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Improving Blackmoon Prophecy's Early Portions
UPRC
14 post(s) 
- 11/12/2012 12:21 PM
I'm a firm believer in the philosophy that you CANNOT please everyone who plays your game, but... if someone seems to enjoy your game but points a finger at an area of a game (or even an entire portion) and says "this sucks" then steps should be taken to make that part of the game as fun as the portions that do seem enjoyable.
So here is my situation. The first several hours of Blackmoon Prophecy are clearly less enjoyable than the latter portions of the game. While I've taken a few steps to make some parts better (reducing the number of maps in some of the early caves, making dialogue more coherent, etc.), there is only so much that I can do without feedback because Blackmoon Prophecy is MY baby, so I'm going to love it regardless of any issues and will obviously overlook imperfections that you guys pick out pretty easily just because I won't see them as easily.
What I want to do is improve some areas of the game to make the story flow better and to prevent players from getting bored or frustrated. Here are my current ideas that I might implement in addition to anything that you guys may pitch.
1. Make the Hillsdale quest (killing monsters in the desert and then using the underground passage) completely OPTIONAL. This would result in a new path being cleared in the mountains southwest of town for the player to pass straight through. The whole Hillsdale chain of events would instead end in some pretty useful treasures and perhaps a cutscene or something. Maybe interactions between Elina and Nobumasa to flesh out their stories a little more.
2. Teleport the player back to the start of the majority of dungeons after completing them (except for those that are pretty short).
3. Remake some of the early caves. The newer caves that I've been adding lately, such as Bafsk Subterrane and Mt. Figaro, have been significantly more interesting than the early caves of Blackmoon Prophecy. I may remap some of the older caves to give them added personality and make them more enjoyable to pass through. The Cave of Surt and Trei Catacombs are probably massive borefests for a lot of people. That needs to be fixed for sure and I intend on doing just that. Having multiple cave dungeons is fine, they just can't all look identical and have no interesting features. That's the problem with the early caves of Blackmoon Prophecy.
4. Give Vahn a little bit more to do. I think I want to give him an attack called Armor Breaker or something, and an increase of about 10 to his max MP at the start wouldn't hurt either.
5. More cutscenes. When there's nothing AT ALL to break up the endless roaming from point A to point B to point C I can understand how some players may lose focus a bit. I may add a few cutscenes here and there to remind players of what is happening in the story, where they're going next, or how the characters are feeling. These events increase in frequency as the game progresses, but the early portions rely too much on the player drawing their conclusions about what's happening and how the characters are feeling.
Those are a few of my ideas. I want to know what issues you guys have with Branch and early/middle Lenadia portions of the game so that I can work on them and make them more enjoyable.
Now, I'm not looking to do anything REALLY major like completely change the dialogue or personality of any of the characters and I don't want to scrap any parts of the game because this beast is finished, I don't want to go back to the drawing board and feel like the game isn't done. This is all about improving parts of the game and making them better.
So please, fire away. I'd love to hear all suggestions that you guys may have.
So here is my situation. The first several hours of Blackmoon Prophecy are clearly less enjoyable than the latter portions of the game. While I've taken a few steps to make some parts better (reducing the number of maps in some of the early caves, making dialogue more coherent, etc.), there is only so much that I can do without feedback because Blackmoon Prophecy is MY baby, so I'm going to love it regardless of any issues and will obviously overlook imperfections that you guys pick out pretty easily just because I won't see them as easily.
What I want to do is improve some areas of the game to make the story flow better and to prevent players from getting bored or frustrated. Here are my current ideas that I might implement in addition to anything that you guys may pitch.
1. Make the Hillsdale quest (killing monsters in the desert and then using the underground passage) completely OPTIONAL. This would result in a new path being cleared in the mountains southwest of town for the player to pass straight through. The whole Hillsdale chain of events would instead end in some pretty useful treasures and perhaps a cutscene or something. Maybe interactions between Elina and Nobumasa to flesh out their stories a little more.
2. Teleport the player back to the start of the majority of dungeons after completing them (except for those that are pretty short).
3. Remake some of the early caves. The newer caves that I've been adding lately, such as Bafsk Subterrane and Mt. Figaro, have been significantly more interesting than the early caves of Blackmoon Prophecy. I may remap some of the older caves to give them added personality and make them more enjoyable to pass through. The Cave of Surt and Trei Catacombs are probably massive borefests for a lot of people. That needs to be fixed for sure and I intend on doing just that. Having multiple cave dungeons is fine, they just can't all look identical and have no interesting features. That's the problem with the early caves of Blackmoon Prophecy.
4. Give Vahn a little bit more to do. I think I want to give him an attack called Armor Breaker or something, and an increase of about 10 to his max MP at the start wouldn't hurt either.
5. More cutscenes. When there's nothing AT ALL to break up the endless roaming from point A to point B to point C I can understand how some players may lose focus a bit. I may add a few cutscenes here and there to remind players of what is happening in the story, where they're going next, or how the characters are feeling. These events increase in frequency as the game progresses, but the early portions rely too much on the player drawing their conclusions about what's happening and how the characters are feeling.
