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Miscellaneous

Another happy progress report!

Here's how far I am in the demo:
Ep.1 = 99%
Ep.2 = 95%
Ep.3 = 90%

Episode 1 just needs one last play through to check for grammatical and spelling errors. usually I don't have many, but this new keyboard is a pain to get used to.

Episode 2 just needs similar editing and some battles.

Episode 3 needs a few events added to the final dungeon area and the final scene. The I can do the editing.

I'll send the demo off to Amerk as soon as it's finished. He's quick, and these episodes are pretty short anyway (it will be a short game overall). When he's added his two cents, I'll make the appropriate changes and it'll be here soon after. I'm pretty excited that I've managed to accomplish so much on this project as of late, and definitely eager to see if anyone else will have a good laugh or two from it.

I must warn you all though, I am still dedicated to my Eden Legacy series and will be halting work on this for a little while after the demo is released to focus on EL4. I'll still work on it periodically, but it will continue to be my side project, rather than my main one.

Miscellaneous

Major Changes- Releases, battles, possibly more

Release News
I've been planning on an episodic format for this game for a while, but now I've decided that these episodes will affect the releases as well.

The demo will consist of episodes 1-3, introducing each of the main characters and their background stories.

Each subsequent release will then consist of a new episode, while the original demo download will be replaced by a new one which includes the new episode. So, for those who download and play the demo, they will be given the opportunity to download episode 4 (complete with a decent save file) so that they won't have to replay older episodes. This way, I'll also be able to fix bugs and release new versions on a regular basis.

I have eight episodes planned, and shouldn't need any more after that to finish the story.



Battle News
Now, as far as battles go, Haddy will now use the standard rm2k3 battle system for her parts of the game. The reason for this is that Fergus' custom battles take way too much time, and it's been the reason for the postponed releases so far anyhow. By giving them separate battle systems, I can release these quicker while maintaining some diversity in gameplay.

That is the plan, as of right now. After Amerk gives the demo a try, he can tell me if the cbs is even worth it at all. It may well not be, in which case I'll release a special CBS version of episode 1 which will not be included in the main demo or subsequent releases. In such a case, I'll simply implement the rm2k3 battle system for Fergus as well, which will definitely quicken the releases, but also make gameplay a little less interesting (in my opinion). I could be wrong, as it definitely has its flaws... but we'll have to wait and see. I will at least guarantee that you will all have the opportunity to see the cbs in motion, even if I don't continue with it.

Back to work.

Miscellaneous

Still going at it

Ever so slowly, that is. Still haven't finished off that final battle for Fergus, but it's getting there. Today I spent about an hour finishing up the library goodies, populating some maps, and beginning Haddy's dungeon maps (which are about 50% complete now). I may fit everything into the demo yet!

Having just beat Wild Arms a second time, I'm using the tools feature to full effect with Haddy. Her spells will be used to solve dungeon puzzles throughout the game, and as she learns new spells she can gain access to new areas. Unfortunately, with my ridiculously complicated battle system, I don't think I can include many battles for her character, as I'll have to retool too much. I will have some though, and eventually she will be able to help Fergus in battle as well.

I do apologize for how long this has been taking. As I stated in my EL blogs, I've had some personal issues of late that have been keeping me from working on any games. Now that that's over, I can only hope it'll be smooth sailing like it was last year. This will most likely take a full year from now to finish, but the demo is coming soon, and that will give me some idea as to what is working and what isn't. Either way, I think people will be entertained at the very least by some of the humor.

Miscellaneous

My deadline awesomeness ends

Ugh, it's very unlikely that the demo will be out at the end of this month. I worked on it some more tonight, and my god is it ever buggy. It's going to take a lot of brain power to figure out the problem for the second to last battle, and to finish off the boss battle. Brain power I just don't have at the moment.

Anyways, I switched over to working on Midard's stuff instead. I am really starting to hate the chipsets I've selected for this game. I'm not going to stop now, or redo anything, but I will say that it was a huge mistake and the progress is suffering even further as a result.

