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Progress Report

2016 Demo coming soon, as well as a progress update and decisions

This will probably be the last demo shown as the storyline has been completely renewed, and the characters, and enemies, are stronger... As well as this little fresh start, the game may not be as BIG as the late 2015 Demo. Anyway, I'm still in the midst of going through maps of the older versions, yes I still have those apparenlty. So here's how the demo will go this time.

You will be able to save the game, as the demo is just a small piece of the full Part 1, which is still in development. There's more freedom than just doing the story portion as I also allowed the game instant access to both 3-Minute Survival (formerly known as Final Arena Mode) where you run around fighting off enemies in the area, and Exploration mode where you play as Akiko and explore areas with two explorers. Though these two modes are limited to a certain extent, because it's a demo, You'll be able to continue playing the game once the full version of Part 1 officially comes out.

Some new features I kind of added into this fresh start, starting with the obvious Autosaving.

I decided to have three ways to save; Saving in the menu, Save Points, and Auto Saving. Though it's ridiculous to have Save Points in a game that you can Manually save, I wanted to keep the Save Points, at least the normal and recovery ones, from the previous version that I stopped and decided to scrap-ish.

The second is a scale in some maps, though before I decided to have the 1024x768 resolution, I decided to keep these maps the way they are.

The third is a few map rennovations/remakes. I started map rennovating for the old maps, I also decided to remake some maps that were not as good (Shadowing Forest for example didn't even look like a forest in the demos or the previous versions, it was all clunky).

Well, that's all for now. I'll keep you posted about any new things that'll happen, or if I feel like showing another useful item from the older build(s).

One more thing. The demo and the full Part are kind of being developed at the same time. You see (I'm revealing a development thing), I develop part of it, decide to say "That's probably good enough for a demo", copy and paste into a new folder, then start doing compression thing (this time I'll be using the Nullsoft Setup Install thing as I found that it's free and open source). Afterwards, I release the demo, I did that in the past and so far I think it'll work well with the fresh start too.


Item Addition - Angel Feather, and Alcohol

Item addition is a lookback in the list of Items I managed to move into the "fresh start" in the development cycle. This item in particular had to be kept.

Obviously it says what it does already, however when you obtain it, it is kind of like an exclusive item to Akiko, except that everyone can use it as long as she's in the party. That means, if she somehow.... oh I don't know.... starts to feel unwell and takes a day off or so, she will be removed from the party, and the item will go with her. Of course you won't be able to see the item in any Kita related parts of the game (obviously). The angel feather revives all characters to 100% health, and can be used forever, though not completely forever as before getting it, you have a choice of accepting the item or not as well as it (spoiler alert) disappears in a later portion of the story.. The Icon used is an edited version of the default RTP Icon, with an added glow to it to make it look sort of Divine in a way. Well, that's pretty much it for THIS item. As in a point of view, it's a crutch. Anyway, I better get back to developing, and it's going to be slow... again. The next item that also hit the game is Alcohol (Wiskey, Wine, and Ale).

In the past, Wiskey, Alcohol, and Ale did hit the now scrapped version of the game, and I managed to bring them back, with the cost of losing the Vitality of each character... haven't made a sober/drunk system though, so no drunk characters yet.

As shown in the Images section...

Although you gain SP, you lose a portion of HP. Each one down the list is stronger than its previous beverage, And they all can take a toll on characters who have high HP. No side effects, except for HP loss this fresh start around. Though HP Poison will probably still exist in the game for other things.

That's all for this blog... thing, don't know why I put this in here. Anyway, back to redeveloping a proper Part 1 without any "off the trail" decisions that I have done.

Progress Report

I'm not dead, it's just..... taking a while...

I started this project technically in 2011, then decided to develop it completely as an indie game. That was when I was about 18-19 years old. Since then I am trying to clean up my past messups, various resources have been used, so I decided to start from a cleaner slate. Also I have friends, mainly one I know in rl, who wants me to play these other games, which I do. I'm also looking for a job so development of this game has been veeeeeeeery slow. I also wanted to try out any new RPG makers (VX Ace and now MV) during the time the game was in development. I also want to draw and possibly make actual character designs for each character, as well as add a few other things (mainly because of the fighting game project which has been in hiatus for a while now). Anyway, because of circumstances, nothing since my last post in this site has been done, but I will try to pick up the pace somewhere between after Christmas and later because I currently have lost some entusiasm, which I will get that back soon. SO right now, I'm currently trying out RPG Maker MV, which had just came out, and seeing what features can be used. If I get a job and have enough money to buy RPG Maker MV, then I may convert the project from XP to MV. Anyway, I'm going to end the long note here. See you next post.

Progress Report

Bigger Resolution = more space for a more bigger view of the game world

I found, and added a script which can change the default resolution (640x480) to a bigger resolution, with the strain of manually stretching every single thing in the game. This will take a while because not only the maps need to be upped in map size, due to the resolution now being 1024x768, but I will have to manually alter the main scripts, and some pictures while trying to not stretch them, to match the resolution of the game by hand. However, not all scripts I'm going to use are in the game yet, so all the scripts are unaltered, for now. However, I will attempt to keep some features from the game intact as well as add a battle system script, again. I decided to use the same Side view script as before, but moving it to function similar to the default system, no more ATB. However, the ATB Icons, mainly the characters, will be used for bio cards, or whatever I'm going to call the items, so a lot of things have shifted to the new start. After the maps, the pictures, which was in 640x480, will be upped in canvas size, thanks Paint.net for having that feature. Well, that's all I can type for now. I'll keep you all posted on progress, and results.

