. 😂


2001

Joguo's history starts in 2001, with a never-finished OHRRPGCE game project that I had titled Spuduf Splorchers.  The game's main character was a bug named... um, Bug... who found out that he had the power to  communicate with strange little spirit-thingies known as "Spuduf" (which made him a "Spuduf Splorcher" -- to "splorch" was to fuse together with a Spuduf and gain some of its powers) shortly after his forest home was burned down by the evil Emperor Zheewguu.  I'm pretty sure this was the only game idea I've ever had that involved the "hero's hometown gets burned down or otherwise destroyed" trope, funnily enough.

Anyway, as mentioned above, Spuduf Splorchers was never finished.  Joguo didn't actually appear in the parts of the game that I had finished, though he was planned to appear in a later part of the game and his graphics and stats were already programmed in.

The few surviving Spuduf Splorchers hero sprites

The image above is all that's left of the hero sprites from Spuduf Splorchers.  While nowhere near as good as the ones appearing in... well, any game I attempted to make from 2005ish onward... they were a massive step up from the garbage-quality graphics that I had rushed out for previous game attempts.  The humanoids are pretty shaky, but Bug actually looks semi-decent to me even now.

Joguo is the guy who appears enlarged on the right, of course.  This is the very first Joguo design, and it's... well, pretty generic-looking.  At a glance, you probably wouldn't guess he's the same guy as the blue-haired ninja from Alleghany Hell School.  The fact that his shirt says "SS" on it seems like a bit of an "oops" looking back, but I'm guessing it was intended to be short for "Spuduf Splorchers" -- the Nazi connotations of those initials were definitely not intentional.

In the game, Joguo was the leader of a group known as the "Goueng-Zu Splorchers" -- three other members of which are on the same row as Joguo's sprite.  There were a couple other members who apparently never got sprites, a guy with black hair and darker tanned skin and a robot for some reason, but I guess I either never finished their sprites or they were never intended to appear as playable characters in the game (I can't remember which for sure at this point, since I lost the game file ages ago.)  Joguo and the robot (whose name I can no longer remember) were the only ones among the Goueng-Zu Splorchers' ranks to not be based directly on anyone I knew in real life.

From what I remember of the plan I had for the game, Joguo was going to be playable temporarily in a part of the game where Emperor Zheewguu decided to attack the Goueng-Zu Splorchers directly, fighting the Emperor on his own to hold him off while the others escaped.  This early version of Joguo would end up dying after his first moment in the spotlight, sacrificing himself to keep Zheewguu from getting to the others.

So... yeah, originally "Goueng-Zu" was not Joguo's last name, but rather the name of a team of splorchers he belonged to, which seemed to be named after the small island where their base of operations was located.  He also was very much not a main character, only playable for a brief segment before dying.  He also wasn't officially a ninja at this point, though some of his abilities sort of had a vaguely ninja-like theme -- he had access to darkness magic and some martial-arts-like physical attacks, could summon Spuduf that sort of matched a ninja stealth/tools theme such as the Shadow, Bomb, and Net Spuduf, and so on.

I'm not entirely sure how I came up with the name "Joguo" originally.  I notice that it has the same sort of sound to it as some Nummorrian names, particularly those I came up with in this time period -- names like Tanduo and Teyguo, for example -- and I did tend to give a lot of characters I made up back then vaguely Khurbyish sounding names even if they were totally unconnected to Nummorro or the First Nherbi, so I figure it was similarly just made up off the top of my head.

"Goueng-Zu," on the other hand, I actually do remember a specific origin for.  I remember back around the time I was making this game, I was in the basement of a particular church in Clifton Forge at least once a week for Boy Scout meetings, and on one wall of this basement was a huge map that had a lot of locations in China clearly marked (it probably did the same for other countries, but China was right near a spot in the room I often ended up standing on sitting near for some reason.)  I'm pretty sure "Goueng-Zu" started out as a modified version of "Guangzhou," the name of a city that appeared prominently on that map.


