MAKOTO KEDOUIN’s One-Person Indie Game Workshop

Made with RPG Developer Bakin – Dev Blog #2
In this second installment, we present a diary-style account of how MAKOTO KEDOUIN approached game development while experimenting with “RPG Developer Bakin”. From his first encounter with a 3D RPG creation tool, to early prototypes born through trial and error, and fragments of a game gradually taking shape despite uncertainty — enjoy this unique behind-the-scenes look at his “first steps” with Bakin, expressed through KEDOUIN’s own perspective and sensibility.
MAKOTO KEDOUIN
He is a Japanese game creator and scenario writer. He was born in Amagasaki City, Hyogo Prefecture. He first gained attention as a student with his self-made horror game Corpse Party, which began as a doujin (indie) project and was later developed into a commercial title.
The series has since expanded beyond games into novels, drama CDs, anime, and more, earning critical acclaim both in Japan and internationally.

Day 1 of Development — in August The Most Exciting Time
So, I’ve been given the opportunity to take part in a project where I use RPG Developer Bakin (referred to below as Bakin) by SmileBoom to create a fun sample game within a limited timeframe.
And on top of that, I’ve also been given the chance to write this production diary— a blog series where I, KEDOUIN, will be openly sharing the whole process of thinking, creating, and experimenting as I develop the game.
What’s more, the one watching over this journey is none other than Mr. Sugiuchi—the former deputy editor of the legendary magazine LOGIN SOFCOM, which I consider my roots, my home. Honestly, getting to write something like this under his watch feels like I’m writing a new LOGIN SOFCOM article across time. Needless to say, I’m beyond excited. My hype is through the roof! Let’s make something great! Starting tomorrow!

“LOGIN SOFCOM” was a specialized magazine for amateur game creators, published in the 1990s. It adopted a contest format, where outstanding entries were introduced in the magazine and included on a bundled CD-ROM, allowing readers to actually play the featured games.
Day 2 of Development — in August In Search of a “World”
Morning has come, and I’m sitting here wondering: What kind of game should I make?
Thankfully, I was told, “Feel free to do whatever you like,”—which gave me, KEDOUIN, the perfect excuse to unleash my imagination. And oh boy… it all came pouring out! A flood of wild, bizarre, and karmically cursed ideas—like a parade of yokai from the deep subconscious.
But of course, I can’t go around damaging the wholesome image of SmileBoom, with their ethos of “Stay true to creativity” and “Fun for both kids and adults!”
Despite appearances, KEDOUIN does know how to read the room when it comes to creative work. So I take a breath and rethink: Isn’t there a gentle, heartfelt kind of story that still lets me express my own style?
Then, the story ideas start bubbling up…
“What if a silver forest, softly blanketed in kind snow, were suddenly dyed bright red? Stunning!”
“An educational RPG to nurture children’s futures! A meat’s-eye-view of life—its journey to being eaten by humans. First stage: inside the mouth.”
…Nope. Nope nope nope. That’s not “gentle.” That’s straight-up R18-G.
Disheartened, I flopped onto my bed. And then… I started playing Dragon Quest Walk.
Will inspiration ever strike?
Day 3 of Development — in August Start Making—and You’ve Already Won
Even lying in bed, the “world” I want to grasp this time still didn’t appear. I suffered a total loss in a mobile game gacha, and plunged even deeper into the creative labyrinth.
But the entrance to creation is important. This is fine. No need to rush. Gather lots of things you love, and set sail for the world of dreams. That said, this project has a time limit. It’s about time to decide, and a little anxiety creeps in.
I can’t narrow down my ideas—could this be a defeat of my identity as a game creator who prides himself on sharp focus?!
At that moment, casually scrolling through X (formerly Twitter), I saw a post about “Tokyo Game Dungeon 9” held at the Tokyo Metropolitan Industrial Trade Center Hamamatsucho. Following related tags, I found countless charming indie games, lovingly crafted, shining brilliantly on the timeline. There was even a post from our very own SmileBoom, showing many visitors enjoying “trying their hand at RPG creation” with the Bakin tool exhibited there.
Smiling as I watched, my eyes caught a slogan:
“Start making games—and you’ve already won.”
That’s right. The moment I seriously start thinking about ideas, I’m already making a game—which means I’m already winning! I told myself this, passed the baton to tomorrow’s me, and started playing Dragon Quest Walk. Positive thinking, no need to hurry. Just thinking about it, or placing even a single pixel, is progress.
This is an important lesson for continuing creation. I believe this slogan—and the positive message behind it—is a golden truth that should reach all future creators.

