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Progress Report 01
StrawberryFlower- 06/16/2012 02:33 AM
Me:
I've been trying to come up with equipment.
I sit here, and sit here and nothing comes to my head. I love databasing (I know, I'm weird), but I cannot for the life of me think of much at the moment.
I would think of cool things, like "Scarf of the Northern Winds", only to find out it would get all condensed and stuff. ;_;
I'm trying really hard not to use other games for inspiration and to be original.
*deep breath*
Okay, Strawberry. You can do it. ^^;
My Fiance:
He's been busy spriting the first boss - which you see in the first flashback scene (which sounds and looks fun). Then he'll add the monsters you fight. My reasoning for starting the game with a flashback is because there's only a short beginning scene before you get to fight! YAY! ACTION!
So he still has to finish the battle system (which is uber hard for him, because of all the custom content it has). And he might even switch from our current pixel portraits to something much more simple to make things go faster.
I honestly feel so bad for him for doing all this work. :(
Our friend:
He's been busy with coming up with monsters, bosses, and story concepts. And weapons too (if I had to do weapons as well as equipment, I'd go INSANE). Hehe.
The Writer:
She helped me do a lot things this past weekend - such as writing the To-Do list (yes we have one of those) and creating the outline for the demo. She plans to do all the dialogue for the NPCs so we can actually interact with them and stuff.
Pictures:
Here are some WIP screens of the flashback (includes WIP cutscenes and no wildlife)

I've been trying to come up with equipment.
I sit here, and sit here and nothing comes to my head. I love databasing (I know, I'm weird), but I cannot for the life of me think of much at the moment.
I would think of cool things, like "Scarf of the Northern Winds", only to find out it would get all condensed and stuff. ;_;
I'm trying really hard not to use other games for inspiration and to be original.
*deep breath*
Okay, Strawberry. You can do it. ^^;
My Fiance:
He's been busy spriting the first boss - which you see in the first flashback scene (which sounds and looks fun). Then he'll add the monsters you fight. My reasoning for starting the game with a flashback is because there's only a short beginning scene before you get to fight! YAY! ACTION!
So he still has to finish the battle system (which is uber hard for him, because of all the custom content it has). And he might even switch from our current pixel portraits to something much more simple to make things go faster.
I honestly feel so bad for him for doing all this work. :(
Our friend:
He's been busy with coming up with monsters, bosses, and story concepts. And weapons too (if I had to do weapons as well as equipment, I'd go INSANE). Hehe.
The Writer:
She helped me do a lot things this past weekend - such as writing the To-Do list (yes we have one of those) and creating the outline for the demo. She plans to do all the dialogue for the NPCs so we can actually interact with them and stuff.
Pictures:
Here are some WIP screens of the flashback (includes WIP cutscenes and no wildlife)


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Well I think if you need to borrow ideas go for it. Good games come from our past experiences. Also I like action quick in games I start, so that sounds good. Sounds like your teams working very hard. Good job to all of you.
Stealing an idea is taking an idea from another, and claiming it as your own. Borrowing an idea is taking an idea, possibly infusing it with your own ideas, then crediting the original source.
Or something like this. I'm not really posting to debate the exact semantics of the terms "steal" and "borrow", here.
Or something like this. I'm not really posting to debate the exact semantics of the terms "steal" and "borrow", here.
I agree with Marrend. If you credit your source, or slightly change the name, Id say you would be good.
Okies, I might do that then. :)
Thanks guys.
I have a question.
I want to put a synthesis system in the game:
Should I have boring upgrades the player can buy at the shop, then have a separate list of equipment that can be created or quested that's way better.
Or have the boring upgrades themselves that can be turned into +1's or something similar?
Any other suggestions would be great, too!
Thanks guys.
I have a question.
I want to put a synthesis system in the game:
Should I have boring upgrades the player can buy at the shop, then have a separate list of equipment that can be created or quested that's way better.
Or have the boring upgrades themselves that can be turned into +1's or something similar?
Any other suggestions would be great, too!
author=StrawberryFlower
Okies, I might do that then. :)
Thanks guys.
I have a question.
I want to put a synthesis system in the game:
Should I have boring upgrades the player can buy at the shop, then have a separate list of equipment that can be created or quested that's way better.
Or have the boring upgrades themselves that can be turned into +1's or something similar?
Any other suggestions would be great, too!
Im now quite sure what you mean. Like adding black smithing or alchemy? Maybe you mean like buying recipes to create new armor. That could be cool. Plusing equipment is also a good idea. I always like features like these in games. Collecting certain items or ore of sorts to make new or better gear would be a great idea.
author=StawberryFlower
I want to put a synthesis system in the game
A shotel and a shotel gets a... freiturner!?
Vagrant Story reference aside, I really liked how that game did it's synthesis. You took one piece of equipment, then another piece of equipment of the same type (swords with swords, axes with axes, body armor with body armor, etc), to make some other piece of equipment. Was the resulting equipment always better than the components? No, but there was a walkthrough that had a good many of the possible "upgrade" combinations. You could only do this when in one of the workshops scattered around the city of LeMonde, and accessing the Magical Boxes that happened to be in said workshops was the closest thing the game came to a traditional town.
Anyway, for an RPG Maker game, I would imagine that this kind of system would be a nightmare to code. Not that I tried, but checking what the identities of Item A and Item B are, just to see if they make an Item C, and if so, what the results are, can not be an easy task.
@Bigtime
It's like a crafting system. The +1 system is seen in Tales of Vesperia or FFXI (you've probably never played those games, but it's where I take my inspiration from). Lols.
@Marrend
Omg, wow it's been such a long time since I played Vagrant Story (my friend has my copy which is like 13.5 hours away from me ;_;). It would be a pain to code (I'd feel VERY sorry for my fiance, then).
~*~*~*~*~*~*~
I think I'm basically wanting something where you can find really awesome upgrades if you tried hard enough or gathered up the right materials (I'd try not to make too tedious of course).
So it's basically +1 versions of normal equipment (which is crafted), or simple upgrades with hard to find/get "awesome" equipment".
Thanks for helping me out guys, I really appreciate it. ^^
It's like a crafting system. The +1 system is seen in Tales of Vesperia or FFXI (you've probably never played those games, but it's where I take my inspiration from). Lols.
@Marrend
Omg, wow it's been such a long time since I played Vagrant Story (my friend has my copy which is like 13.5 hours away from me ;_;). It would be a pain to code (I'd feel VERY sorry for my fiance, then).
~*~*~*~*~*~*~
I think I'm basically wanting something where you can find really awesome upgrades if you tried hard enough or gathered up the right materials (I'd try not to make too tedious of course).
So it's basically +1 versions of normal equipment (which is crafted), or simple upgrades with hard to find/get "awesome" equipment".
Thanks for helping me out guys, I really appreciate it. ^^
Here's a visual idea what I'm asking:
Which section do you like better for upgrading equipment? O_oa

Which section do you like better for upgrading equipment? O_oa

I would imagine that the first system it would entail less base ("+0") equipment, though abilities are more widespread as things get better. Like, a +5 piece of equipment would have holy mother of everything stats, or abilities, or whatever. Then there's that other +5 piece of equipment that, while it has a different set of holy mother of everything stuffs, would suit a different situation ten times better. Or something like this. The other system looks like it could just be a regular equipment progression where getting the most expensive/rare equipment is always better.
In the end, it depends on whither or not equipment can be changed on the fly. If it can, the first system might be cool. If you're aiming toactually release the game have something more simplistic, the second option is probably fine.
In the end, it depends on whither or not equipment can be changed on the fly. If it can, the first system might be cool. If you're aiming to
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