I'm going to try and keep pushing forward, but right now, the demo release is looking to be pushed back. Probably until June.

Miscellaneous

RIP - stupid bastard, Dell

Yep, my crappy Dell finally bit the dust. I knew it was coming, the piece of shit. As such, I was able to save all of my rm projects before it died. And now I have a brand new, awesome computer that I will finally be able to run Dragon Age Origins on (which I bought back in November). Rejoice!

Anyways, it is going to take me a while to figure out windows 7 and this weird keyboard, but then I will start working on them again. Plus, I am not quite sure how rm2k and rm2k3 work on windows 7, so i will have to do some research on that as well.

Miscellaneous

Preview Page added

I did this last night, but I dislike posting two blogs on the same day for the same game. It details the gameplay for each individual character, and titles the episodes (this was done to give me some further sense of direction in my writing). Anyway, if anyone has any questions or concerns, let me know and I can add to it.

I was looking at all my unused resources for this project and came up with an idea for the sequel's battle system. It'll be pretty much the exact same thing, but I'll be using images rather than sprites. Being a fan of timed attacks, I'll probably add something like that as well. It's too far in the future really to tell, but it's nice to know I have all the resources ready when I finally start on it.

A note on boss battles, they'll work a little differently than regular ones. Basically, you'll find the minions before you can even engage the boss character. This will lead to a steady exchange of hits between you can the enemy, and you will actually have to utilize your "Defend" command (something no one uses in any game, and it's exceptionally useless in this one for regular battles). I hope this will lighten the criticism on the Defend Command's presence in the game overall. Plus, it was a buttload of work to implement it, given that it had no real purpose before.

I still don't know how the 2 character party battles will work yet. I considered doing the regular turn by turn, back and forth deal, but that's gonna get too confusing and the events will be too big in the end. I'll probably just have them fight their battles separately, or implement some new type of gameplay when they join forces. When I know for sure, I'll post it in the preview page, but this won't happen until after the demo's release.

I'm off to finish off Fergus' episode.

Miscellaneous

Release Plan

Yeah... so deadlines seem to be the only thing that push me on. As a result, I'm scheming a release plan that I hope will do more good than harm.

I think I've finally worked out all of the major kinks in the battle system so far (even though I keep adding and adding more to each individual one), so it's high time I moved on and started making the new areas of the game. Here's what I plan for:

Demo Release - end of April 2011
Complete Game - August 2011
1.1 Additional Content Release - December 2011

This is all tentative, but I am really hoping this will urge me on to completing this, as it has remained stagnant for the last few weeks. I just got back at it today, and I hope to finally have the first portion cleared by tonight. If I fail to complete all three character prologues by the time of the demo, I'll just release what I have.

So there you have it. This will be my year's major focus, although I also hope to release Both Eden Legacy 4 and 5 in this timeframe as well. Amerk and I are taking our sweet time delving into the 4th entry, but the 5th will use the same mechanics, so it will be much easier to make afterward.

Miscellaneous

Battle System "Chance Command"

While I'm still hard at work tweaking each battle for the first dungeon area, I stumbled upon a new idea to implement into certain encounters.

With environmental commands, I had always planned to have a "move closer" option that would pop up from time to time, allowing characters to perform more powerful or beneficial attacks based on their positioning to the enemies. However, for the first few areas, enemies are extremely weak, and you can kill each one in 1 hit. This creates a problem in that it isn't at all beneficial to a player to choose the move command, wait a turn (getting hit by all enemies), then performing an attack to take out 3 or less enemies. Confusing? Don't worry about it.

Anyways, that's where I came up with the "Chance" command, which is sort of like a regular environmental based attack, except that it has a 50/50 chance of working. It's a really easy feature to tack on, and it really forces players to strategize their moves. As you start to encounter more enemies at a time, it will play a bigger role in the long run too.