2004

After Spuduf Splorchers, Joguo didn't show up again for a while.  He was not planned to appear in the 2003 Fnrrf Ygm Schnish game, and didn't show up at all in the Crappy World comics I was drawing around that time either.

Looking back, it's almost kind of odd that he wasn't reused, considering that Bob (the guy with the wide eyes and brown clothes in the image above), the other Goueng-Zu Splorchers (except for the robot), and the unnamed armored girl all made appearances in Crappy World at some point, in one form or another.  Of course, the Crappy World cast was pretty huge already, and didn't really focus that much on the "regular human" characters (revolving more around the Question Marks and Master Fartbean earlier on, and then shifting toward the Damuru-J/Damuru-F/Rupoo storyline), so even if he had appeared he likely wouldn't get to do a whole lot.

Three years passed, and in the summer of 2004 I started working on another game, this time using RPG Maker 2003.  This game ended up being titled Uggy Barfoo, after a nonsense phrase that my younger sibling Jules said while we were goofing off.  I've always been kinda terrible at coming up with titles for things, so I pretty much just threw those nonsense words on the title screen and then came up with a meaning for them much later.

An in-battle screenshot from Uggy Barfoo including Joguo.

Joguo was the second playable character in Uggy Barfoo, randomly joining Enduo (now known as Eddie -- 2004 was a time when I wasn't using the same first or last names of any characters based on real people, including myself!) in order to investigate a meteorite impact to the south of the town of Nifclont where they both live.  This was the first game where his last name was given as "Goueng-Zu" rather than not being mentioned one way or another.

Joguo in Uggy Barfoo was... pretty generic and vaguely defined, just like in Spuduf Splorchers.  In other words, he still wasn't a ninja yet (he didn't even get access to the Ninja class using the game's Orbs which served as a Final Fantasy 5-ish class-change system!), and basically had no particular role besides "random guy in town who joins you early on."  This game was the first to give him the dark blue hair that he's become known for, and also influenced his later designs -- though he's never looked exactly like the edited RPG Maker 2003 default thief sprite that he borrowed an outfit from here, he has kept pretty close to a green-and-blue (and sometimes a bit of white) color scheme in pretty much every appearance since.

Funnily enough, it does seem like his strong points stat-wise have stayed pretty consistent from this game onward -- he's tied with Enduo for the highest base Defense stat out of all the main characters, and he's the second-fastest character.  So I guess Uggy Barfoo's generic Joguo did have some lasting contributions after all.  Unfortunately, in every other area he's either tied for weakest or second-weakest.  On top of that, he had no special techniques in his normal state, only a few super moves that could be used with specific weapon types (just like everyone else in the game had)... so unlike some characters like Robert there was pretty much no reason to ever not change his class to something other than the default using his Blue Orb.

Joguo as a Swordfighter, Gunner, Warrior, and Wizard (the Trainer class didn't get a unique sprite.)

Speaking of his Orb, he had access to the classes Trainer (basically a low grade summoner, based on Pokémon Trainers), Swordmaster, Gunner, Warrior (the game's heavy-armor "fighter" type class), and Wizard (which gave him access to light, darkness, and water magic -- similar to his setup from Spuduf Splorchers but trading the wind magic he used there for water instead.)

There's not a whole lot else to say about the version of Joguo in Uggy Barfoo.  He kinda just fills up a space in the party, never really being the strongest in any particular area, and usually being the first to get swapped out for one of the optional characters once you start to gain access to them.  Even the one part of the game where he's supposed to be the main character ended up revolving more around someone else, the mysterious Anrijue.  Or at least, it would have if I had ever finished it.


2006

After I had pretty much given up on finishing Uggy Barfoo after getting stuck in a rut partway through the game's second half (what was it with early-2000s-era me insisting on games having a "second half" introducing new enemies out of nowhere, anyway?), I ended up starting on another OHRRPGCE project for the first time in a while.  This was the second attempt at a game titled Fnrrf Ygm Schnish, following the 2003 one that never really went anywhere.

