Tightfloss Maiden: The
Retrospective
A Commentary by Jeremy
Bursey
Download Here

Well, it’s 2009. Seven years have passed since I last hyped
this little known desert-based game to the community. At least five
years have passed since I’ve given it a good amount of design
time. And more than a year has flown by since I released an updated
version for a three-day musical event (that never actually happened).
So what’s been happening in that time?
Obviously, you’re not reading this to find out about how I
didn’t work on the game for many years. But for the sake of
everyone that joined the community after 2002, I figure I’ll
shed a little light on its history.
In July 2001, DJFenix (known then as ZZFenix) held the second
incarnation of the most popular contest series in this OHR community.
That contest, of course, was the 48-Hour contest. And that incarnation,
strangely, became the most successful contest we’ve ever had.
Seventeen people submitted an entry (or it may have been
nineteen—can’t remember now). Several of those
games became instant hits (Scars
of Glory, Grief, Harlock and Rinku’s Bill’s Never
Go West, and I
Made Dis were a few of the participants). Many others are
now long forgotten, but for awhile they shared their moment in the sun.
Tightfloss Maiden
first saw light of day within this contest. And it scored a memorable
11th place. It was the last of the games to receive any votes;
everything from 12th on down was zeroed. And with the OHR
“Golden Age” nearing its end, those scavenged
points to put it on the last tail out of the glory days were precious.
But that’s not to say that it shared in any glory. It had its
flaws, certainly. The only people to vote on it were the heroists (and
I never understood why it was a hit with them and no one
else—nihilism was an ongoing religion with them in those
days, and I think the story had elements of that, so I’m
guessing it started there), and I think they voted on it as an
afterthought. It was one of the few games in the lineup that employed
an actual storyline with traditional battle features. Not that that was
a problem or anything, but with so many entrants breaking the mold, it
was a setback. Though, not as damning as the textbox oversight that I
personally think killed its first impression with players (and with me).
It released initially with the “security feature”
that ZZFenix plugged into his default file to prevent cheating still
active. For anyone who has no idea what I’m talking about,
that feature was a semicolon drawn into an otherwise empty space, which
Fenix looked for to validate the entry. The problem was that he
accidentally used the default space tile, which meant everything in a
text box that wasn’t a letter was in fact a semicolon. And
because it was my first contest, and because I was nervous about
releasing an “non-secure” file, I released the game
with the semicolons attached.
And I was one of only two people to do that. Mistake Number Two.
Well, I cleaned up the semicolons that same night, implemented a few
bugfixes, and re-posted the game on the community’s only game
list at the time, the one on Operation: OHR. And I kept it there for
about a month while I was working on the update.
This is where its future began to write itself.
I knew since Day One that I wanted to implement a few special features
into the game like “Footprints in the Sand” and
“Dehydration.” The current OHR release had just
implemented “Each-Step” script triggers and I was
eager to use it. But 48 hours has this limiting affect on me, in that
there’s never enough time to really do what I want, so I
didn’t get a chance to implement the footprints for the
contest. And “Dehydration” was way too complicated
to mess with in such a short time. So I saved those for the update.
But I wanted to hype them both early to get people excited for the
game. So the minor flood of advertising began.
And that’s when it occurred to me that anyone who played the
48-Hour version during that interim would’ve been less likely
to play the updated version than they would had they been deprived of
the experience, so in early August I took the game off the game list.
It hasn’t been back since.
For the next few months I tinkered with the system, adding those
footprints, the dehydration, lots of NPC animation and scenery
interaction, spending hour upon hour turning the game into a cinematic
experience. Within a couple months, Tightfloss Maiden hardly resembled
its 48-Hour counterpart. It had a new look. It attracted new musical
talent. And it developed a marketing niche rarely tapped in those days
(and in many ways that tradition still lingers). I started calling the
new version the Candy Edition. It was meant to release with all these
design documents, fan art, short stories, and a crapload of special
supplements. In the end, it was supposed to blow the player’s
mind away.
And then the monster started getting too big. Too many features wanted
to share the sun. Several of the stories I wanted to submit with the
game I couldn’t bring myself to write. I started to burn out.
By February 2002, I stopped working on it. A lot had been done. But
there was still much more to do. There were three maps waiting to be
built (actually, six, but I only envisioned three at the time). One of
them, the village map, looked daunting in my head and I really had no
idea how to build it. We were still limited to one layer of tiles in
those days, and between the structures, scenery bits and footprints I
just didn’t see how it was possible to make it any good. And
when I considered all the animating backdrops I still wanted to
implement (I’d already built the first two cinematics), and
how much I hated drawing cut scenes, I stalled.
That’s about when the hype stopped.