Day 6 of Development— in August Let’s Just Dive In!
Ideas often come to me unexpectedly during everyday life. So KEDOUIN decided to take advantage of one of those moments to play around with the RPG creation tool and brainstorm some ideas. I immediately installed Bakin on my PC and started exploring it.
Alright, confession time.
In the past, I’ve worked on projects like “Corpse Party ” and the exciting “WakuWaku Cultural Festival” with my mentor General Yano (former editor of LOGIN SOFCOM), and I’m confident that I fully understand the concepts behind 2D RPG creation tools. However, when it comes to Bakin, which supports 3D RPGs, the addition of height and depth changes the entire map-making and development environment dramatically.
Sure, it adds more possibilities, but I had a bit of a preconceived notion:
“Isn’t it going to be difficult?”
Maybe some of you reading this feel the same way — curious about 3D RPG creation tools but intimidated by them.
Don’t worry. I feel that way too. So why don’t we move forward together?
I hope this series, where I stumble and learn as I go, will help blow away your fears and doubts.
Let’s make a cool “HD but with a 2D vibe” game.
I’m determined to master it. Just wait, Bakin — here I come!
Day 7 of Development— in August KEDOUIN’s Typical Tool Habits, Part ①
It’s been a while since I’ve felt this. That mix of anxiety and excitement — like the night before a big adventure — as I stare up at a towering mountain and wonder, “Can I really make it to the top?”
So where do I even begin?
Searching for Bakin on YouTube, I found loads of official tutorial videos, along with insightful guides from seasoned Bakin creators. The fact that such kindness and support are so readily available really makes you think: What a great time to be a creator. Yes, I should probably take the time to watch those videos carefully and learn by trying things out in the tool step by step…
But, let’s be honest:
Most beginners like me are probably thinking, “That sounds like a lot — I just wanna mess around first!”
So, I decided to go back to basics—or rather, back to being a kid. That thing we all probably did the first time we tried an RPG creation tool:
Making a game starring our friends without asking them, turning them into party members or enemies, titling it something like “The Quest of Friend Names,” and laughing so hard while getting side-eyed by our families.
That, right there, is the first step up the mountain—a playful moment that captures the joy of creating.
So I’m starting from there.
And by the time I finish this little test project, I’m hoping the real game idea will have found me too.
Day 8 of Development— in August KEDOUIN’s Typical Tool Habits, Part ②
First, start by deciding the game’s title. This move is all about going with the flow without overthinking it.
KEDOUIN quickly fills out each field one after another.

The tool clearly understands what beginners want to try first.
Under the label “Define Your Game,” settings like the title screen are grouped together. Let’s modify from here. This will become…

Like this.
…Wow, I actually did this when I first used an RPG creation tool. Suddenly, KEDOUIN’s student days flash before my eyes…
I literally fell off my chair with secondhand embarrassment for my past self, but this is exactly how you should start. So, I keep going. For now, I hit “Test Play” and…

hahahaha
Love it — that pure, goofy feeling of laughing alone at yourself! But now I want to show it to my friends! Yes, this is exactly how game making starts. It’s a precious moment to reconnect with the true origin of creativity.
Even if I choose “New Game,” only the title is set, so nothing really starts. Therefore, I’ll end the test play here for now. I’m coming up with various character names, but it’s finally time to dive into 3D map creation — starting next time! Man, that was fun!
Day 11 of Development— in August Good Input
In this blog, I’ll occasionally share some of KEDOUIN’s private life, so let’s take a peek at my room—familiarly nicknamed the “Haunted House” by my friends. If anything too crazy appears in the photos, it will probably be deleted right away, so please check it out quickly.
Engaging with quality entertainment can sometimes be the key to unlocking new ideas. Today, when I’m tired, my mental refreshment comes from watching the movie Midsommar by beloved director Ari Aster.
Midsommar boasts stylish promotional campaigns and, despite being a niche horror film, has gained considerable recognition. However, if you casually watch it with your partner, you might get hit with an overwhelming shock, potentially even triggering a breakup (!) — that’s how intense this horror story is. Ari Aster’s style often exposes the heavy darkness and light lurking beneath human relationships—family, friends, lovers—and Midsommar does this with a sharp, cynical gaze, though it is somewhat milder than his previous work, Hereditary. I recommend watching it alone when your mind is clear, and only if you’re not absolutely terrified of horror movies. These unique elements can become addictive, and in the end, it’s such a healing masterpiece that you might find yourself saying, like me, “I want to visit Hårga Village.”