The 2006 Fnrrf Ygm Schnish did at least get to a point where the early parts of the game were... somewhat playable, albeit horribly incomplete since it was only the intro sequence that took place at Alleghany High School and even that wasn't finished -- mostly due to the school maps being very incomplete, with hardly any rooms accessible.  Since only the intro was even partially finished, this game ended up being just like Spuduf Splorchers for poor ol' Joguo -- his sprites and stats were programmed into the game, but he never actually appeared.

Joguo's battle sprites from the 2006 Fnrrf Ygm Schnish game.

Joguo's design in this game seems to be a blend of the previous two -- his hair is blue like the Uggy Barfoo version but with the super short style he had in Spuduf Splorchers, and his clothes have the white/green/blue color scheme of the Uggy Barfoo version but with the original's long blue pants.

In terms of his abilities, this Joguo is definitely closer to the Uggy Barfoo version.  He does finally have a few special moves, but they're nothing too flashy -- he can do various fairly ordinary things like dodge enemy attacks, steal items, trip enemies to stun them briefly, or counterattack.  Stat-wise, he still specializes in Defense and Speed, having the third-highest out of the game's oversized cast in both categories.  His other stats are a bit better this time around, though -- his Attack is fourth-highest out of the main cast, his HP is only third-lowest rather than being near the bottom, and even his lower stats aren't that far behind the other characters.

This game establishes knives as his weapon of choice, with some of his arsenal including familiar items like the Steak Knife, Chef's Knife, and Poison Knife.  His strongest weapons are the "Ninja Knife" (its sprite resembles a kunai) and the hilariously named Murderiffic Knife (which deals extra damage against humanoid enemies, in addition to just plain being stronger than his other weapons.)  None of his other equipment is really worth a mention, since pretty much every character had the same armor in this game rather than having their own specialized gear.

I honestly can't remember what Joguo's role would've been in this game or when he would've been introduced, so I'm guessing it would've been a similar situation to in Uggy Barfoo -- generic guy who happens to be around when something happens, so he joins the party "just because."

Sheesh.  Joguo was kind of boring in these old games! He's come a long way since then.



2008-2012

2008 was the year that I originally started working on Fnrrf Ygm Schnish: Alleghany Hell School, though due to several discouragements and distractions (two of the major distractions being spending a bunch of time working on other games like Okédoké and Puckamon) it wouldn't be until much later that I actually released a demo of that game to the public.

This was the game where Joguo finally started to get some actual character development, backstory, and connections to the world that the game takes place in -- rather than just being some random bystander who basically just gets roped into everything by virtue of being in the right place at the right time and just kind of inexplicably manages to keep up (sort of) with the other characters despite not having any superhuman abilities as far as anyone ever mentioned.  In Alleghany Hell School, Joguo being able to put up a fight actually makes sense -- he even mentions early on that he's had ninja training, and demonstrates the ability to jump down pits roughly 20-30 feet deep and land flat on his feet without being the slightest bit inconvenienced by the fall.  He's not just some random guy who picks up a knife and starts blindly stabbing at whatever giant bugs or monsters get too close, he's the heir to the leadership of the ancient Goueng-Zu Ninja Clan, trained in ninjutsu since he was a little kid... even if he has slacked off in his training a little bit during the high school years (and thus doesn't start out way ahead of some of the other characters.)

Joguo's FYS:AHS sprites -- 2008 original, 2010 upgrade, and final.

It was in this game that his design pretty much settled into its current form -- slightly scruffy blue hair, light blue-green shirt, dark blue pants, brown shoes (though they briefly turned into white tennis-shoes when I redid the sprites in 2010... oops!), and a green scarf that flutters in the wind behind him even when there... isn't any wind behind him.  Secret ninja technique, probably.