Progress Report

Did some changes....

Although I have not copied/pasted the good maps into the fresh project, there is something I did change for the new version...

--Equipment Sets--
Before, I added necessary Items, and eventually made new equipment during progress. This made things out of order in the Items Menu. Now, I have decided to order them. This change also allowed me to make Equipment Sets for some odd reason. I am currently doing the Dagger Type weapons for each set, excluding first equipment as these are equipped when started. Accessories are excluded from this. These equipment sets may have matching weapons/armor. I haven't decided yet.

--Completed Daggers--
Durami (obviously)
Industrial (plus element versions)
Endless Dream (plus element versions)

*Names may change

--Characters will breathe--
I added a new script from a site which allows the characters to breathe, without more sprite images. This will definitely be a keeper.

--Where are the pets in the game?--
I have not moved the pet system into the new start yet and am still currently moving things over. Please be patient for that....

--Started on graphic importing--
Starting with the windowskin, I imported a few graphics from the previous version of Memorie (the late 2014 Demo). I'm still importing the recommended graphics and then will move to map copying from the Late 2014 Demo to the new start.

I will attempt to bring out a Late 2015 Demo, just because I want to show you the changes by letting you play the game, of course this will have a readme file of some sort as well. That's pretty much it for a progress report. I'll keep you posted.


Attempting to draw better, and Sprite editing yet again..... (revised 07/01/2015 2:23 A.M. EST)

Well, I haven't done much with this lately, but I am going to learn how to draw better than I can, that means when I do draw the characters, The first thing I'm going to do is draw the face images of almost each character. Also I'm going to edit the charsets, once again along with the sudden start fresh-ish. However, most of the maps will be copied and pasted, but I will have to get new scripts. The story has been slightly altered again, probably the final time. Oh well, that's pretty much it. See you.


Map refresh, script refresh, etc.

Scratch the ABS script, this game is going back to the old ATB battle, excluding Overdrives.... for now.

I forgot, I am confirming that most of the maps, the good looking maps (Akiko's Apartment, now going to be in an apartment building, Hunter's base, etc.), are going to be the same as I will be copying the good maps from the old build to the new build. Some sprites may be fixed, and currently, Alternate Outfits, for Akiko and (eventually) Kita, won't be implemented yet. The PHS is out of the game, and I am going from ATB to ABS, with at most two allies. As I'm looking for the easiest ABS script, I will then add it in the game, replacing the old build's battle system. Not sure which one yet. Some charsets, especially the ones that didn't look right much, are going to be edited a small bit. The color of the characters should stay afterward. That's all for tnow. Check back later.

Well, the new years have been here fore 26 days, as this is posted. Well, I'm going to refresh EVERYTHING. Mainly because of glitches, switches, and variables. There's a few glitches that need to be dealt with, there's too many switches, leftover from prologue, other switches from past changes, and there are too many unused variable, so I think this may work. Maps are also going to be refreshed as well as re-importing graphics/sounds/music. This should shorten the filesize greatly. That and I have a plan for the beginning that couldn't work with the glitches in the game.


Operation: Game Cleanup

Lately, due to adding some new content and changing some things, I am now going to slim this game to lower the total size. During this, I am going to remove all old charsets, SFX, Music, Window Skins, etc. that are imported in the game, and deleting them from the project for good, lowering the game's size and possibly having a lower sized setup for future demos/Full games.

Progress Report

What's been going on these past few months...?

Ehh... A bit of a time hassle, but pretty much been going around a few parts of Part 1, I've also changed a bit of the part. Here's what I mean.

The Hunter Exams that WERE going to be in Part 1 has been moved to a later part, mainly because I want to finish this part as quick and thorough as possible.

Kita's role has been altered a little bit. She, as a character, has been out of the sidelines during progression. However, her role has a little difference than what it was before the change.. However, I can't spoil her new role.... yet.

The few Suri maps are also being remade as soon as this Part is released. Mainly because the maps aren't as accurate as what I thought they would be. I also have a different tileset planned for these maps.

The new Ability grid was recently shown since April 17th. This part of the game is experimental, and so far by my point of view, it probably will get better as time goes on.
Here's the current size of the Ability grid as of April 17th.

Character Sprite Design of Kita has changed, even though only a part of the old sprite was shown in an earlier Part 1 Demo.

The bar has been edited to show a lack of customers a bit.

Lastly, I'm using a Menu and Title Screen Script to change the way the game will be. Mainly because that the default Menu screen has that big blank when I removed the 4th slot. The title screen's command list is a bit hard to..... well..... move to the right place.

The game has no dateline, mainly because of the lack of attempts to fully work on developing, and editing. However, i am taking some time to work on this.

Progress Report

Back in business..... sort of... [not an april fools joke]

My dad let me use a charger for my laptop... literally. I started typing this 5 minutes before April Fool's day's end. I copied over the project data, what I got from it at least, over to another PC, making it work out. I will be backing up the data, as usual, to my Laptop when I get a charger for it. Till then, keep on waiting, and playing the Late 2013 demo, unless you already beat it.