Day 15 of Development— in August Rediscovering the Joy of Animal-Filled Forests

Ore’s Heroic Journey
Since last time, I’ve been playing around with my prototype game—was it called the Legendary ORE or the Legend of ORE? I even added some character settings for the protagonist and started testing it out. It was so fun that time just flew by. But I knew I couldn’t keep escaping reality forever, so I pulled myself together and decided to take on the challenge of building a 3D map. A new adventure begins!

When you start creating a new map, you’re greeted with a vast, green landscape. I moved the camera around intuitively using the mouse and began exploring. Placing objects is fun, but someone gave me the tip that digging and shaping the land with the shovel tool is even more enjoyable—so I dove right in!

In no time, I had created a wildly uneven landscape. As a beginner, I had no idea how to do detailed edits, like selecting just the bottom of a hole and raising it back up. It quickly spiraled out of control. Ah, 3D—the freedom and challenge that comes with the concept of “height”! Just as I was feeling defeated… another helpful tip arrived!

The first tree planted — may it grow into a mighty forest!
Once I had shaped the terrain like building a castle out of clay, it was time to place my first object: a tree. In Bakin, every 3D model or 2D image you place is referred to as a “stamp.” So I went ahead and stamped a tree into the scene.
For some reason, the tree ended up floating in mid-air—but here’s another handy trick: just select the object and press the “Q” key, and it’ll gently drop down to the ground. So convenient! Honestly, just knowing this one shortcut takes away all the anxiety about placing objects at the right height on a 3D map. It was a total “aha!” moment for me. Be sure to remember this one too!

There are plenty of useful menu options, but just start by learning one or two.
From the right-click menu, I found a command called “Align at Lower Elevation,” which automatically smooths out terrain. Total game-changer. You can raise and dig the land however you like, then just run this command to flatten it out. Repeat that process, and you’ll quickly end up with a beautiful, easy-to-walk map. Super useful—so if you’re a beginner like me, definitely remember this trick!

Let’s focus on making wonderful additions to your village, as if you were inviting your friends to visit.
As I started placing houses, mushrooms, and other objects freely, things suddenly got really fun. That’s when it hit me—this feels just like when I used to spend hours crafting the perfect village in the Animal Crossing series. Ah, that feeling!
Instead of thinking of this as a “task” to create a map as a backdrop for an RPG, I realized I could approach it like a sandbox game, where I build my own ideal village or town with care and creativity. That shift in mindset changed everything—it suddenly became exciting.
I might actually be able to do this. Bakin, let’s go!
Day 17 of Development— in August [Series] Come on Over to KEDOUIN’s Crossing

Kedouin’s re-created “Holga Village,” the cursed village from Inshu-mura, in Animal Crossing: New Horizons.
Having discovered the joy of building villages with Bakin, I—KEDOUIN—recently found myself drawn back to my collection room, affectionately known as “the Haunted House.” I was still feeling the lingering mood of Midsommar, which I had rewatched just the other day. It reminded me of when I recreated the film’s eerie village of Hårga using Animal Crossing: New Horizons. That memory sparked something—I felt like digging up those old collectibles again, hoping they might inspire some new ideas. Definitely not escapism. Definitely.
The film’s distributor, A24, has a refreshingly modern and positive approach. They host charity auctions featuring actual props from their movies, and they’re known for releasing quirky, themed merchandise for each film. Midsommar was no exception. It came with several items that left viewers completely speechless.
One of them, the Midsommar Incense Temple, is an incense burner modeled after that yellow temple from the film’s climax. When lit, it releases summer solstice-inspired scents like chamomile. …A bit too on-the-nose, don’t you think?
KEDOUIN’s room is full of forgotten oddities. If I dig up anything else interesting, I’ll be sure to share it here.
Day 20 of Development— in August My Practice Project The Legend of ORE Is Complete!
Somehow, out of habit, I kept naming the title something like “Biography” instead. Then I’d think, “Wait, that doesn’t sound legendary at all,” and switch it back to “Legend.” (Feels just like when I was a student…)
Anyway—my practice game, “俺の伝説 ~The Legend of ORE~”, is finally complete! 👏👏👏
This time, I worked under a self-imposed rule: Don’t put the brakes on your ideas. I just followed my instincts. And it turns out… my creative sense hasn’t changed much since my student days.
First, take a look at the background map.