His abilities in this game were similar to the version from the 2006 Fnrrf Ygm Schnish, except now he was fully ninja-themed.  Rather than just having steal, dodge, and trip attacks he also performed flying jump-kicks, threw shuriken, and could use sealing ninjutsu to prevent certain enemies from using their special attacks.  His weapons include both knives and swords, and his lineup of protective equipment includes a variety of scarves on top of the standard jackets, bulletproof vests, and ninja suits you would expect.  The "Shiznit" stat (which basically functions like a Luck stat) introduced in this game lets him keep up with the other characters pretty well, giving him a randomized chance to get extra hits with most of his attacks -- so instead of just throwing one shuriken at an enemy, he might fling out two or even three in rapid succession.  After landing a jump-kick, he might bounce off and land a second one right away.  And so on.  Despite having relatively weak attacks (at least compared to some of the stuff characters like Bridget and Damuru-J become capable of later), the high chance of getting multiple hits makes him feel pretty effective throughout the game, especially if he can keep finding stronger weapons.

In terms of his game stats, he's basically just an upgraded version of what he's had in the previous two games.  He has the best Defense out of any playable character, this time by a pretty decent margin considering that he can also equip most of the best armor in the game.  He's still one of the faster characters, only falling short of Bridget and an optional character who hasn't appeared yet in the current demo version.  His Shiznit is also second-highest, once again behind Bridget -- but Joguo probably benefits more from it, since nearly all of his attacks can get additional hits as his Shiznit gets to a high enough level.  He only ranks last place in one stat this time around -- his Wisdom suffered a bit when he slacked off in his ninja training to pursue sports and girls during the earlier high school years, of course. 😅




2013 - 2021

Joguo's most recent appearance as of 2021 is still the (as of yet unfinished) Fnrrf Ygm Schnish: Alleghany Hell School... which I will hopefully be working on more at some point this year, now that my depression/anxiety issues have calmed down a bit and I might eventually be able to dredge up the motivation to work on some of my game projects again.  But even though he hasn't had a "new" game appearance, I've continued to develop his backstory and come up with more and more information revolving around his family and their history.

As of 2017, Joguo became the only character to have a family tree that's fleshed out enough that it covers three whole generations, then skipping back a few generations to focus on Joguo's great-great-great-great-great-grandparents.

Joguo's family tree going back to his great-great-great-great-great-grandparents, drawn in 2017.

During these years, I came up with the whole backstory of the Goueng-Zu clan, explaining why the heck there's a family of freaking ninjas living in middle-of-nowhere Virginia all the way over in the United States, far outside of what you'd usually think of as the ninja's natural habitat.  It all started with a guy named Gaitou Goeung-Zu...

...Who happens to be Joguo's great-great-great-great-great-grandfather.
Red scarf, not green. Is that relevant? ...Maybe someday.

In the year 1798, Gaitou married a young girl whose name has now been lost to history, perhaps only recorded in the personal archives of the Goueng-Zu family and not spoken of outside their walls.  One year later, the two of them had a child -- who would turn out to be their only son.  A year after that, Gaitou's wife stumbles upon an unusual stone while exploring some remote region of Japan... an unusual stone which turns out to be a powerful artifact known as the Uggy Barfoo.  She picks it up, planning to take it home to Gaitou as a present, as people tend to do when they find neat rocks out in the woods.

Though depleted of most of its power, the lingering traces within the Barfoo are still more than enough to lead to disaster.  Something within the stone clashed with an unknown power within the girl who found it, and this clash within her caused a horrible transformation.  She was rapidly driven to insanity, unleashing strange powers that had previously laid dormant within her and rampaging across the country.

The unfortunate young wife, now only known as "the demon Arkusazzo" (presumably a name bestowed upon her by surviving villagers who managed to escape her rampage, or perhaps one she chose for herself after the clash with the Barfoo's power caused her to snap), was now barely recognizable as her former self.  She was almost entirely silent, her eyes went blank and glowed red, her nails grew to claw-like length, her hair moved on its own and sometimes was known to suddenly extend to unnatural lengths and strangle those unfortunate enough to get too close.  Three years pass before members of the Goueng-Zu Clan are finally able to track her down, and after a prolonged battle, it is Gaitou Goueng-Zu himself who stops her rampage -- by sealing her away within a tree using the Goueng-Zu Clan's most powerful sealing ninjutsu.