This is by far not the most technically advanced rm2k/3 CBS out there, but it's a nice learning experience and I'm slowly building it up with each encounter. It's definitely a pain in the ass (positioning is a lot of copying and pasting, and it relies on the assumption that players don't choose "Defend" four times in a row, which breaks it), but I'm gradually familiarizing myself with each individual maneuver and it's becoming easier to find my way around in the event. As long as I don't take too long of a break in its development, it should go relatively smoothly.

Progress Update
I finished the intro cutscenes for Fergus' story. I was worried about it before because it uses a bunch of pictures, which were kind of a pain to make. But it is now finished, and it couldn't have gone any better. I actually laugh at it every time! Definitely a highlight in the comedy department, and being right near the start of the game, it should help to draw people in.

On a final note, I still haven't found music fitting enough for the game. It is really bothering me. I will continue the search though.

Miscellaneous

Demo Phase: Still working on it!

DEMO STUFF

Just wanted to give a little update, since I haven't in a while (and I have 8 subscribers, woohoo!). I got through another big cutscene today, and now that I've fixed a major problem with my computer, I'm free to test it all without any trouble. This means I'll be able to have all the major cutscenes for the demo done by the end of the week!

In terms of the demo itself, It will feature each character's prologue. This means opening cutscenes, a dungeon romp, then closing cutscenes. I'm at the closing cutscenes phase.

When it comes to the dungeons themselves, I've got the battle prototype working, but it has to be changed for each encounter, which will take up quite a bit of time. It's a royal pain in the ass. The thing I'm really not looking forward to is making HP bar pics. That has to be included in the demo as well.

Since Amerk and I are starting up EL4 pretty soon, I'll have to bite the bullet and keep working on this at the same time. I didn't get as much done on this as I wanted to during my break due to computer problems. Anyway, consider it back on track.



COMPLETE VERSION STUFF

I still don't know how long this game will be. I want it to be relatively short, but the prologues themselves are pretty long, and the majority of the main quest hasn't even really been written yet. Also, I don't see how I could possibly cut it short without making the project seem like a copout (that movie really sucked). This is the main reason I'm releasing a demo (despite the fact that I hate them). I'll use whatever criticism I can, and figure out from there how long it will end up being. Criticism having to do with using more pictures and stuff will most likely be ignored though. I'm kinda pushing my limits as it is.

Last but not least, I've updated the main page. Nothing big, but it isn't full of lies and half thought out ideas anymore.

Miscellaneous

Cutscenes + Music + System

So as many have seen, I've finally started putting together the cutscenes. It's going a lot smoother than expected, which is a relief. All I need to do is 2 more anime pics and I can finish the rest of my scripted scenes (meaning I should get back to writing some more soon).

To describe the mood of this game, it's a light comedy game. I mean... some of it could be considered dark comedy, especially the opening scene, but it's done in a pretty light hearted way. It's not going to send anyone into convulsions or anything, but hopefully will engage players enough to want to keep playing to get to the next scene. I admit I did laugh out loud a few times at the crippled dominatrix scene (once I got it working). I have an odd sense of humor though.

About the music... I'll admit I'm having a really rough time. I always aim to have a soundtrack that players have never heard before (yeah, that means screw you all for making me listen to ff4 shit again and again). At first I decided to look into some hentai rpgs and see what they have to offer, but I know there are probably some pervs here that would recognize it and I can't seem to find any soundtracks for any of them (was looking for one for a game called battle goddess, or something to that effect). Anyways, I have a bunch of random cds I'm considering right now, but nothing is definite yet.

Some people have complained about the system set used in the screens. I agree that the text just wasn't readable, and so I've got a bunch of new ones I've been testing out. I'm down to 3 right now, and I may use them all for the different character stories. They're pink, white, and turquoise. I'll probably upload some new screens showing them off and see what people think.

Anyways, for now I'm going to focus on finishing the cutscenes I have written, and then go back to the dungeons and battles. After I finish the 3 intro stories I'll probably release the demo, just to see the reactions and hopefully get some feedback on what to improve.