DEVELOPER(S): Saturn
ENGINE: RPGMaker 2003
GENRE: YNFG, Exploration, Adventure
WARNINGS: Blood, Gore, Swearing, Suicide
SUMMARY: Returning Nightmares is an exploration adventure-horror game being developed in RPG Maker 2003, inspired by Yume Nikki and it's multiple fan-made homages (but with dialogue & easier to navigate maps). You play as Akira, a young man locked up in his own bedroom, exploring his dreams to remember the events that lead him to where he is now. But some things are better left alone…
Play the demo here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself!
Hi, I'm Saturn and I like videya game. I've been into Yume Nikki since about... 2010? And RPG Maker in general since 2011. I've been cateloguing resources and reblogging RPG Maker projects on Pinkuboa for 6 & 1/2 years now (7 in June) and I run Dream Diary Jam, a game jam for making Yume Nikki Fangames. I also love pixel art, writing, and cooking, but the last one I can't make into a game (yet).
What is your project about? What inspired you to create your game initially?
*Saturn: I was originally trying to make like a little intro to Yume Nikki project that people could peak into and copy for Dream Diary Jam & future use. However, it ended up taking a life of it's own as something I could goof off in and enjoy without thinking about it. The eventing I did for it could be better optimized, so I wouldn't use it as an example anymore (but don't mind at all if people look & learn from it!).
It's basically about me thinking back on my edgy years and my years of looking at other's OCs and celebrating how goofy and fun the stories could be. A lot of the game is me asking "What would someone who watched a lot of anime and listened to MCR do?" There's an appeal to cool edgy stuff I think we forget about when we look back on our edgelord years. Sure, you may not have been the best writer and some of the stuff is over the top, but it was enjoyable to make and some of the characters still appeal to you for basic emotional reasons (good design, relatable story, fun power trip, you just like their hair, etc.)
I hope the game is enjoyable to people whether or not they laugh at it or honestly have a good time with it. Both ways are valid - enjoyment is enjoyment!
How long did you work on your project?
*Saturn: Oh gosh...I believe I started at the very end of 2017, like a week before the new year. Then I worked on it for like 2 months, took a break, then picked it up and went hard in September 2018 again.
Did any other games or media influence aspects of your project?
*Saturn: You bet buddy:
-Yume Nikki
-.flow
-Ignite
-The Looking Glass
-Fleshchild
-Yume Nisshi
-Akuma (Yume Nikki Fangame)
-Answered Prayers
-Ultra Violet
-Cheesy internet OCs I read as a kid
-Cheesy modern horror movies
-Cheesy Creepypastas
...and probably other stuff but I can't think of it right now.
Have you come across any challenges during development? How have you overcome or worked around them?
*Saturn: Sometimes I make a world without thinking about it all the way through and I don't know what to do it with or what to fill it with. That's why you can find a map of an Ouija board in the map files with some events and such that you can't access elsewhere. It's driving me mad still. >:T
Did any aspects of your project change over time? How does your current project differ from your initial concept?
*Saturn: It went from a side project to my current project, a project I wanted to use to help others but ended up teaching myself. I know better ways of eventing now and have an idea of how to make maps and tiles better and faster.
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone?
*Saturn: I prefer working alone on this game. Had it been something that I started with someone else, I'd like it with them. I do crowdsource ideas though: I'll ask discord randomly, "Hey, what should I put next in Returning Nightmares" or "Hey, what else should I put in this world?" Big shout out to Dream Diary Development & Pixel Horror for their help!!
What was the best part of developing the game?
*Saturn: Seeing the worlds come together. Once a world has music in it and all the bits and pieces properly moving and intractable, it's immensely satisfying.
I'd say finishing an event and having it work properly is second. Eventing is fun!
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing?
*Saturn: I find myself playing with the engine and seeing what I can do with it myself.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?)
*Saturn: I don't relate to anyone in particular because they're all kinda hollow. However, I like the hidden wizard the best since he was a D&D character I never got to use, so I have a whole backstory and personality for him!
Looking back now, is there anything that regret/wish you had done differently?
*Saturn: I wish I planned better & fixed a few bugs for the first release. At least there's nothing game breaking: you can't get a few menus if you don't have enough money, but that's it.
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is?