Despite being the ones responsible for stopping Arkusazzo's rampage, the Goueng-Zu Clan are the ones who are blamed for all the destruction.  It was, after all, one of their members (albeit one who joined the clan by marriage rather than by birth) who was responsible.  They are shunned, and several years later they end up leaving Japan, uprooting the Goueng-Zu Clan (along with literally uprooting the tree where Arkusazzo was sealed so they could take it with them) and eventually settling down far across the sea in a mountainous area which would eventually become the town of Clifton Forge, Virginia.  From this point onward, the Goueng-Zu Clan began a new life, secretly continuing their ninja training (because Arkusazzo would eventually break free of the seal placed upon her, there must always be a Goueng-Zu ninja capable of returning her to her prison within the tree) and mostly keeping to themselves.

Always watching the tree for any signs of the demon's escape, the Goueng-Zu Clan were responsible for putting a stop to her escape in 1862 -- making sure the Civil War was the most significant historical event of the 1860s rather than being a mere footnote in the "those years when an ancient Japanese demon laid waste to the country" chapters of the history books.  Each time, it seemed that she escaped a bit more quickly and caused a bit more damage -- in 1908, she nearly killed several members of the Goueng-Zu Clan but was stopped and sealed away just in time for all those involved to be saved.  In 1966, she killed Moriko Hosuda in a surprise attack and wore her husband Akinosuke to exhaustion in a prolonged battle afterward -- he would pass away as a result of his injuries not long after she was sealed.  The elderly Bairei Goueng-Zu was forced to step in to perform the sealing ninjutsu, as his son Ran was not yet ready, but the strain of the technique caused his life to give out in the process.  This led to the surviving children of the Hosuda branch of the family distancing themselves from the ways of the ninja, moving away from Clifton Forge and pursuing a "normal" life somewhere in the midwest instead.  Akinosuke's signature green scarf and collection of ninja tools were left with the clan in Clifton Forge, where they would eventually be passed down to Joguo.

Arkusazzo's most recent escape from her tree prison was in 1993.  Before she was sealed away again, she killed Joguo's older sister Kiyoko, who had attempted to confront and seal the demon on her own but was not yet fully prepared for such a task.




2021 and Onward

Around 2023, I decided to drop the second "G" from Joguo's surname -- you may have noticed that I've edited the opening paragraph to use the spelling "Gouen-Zu," despite using the old spelling throughout the rest of the post.  This was done to make the name sound closer to something that could be an actual Japanese name (since Joguo's ancestors are supposed to be a ninja clan who came from Japan); the "-ng" sound is something you see in several other Asian languages, but not in Japanese.

Speaking of making the name feel more like an actual Japanese name... I also poked around with figuring out how to write Joguo's name in Japanese, both in hiragana and kanji.

じょぐお (JIo-GU-O)
ごーえんず (GOu-E-N-ZU)

I wrote down multiple ways of writing both Joguo and Gouen-Zu in kanji, but I don't think I ever decided for sure how I was going to write Joguo's first name -- only the "Gouen-Zu" part.

砂椽鶴

The kanji used to make "gou-en-zu" here mean "sand," "porch," and "crane/stork."  Considering how surnames very often relate to something in the distant past of the family (like how a lot of English surnames are stuff like "Baker," "Smith," and "Cooper" which were the jobs done by one of their ancestors centuries ago when surnames first started developing in that language), the ancestral home of the Gouen-Zu clan would probably be someplace with sandy ground and near a river where large water birds like cranes or storks might be sighted, and the home of the first to have the name "Gouen-Zu" probably had a porch that stood out from the houses around it.  Or maybe there was a crane that would regularly land on or near their porch? Something like that.

I'm not sure when, or if, I'll have a chance to actually include all of the ninja clan backstory stuff in one of my games.  It's at least vaguely referred to here and there in Alleghany Hell School, but since the game takes place almost entirely inside the school and the plot doesn't revolve around the Gouen-Zu Clan's history at all, there's not a lot of room to fit this stuff in.