Compared to the one I posted in a previous entry, don’t you think the quality has improved quite a bit?
One tool I highly recommend is the Random Pen. When placing trees, it automatically varies their direction and size, which really helps eliminate that “pasted tile” look and adds a much more natural feel to the scenery. A great little feature!

Let’s dive right into the game! I’ll be sharing a quick summary of the hero’s tale I’ve crafted.

It all begins with the line: “Good morning, Hideo.” Yes—this is where it’s revealed that the protagonist’s name, Eiyuu, is actually read Hideo. Not that it really matters, but still.

In order to face himself—and to uncover his destiny—our hero, Hideo, decides to peer into the Id*—quite literally, by descending into the village well (ido). Poor guy.
But just as he’s about to take the plunge… a quest appears!
To test branching paths using flags (or switches), I decided to lock the well entrance. This triggers a small puzzle sequence involving the camera system. Still, he’s a hero—so of course, he manages to get the key in the end.

The map name display can be toggled ON or OFF, and you can customize the font and more—allowing for plenty of personalized, detailed presentation.
Guided by a mysterious woman standing at the village center, Hideo tumbles down into the well.Waiting for him there is a trial: a test of self-confrontation.
The dungeon he enters is dark and sprawling—a test map built by me, KEDOUIN, to experiment with camera angles and layout.
Even so, Hideo pushes on with quiet determination.
(Sorry about that, buddy.)


Conversation events can be expressed in various styles, from the traditional name-box format to speech bubble formats and more.
After adventuring through the “Cave of Trials” and reaching its deepest point, Hideo finally confronts himself. There, he faces his very own “fear.” In a twist where even the enemy encourages him with “Overcome yourself!”—
Hideo replies, “Got it!”
Whether he truly understands is questionable, but thus begins the final boss battle. Since Hideo was initially too weak, I adjusted his attack power and other stats in the character settings to balance the fight.
By defining the battle scene, including the battle BGM, those settings are automatically loaded during combat. The list of settings keeps expanding like this, but it seems manageable as long as you set them up step by step.

Hideo defeats the final boss. Having overcome himself and awakened to his destiny, he sets off boldly on his next adventure. He walks swiftly away from the village… and the story fades into a pure white ending screen.
“And so, the legend began!”


The usual Only Lonely End Credits
Thanks to Hideo’s tale, I feel like I now have a solid grasp of Bakin’s basic controls. From here on, it’s all about diving deeper into the finer details—fine-tuning settings and pursuing more personal, expressive creations. That said, I still feel a bit shaky when it comes to creating background maps and camera work, so I’d like to work on improving those areas.
—And now that the practice project is complete, it’s time to address the main question:
What theme will I choose for the actual game?
As it happens, while working on Hideo’s story, an idea kept coming to mind…
Day 23 of Development— in August Rebuilding “REINES DU SABBAT”!
When I first heard I’d get the chance to create a game with Bakin, one of the earliest ideas that came to mind was this: Since I’m using an RPG creation tool that takes me back to my roots, why not revisit the very first game I ever made?
So for this sample game, I’ve decided to rebuild “REINES DU SABBAT”—a project bursting with my early passion, and, well… something that’s honestly kind of embarrassing to look back on now—using Bakin! 👏👏👏👏👏
It’s a fantasy RPG I originally created around 1995 on the PC-9801, and it was even included on a bonus CD with a magazine called LOGIN SOFCOM at the time.
The story follows a cat-eared girl who sets off on a journey to find a legendary herb in order to cure her kind older brother’s fever.
What will the rebuild look like?
I have no idea yet—but I hope you’ll look forward to the next installment of this dev blog!