*Saturn: Leave as is. This one is mostly to get me comfortable with the idea of releasing a larger game. Akira doesn't have any great stories in him, he's just him. Most of the games I got ideas for are one off since I like one off stuff. Makes everything feel complete.
With your current project, what do you look most forward to upon/after release?
*Saturn: I look for people's reactions to it. There's, there's a particular place in the game that's in the shape of a 10 year old webcomic meme that I had people @ me in chats and ask if it was a reference to, while I giggled like a fool. Games like most media can be an interaction between player & creator, and that's one of the fun parts of it all.
Is there something you’re afraid of concerning the development or the release of your game?
*Saturn: God I don't know if I'll break the game or make it boring in any particular way. That's my top concern.
Do you have any advice for upcoming devs?
*Saturn: Learning how to make a game is like learning how to read or how to do math: you won't be able to read To Kill a Mockingbird right away, nor will you be doing advanced algebra. It took a lot of time for you to be able to do either. Give yourself a break when you learn how to make a game as well: you won't learn how to make a big one in a month!
Feel free to screw up. Someone says "Don't do that, it'll be too big"? Do it anyway: you'll either fail and learn a lesson, or you'll succeed and then look back and say, "Oh crap, I could of done that better now that I learned everything new." Either way, you got more practice to make another game, but better. "But I screwed up...." - see paragraph 1 on this question for the answer to that. Cut yourself some slack and remember you're doing this because you want to enjoy making a game!
I found the best way I learned is by looking into other games (thanks Bleet & Jojogape for being cool with people looking at their games). I suggest finding the best way you learn as well, whether it's written tutorials, asking people, looking at other people's games, video tutorials, or just messing with the engine yourself.
Lastly, I found the best way to take pressure off myself when making a game (as someone who loves perfection) was to make a few goofy joke games first. If they were bad, that was fine: they were supposed to be funny bad! It's like releasing steam by making MS Paint drawings, it makes you laugh and feel less nervous.
Question from last month's featured dev @leirin: What's something you really hope to see an RPG Maker game achieve in the future? *
*Saturn: I want to see more games do something with the picture system in RPG Maker 2003. Like, I've seen games play with the new picture system, but not release and it's really burning my britches because it's such a great cosmetic game changer hnnnngh.
Otherwise, I'm not sure. RPG Maker is a limited engine specialized for RPGs. I like watching fellow developers Cachi, Hogwash-dev, Rindre, and a few other people see how far they can push the system, but I don't have a particular "I want to see this" from something. I kinda like RPG Maker for it's limits, but I also like seeing what I wasn't expecting from it!
We mods would like to thank Saturn 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 Returning Nightmares if you haven’t already! See you next month!
Returning Nightmares is an exploration adventure-horror game being developed in RPG Maker 2003, inspired by Yume Nikki and it's multiple fan-made homages (but with dialogue & easier to navigate maps). You play as Akira, a young man locked up in his own bedroom, exploring his dreams to remember the events that lead him to where he is now. But some things are better left alone…
Demo features include:
Over 20 areas to explore!
12 Memories to collect
13 Events to see
NPCs with changing dialogue
Custom Graphics
Very light puzzle elements
It’s a partially silly, partially serious game, so there is blood, gore, death, & suicide mentions for those sensitive to it. Depending on how fast you are at finding things, the demo can take anywhere from 1-2 hours to finish. You should not need to download the RTP to play this game, but if you do, you can get it here from the official site.
Huge shout-out to @pancakeproductions, @hogwashdev, @clockworkprincedev, @cachicordova, blankface, @nyrator, @choko-flan, @thislostrose, @laytonloztew, & @pakilusin for testing this for me, and thanks to the Pixel Horror & Dream Diary Development Discords for being good help and support!
Thank you so much for bearing with me, and I hope you enjoy the game! Feel free to send in an ask or leave a comment if you need help finding something or experience a technical issue. :)
Welcome to Returning Nightmares, an exploration adventure-horror game being developed in RPG Maker 2003 by @doc-saturn, inspired by Yume Nikki and it's multiple fan-made homages (but with dialogue & easier to navigate maps). You play as Akira, a young man locked up in his own bedroom, exploring his dreams to remember the events that lead him to where he is now. But some things are better left alone…