Nearly two years passed. The game had already been forgotten. It
didn’t seem like anyone cared anymore. I already had a lot of
work invested into it. Specplosive already wrote the score for the
initial release (minus the intro I kept asking him to make, but for
some reason he never got around to doing it). Blackhat Solaire (my
neighbor at the time—or in 2001, rather) had given me a bunch
of battle sprites I couldn’t really use (due to major
conversion problems). And several members of the community had already
sent in supplemental stories for a place I wanted to build called
“The Hideaway Library,” stories I dreaded the
thought of transcribing into the game. And yet, nothing was happening.
So I started working on it again.
It was in this season that I put together the most brooding map of my
designing career (if you can call it that). The Anthill Canyon. In the
48-Hour demo, the player moved from the opening hyena attack straight
to the Scorched Valley where all the dehydration madness was supposed
to occur. But as time wore on I realized it came too soon. I started
thinking of better ways to begin the game.
That’s when I considered my opening inventory and realized
there was an item still unaccounted for.
The Anthill Canyon evolved from there. I knew I wanted a maze. The
forgotten item (which I’m refusing to discuss in case you
haven’t played it yet) was the perfect thing to make it work.
So I built this desert labyrinth, individualized every single cactus in
the map (I have about seventy global variables assigned there, so it
was daunting), and gave the game a map that could possibly become one
of the OHR’s best headaches. I asked Gilbert to test it, and
I’m not sure if he ever found the exit. I thought: Mission
Accomplished.
Then I started thinking of all the details I wanted to add to the
canyon, realized how limiting the OHR circa November 2003 really was,
and stalled again until the present.
So now we’re caught up on the history. The game lingered for
many reasons. Some of it had to do with the cut scenes. A lot of it had
to do with criticisms of the Unknown Woman’s arms being too
thick (and the subsequent dread of thinning out over a hundred
walkabout sets to settle a piddly gripe made it worse), and quite a bit
had to do with the inability to rotate sprites (which as of this
writing is still a factor, but I’ve sucked it up since then).
But most of it had to do with the fact that I never really felt it was
ready. No matter how much I put in there, I just didn’t think
it was enough.
The story has changed in 2009 for three reasons. The first is that I
wanted to do something cool for Hamsterspeak’s two-year
anniversary. After some thought, I realized, I need to get this game
released, so why not pull an old title out of the shadows and give the
community what it’s waited seven years for? The second is
because I’ve been on a design kick for the last
year-and-a-half and didn’t want to waste it on not working on
this game. And the final reason, of course, is because I’m
never satisfied with how my day goes unless I accomplish something, and
this game has gnawed at me since 2001, so I thought, well,
Moogle’s got that Gameathon going, so let’s just
get this over with.
The final reason, unfortunately, causes a new problem—one
that may inevitably surface come release time. After all the caution I
took to ensure an awesome release, I have a feeling some features will
still be absent by the time this article posts (and the game
subsequently releases). As of today, February 23rd, I still have to
finish drawing the village, implement all of its interactions and
footprints, design all the cave battles and their “auto
kills,” create a new system for “cooking”
items, and implement most of the sound effects. And while I’m
sure I can get all those things up and running between now and the next
five days, I’m not so certain about the cosmetic things I
want to do.
Things like adding portraits. Things like thinning the arms in the
oasis reflection. Things like coloring the sand with its appropriate
“bone” color (which I have the palette for, but
still have to redo a lot of tiles, cut scenes, and walkabout sprites to
get looking right). Granted, a lot can happen in five days, but I have
a feeling I’ll still need to release an update to address the
minor things I didn’t get around to fixing. And
it’s a bit unnerving.
It’s funny the circle that this game has taken.
It’s remained in silence for so long because I wanted it
perfect for its release. And now that I’m buckling down and
setting a date for it (which I won’t change because of the
reasons I’ve chosen to do it now), I still won’t
get it perfect. But I suppose that’s the nature of creation.
It can never be perfect.
So now that the game is coming (or already out depending on when
you’re reading this), what can you expect for the future?
The Adventures of
Powerstick Man: Extended Edition. Yes, I’m going
back to work on that game first. It carries the same weight on my
shoulders that this one had, so I have to finish that next.
But maybe in 2010 or 2011, we’ll see the next couple chapters
released. And maybe by then we’ll have some of our questions
answered.
For now, hang tight. And maybe play Tightfloss Maiden
if it’s out and you haven’t seen it yet. And check
out the supplemental materials. Several people contributed them and
I’d hate for you to overlook them. Especially the poster by
Gilbert. It’s cool.
Thanks for participating in this jaunt down memory lane.
We’ll have to do this again sometime.