Maybe someday Joguo will get a game, or story, or something that focuses on him for once.  I don't know when or how at this point, but it's definitely possible, especially since I've already put so much thought into his family's history and everything that comes with that.  It's kinda crazy that Joguo now has more extra stuff revolving around him than most of the FYS:AHS cast, considering the bland, generic secondary character that he used to be back in the early 2000s!  At this point he's probably the one character who is most likely to get his own spinoff/sequel game in the future, considering that I already had the idea that after the end of the FYS:AHS story he'd start devoting more of his time to ninja training and end up traveling to the homeland of his ancestors back in Japan.  Lately I've had the thought that maybe he'd travel to various harsh environments as part of his training, with one of them being the Australian outback (hot, dry, remote wilderness, everything is poisonous) in a mirror of how Joguo's solo portion of Uggy Barfoo had him land on the Australia-equivalent "Kangaroo Island."

Tuesday, February 6, 2018

Puckamon new demo, first FYS:AHS demo release, 8-bit graphics set update

Wow, I haven't updated this thing in over a year? Whoops! Well, I have been kinda busy with various things, ranging from getting a new job (technically I'm on "new job #3" since my last post here... though I'm also still working at "new job #1," preparing to get my hours cut back a bit) to various game-making projects to moving into a new apartment (which will be happening again in the not-too-distant future) and of course that whole "I have a girlfriend now" thing, which still seems like a pretty new thing to me even though we've been together 7 months now (I guess this being the first time I've ever had any luck with that sort of thing will do that. XD)

Anyway... what's happened in the world of stuff relevant to this blog since my last post here? Well, in chronological order...

  1.  Puckamon got a new demo release right in time for Christmas of 2016.  This new version adds Hammerspace City and Icepick Town to the ranks of the hammer-themed town names already featured in the game, and of course there's two new gyms to go with them.  There's also several new route and dungeon-ish areas in the vicinity of the new places, some new Puckamon to catch, and the first of many Gym Leader rematches (with the game's weakest Gym Leader, that Pikachu-obsessed creep Brandon who lives in Lumpen Town.)
  2. Fnrrf Ygm Schnish: Alleghany Hell School is now available to download and play.  There's some bugs in the version that's currently available, but yep, you read that right -- after spending so many years in development hell (this game's been in production on and off since 2008!) FYS:AHS has finally been unleashed upon the OHRRPGCE game lists.  The game is not complete yet, but it does cover a significant chunk of the story, from the power outage that starts the whole thing off all the way up to the discovery of Mr. Higgins' secret mad scientist lab underneath the school.
  3. My 8-Bit Graphics Set has been expanded.  Some notable new additions -- a bunch of new weapons (nearly double what was included originally) and hero sprites (more than double the original amount!), a decent chunk of new enemies (there are now 150 total!), and a good pile of new attack animations (bringing their total to an odd but impressive 127.)  If you've already got a game going with the old version, don't worry -- all the newly added sprites are also available for individual download on the OHRRPGCE Wiki's Free Sprites and Free Animations pages.
And what's next? Well, first up is probably a bugfix-plus-some-added-stuff update to FYS:AHS -- there's a nasty bug that lets you sequence-break into the outside areas and see some cutscenes involving a character you won't even have until you can get outside the school legitimately, so getting a version of the game out there with that hole plugged soon is a priority.  I've also gone through and added a bunch of extra details to the maps, ranging from stuff as insignificant as scuff marks and cracks on some of the floor tiles all the way up to a couple of new rooms and more student NPCs inside the rooms that were already there.  I also went ahead and added in two optional bosses (one of which was planned way in advance, the other I got the idea for sometime later along based on what was originally just a random joke detail in one of the maps), one of which has its own dungeon area beneath the sewers... and also, one non-optional boss leading into the next part of the game's main plot.  I'll probably add at least two more rooms to the school before I upload the new version, but aside from that, finishing the second optional boss's scene and adding in one more NPC so that the comic-book-trading sidequest can be completed are all that's left to do.

I'm also going to be making a new game using my 8-bit graphics as a base.  So far that's mostly just in the planning stages, but once the FYS:AHS bugfix demo is out there I'll be focusing mostly on that so things should start moving along a good bit quicker.

Thursday, January 22, 2015

Fnrrf Ygm Schnish: Alleghany Hell School

...okay, so it turned out the blob game mentioned in the previous post didn't hold my attention as long as I thought it would (though I do still have ideas for that one bouncing around and do still plan on making it eventually.)  Instead, in the past couple days I've gotten back into working on Fnrrf Ygm Schnish: Alleghany Hell School, which is a game I've been (very slowly) working on since all the way back in 2008.

Though, in a way, it actually goes back to 2003.  Here's the full history...

Like I said just a second ago, FYS:AHS's origins can be traced back to 2003, when I was just starting my senior year of high school.  I'd been fiddling with the OHRRPGCE since its earliest versions (back in 1998) and had gotten a bit of practice with it, and after several fairly awful games that got finished (and several better ones that didn't) I had another idea for a game.  This one was to take place in my high school to start out with and then branch out to other areas (which turned out to be a big part of why it never got done--making the scale  too big didn't work very well, and the story ended up being pretty slapped-together and nonsensical.)  I did a bunch of graphics for the game, but never got more than a single school hallway into an actually-playable state.  I also made the mistake of letting people sign up to be playable characters in the game... of course, most of the people who signed up weren't people that really grabbed my attention in the "I could make a character based on them" way (it's hard to describe exactly what way that is, but some people just stand out to me in weird ways and ideas for characters based on them come to mind much more readily), so these sign-up characters ended up just being... the person they were based on, but with a sword! Or some other random weapon.  The characters I actually wanted to put in the game were still there (many of them based on actual people too), but there were a bunch of "extras" based on those who signed up, which made the whole thing kind of feel slapped-together in yet another way.  Anyway... I did a lot of planning for this game but not a lot of actual game-making, and it ended up never getting beyond the point of "one hallway with a Drunken Kangaroo boss randomly hanging out near some stairs" completion.  You could get one party member (picking from three available in the classroom you started in), but only one of them ever had any special abilities defined so when testing the game I always picked her.  Yeah... not a lot of this actually got done.  It DID, however, give me some of the concepts I used in later games--the Freaky Fungus enemies that showed up early on (based on an actual fungus I found a few times) reappear in FYS:AHS with a much bigger role, and FYS:AHS (like the 2003 Fnrrf Ygm Schnish game) starts out with the school experiencing one of its many sudden power outages.

The Australian science teacher tellin' it like it is.
Only two of the playable characters from 2003 FYS are still playable characters in FYS:AHS, and one of them doesn't stick around in your team for the entire game (though I won't post any spoilers as to why, or which character I'm referring to here.)  The others, however, still appear in the game as NPCs (or, in one case, a recurring NPC earlier on and a boss battle later.)  The power outage plot ends up being resolved very differently than the original version--rather than a demonic "Servant of Spongebob" (...yeah, I had Spongebob in the game as the "Lord of Moronism," or basically a guy who has power over stupidity and tries to spread it across the world as much as possible) tampering with the school's electrical systems in order to supercharge its own power, the power outage in the new game was a result of faulty wiring being chewed through (though I won't spoil how this is discovered or how it's fixed, of course.)

Anyway... onto the 2006 version.  After not getting far in 2003 FYS and eventually even deleting the game file altogether, I started on a new Fnrrf Ygm Schnish game in 2006.  This one, like the previous attempt (and the current game) started out in Alleghany High School.  Unlike the 2003 and 2008-to-present versions, it didn't start with a power outage but with a school dance... during which a couple students show up late and discover that all the other students have gone missing with no explanation.  This leads to an exploration of the school, and the character based on me briefly blacks out and has a journey through some bad places in his own mind where an evil duplicate of himself named "Edwin" is lurking.  After this, the two characters are reunited and go back outside, where they find a scary-looking dude in a Santa outfit calling himself "Blackbeard Santa."  He promises to "give the gift of Moronism" and then attacks.  If I had made anything beyond this battle, it would have been revealed that Blackbeard Santa was responsible for the disappearances, trapping all of the other kids inside his magical sack, and the dance proceeds as normal (the game would have faded out and skipped it, of course, but still.)  After that, things would have gone to a mostly incoherent story much like 2003 FYS but with a different plot that at least tried making sense this time.  Nothing past the point of Blackbeard Santa ever got done, though.  2006 FYS contributes a few things to the new game, too; some randomly-encountered enemies (like Possessed Mops and Roaches) have returned, as has Adam Nebozu and his awkward, random, golf-based fighting style, where he might unleash a powerful "Golfball Rain" upon whatever unfortunate critters he's facing or he might just hit a "Bogey" and end up smacking his allies (or himself!) with the ball instead.

Finally, in 2008 I started working on Fnrrf Ygm Schnish: Alleghany Hell School--and this one, I'm not going to give up on or cancel.  Finally I've got a storyline that both actually makes sense and keeps itself fairly contained rather than trying to sprawl out across the whole world; in FYS:AHS, almost the entire game takes place within the school and surrounding areas.  The "branching out" occurs when you go into secret dungeons and cave systems under the school, which lead you to some more unusual places.  In the case of one line of caves, you'll be able to reach the outside, but only one mountain wilderness area is accessible this way--the important stuff is going on back at school (or below it, or in the sky above it...), so you can't just wander off down the highway or anything!

FYS:AHS has gone through some changes since I first started.  In early versions, the graphics were too bright and almost had a "pastel" look to them... which was completely unintentional, and a result of the old, worn-out monitor I was making the game on (which made everything look darker and bluer than it actually was.)  This has since been fixed.  The game also had some kind of awful-looking walkabout graphics in its earliest stages, and lazy battle graphics which were just "extended" versions of those walkabout graphics.  The character portraits (which everyone has this time around, not just important characters!) were pretty crappy before, too, but I've remade them to more closely resemble those in my other game Okédoké! La Leyenda Mexicana.  Here's some comparisons...

Eddie battle sprites.  Above: new version.  Below: old crappy version.
Old version walkabouts. Look how crappy they are.
And here's the newer and better versions.
Mouths! Noses! And no more big goofy eyes! Yay!
Old portrait graphics.  Some of these are seriously ugly.
And here's some of the new portraits.
Older versions than what's currently in the game, but still better than the ones above!
Anyway... it feels like my work on FYS:AHS is finally picking up steam.  The school's maptiles are all set up so that I won't need to make many new ones to finish up the classrooms and such (only for actual new areas, like the secret lab under the school or the outside.)  Just last night I finished up an area that was left half-done the last time I really got any work done on this game, and I've also fiddled around with the Cafeteria Dungeon so as to make it easier to avoid running blindly into battles with Yuckow Foods that burst out of trash cans and boxes when you open them (and these are very difficult to beat at this point in the game... probably impossible if you don't equip some items to give your characters poison resistance... so preventing people from stumbling into them without saving first and then losing all of their progress is a good thing.  If they were warned, they can't whine as much. XD)

And now, some more screenshots of recent additions to the game! Those of you who know me on Facebook will probably have seen these already, but hey.

New addition: use bathrooms to restore your HP and EP.
Female party members will use the girls' bathroom, of course.
If you're above 50% HP, the message here sounds a lot less urgent.

Nebozu apparently doesn't know the blue-haired ninja.
Either that, or he's just being a jerk.
...okay, yeah, probably the second option.

Fartbean Enterprises is a name that comes up a lot in my games, as you may have noticed.
FYS:AHS and Okédoké take place in the same world, and both feature Fartbean technology.
Fartbean is someone's last name--the company has nothing to do with farts.  Or beans.