Those are a few of my ideas. I want to know what issues you guys have with Branch and early/middle Lenadia portions of the game so that I can work on them and make them more enjoyable.
Now, I'm not looking to do anything REALLY major like completely change the dialogue or personality of any of the characters and I don't want to scrap any parts of the game because this beast is finished, I don't want to go back to the drawing board and feel like the game isn't done. This is all about improving parts of the game and making them better.
So please, fire away. I'd love to hear all suggestions that you guys may have.
Progress Report
Time for something new. Augments!
UPRC
18 post(s) 
- 09/18/2012 11:04 PM
I was sitting here trying to think of ways to make characters in Blackmoon Prophecy a little more customizable and I decided that one way to do so would be by adding a new accessory type called augments.
What are augments?
Slightly more expensive than regular accessories, augments are character-specific equips that increase stats in a way that is relevant to the characters equipping them. For example, Godot's augments will boost defense and speed a little, magic will be boosted drastically, and vigor will receive no bonus. Siegfried's augments, in comparison, are pretty much the complete opposite.
Aside from just boosting stats, each augment accessory will allow characters to use a brand new ability while the item is equipped. These are abilities that the characters cannot obtain in any other way.
So this sounds pretty dandy! Stats and cool new abilities! There is a catch though... once an agument is equipped, it cannot be removed.
How do we take an augment off, UPRC!?
Why, by using an item called Augment Off! This is a one time use item, but they are relatively cheap. An Augment Off item will unequip the accessory slot of all characters.
Where do we find augments and Augment Off items?
Augment shops! I'm sure that a lot of players have found pretty useless houses in some towns that contain either an NPC with pointless dialogue or absolutely nothing at all. These filler houses will become augment shops. Towns that don't have any such useless buildings will instead have augment shops added to them. If I don't want to bother increasing the size of some towns to add an augment shop (I'm looking at you, Palumpu!) then the augment vendor will be roommates with the accessory or item shop vendor.
What kind of abilities do augments teach characters?
Each character can learn four different abilities. Here's one from each character as an example.
Ami - Mustard Bomb (Fire damage, berserk, and gradual HP loss on one enemy)
Darius - Vampire (Absorbs a moderate amount of HP from a target)
Elina - Magic Breath (Heavy non-elemental damage to all enemies)
Godot - Acid Rain (Water damage and inflicts poison on all enemies)
Jasmine - Quasar (Massive non-elemental damage to one enemy)
Nobumasa - Sosei (Heals KO and approximately 100 HP)
Oalston - Ultima (Massive non-elemental damage to all enemies)
Siegfried - Pulsar (Massive non-elemental damage to all enemies)
Vahn - Jet Stream (Air and water damage to all enemies)
Vera - Fantod (Greatly increases her magic stat and restores MP gradually)
Bosche has no augments because his accessory slot is already locked.
I'll have augments ready in my next update.
What are augments?
Slightly more expensive than regular accessories, augments are character-specific equips that increase stats in a way that is relevant to the characters equipping them. For example, Godot's augments will boost defense and speed a little, magic will be boosted drastically, and vigor will receive no bonus. Siegfried's augments, in comparison, are pretty much the complete opposite.
Aside from just boosting stats, each augment accessory will allow characters to use a brand new ability while the item is equipped. These are abilities that the characters cannot obtain in any other way.
So this sounds pretty dandy! Stats and cool new abilities! There is a catch though... once an agument is equipped, it cannot be removed.
How do we take an augment off, UPRC!?
Why, by using an item called Augment Off! This is a one time use item, but they are relatively cheap. An Augment Off item will unequip the accessory slot of all characters.
Where do we find augments and Augment Off items?
Augment shops! I'm sure that a lot of players have found pretty useless houses in some towns that contain either an NPC with pointless dialogue or absolutely nothing at all. These filler houses will become augment shops. Towns that don't have any such useless buildings will instead have augment shops added to them. If I don't want to bother increasing the size of some towns to add an augment shop (I'm looking at you, Palumpu!) then the augment vendor will be roommates with the accessory or item shop vendor.
What kind of abilities do augments teach characters?
Each character can learn four different abilities. Here's one from each character as an example.
Ami - Mustard Bomb (Fire damage, berserk, and gradual HP loss on one enemy)
Darius - Vampire (Absorbs a moderate amount of HP from a target)
Elina - Magic Breath (Heavy non-elemental damage to all enemies)
Godot - Acid Rain (Water damage and inflicts poison on all enemies)
Jasmine - Quasar (Massive non-elemental damage to one enemy)
Nobumasa - Sosei (Heals KO and approximately 100 HP)
Oalston - Ultima (Massive non-elemental damage to all enemies)
Siegfried - Pulsar (Massive non-elemental damage to all enemies)
Vahn - Jet Stream (Air and water damage to all enemies)
Vera - Fantod (Greatly increases her magic stat and restores MP gradually)
Bosche has no augments because his accessory slot is already locked.
I'll have augments ready in my next update.
Progress Report
Let's plug more content into this sucker!
UPRC
16 post(s) 
- 09/09/2012 07:39 PM
So I cut a lot of things from the game in order to finish it (because I was getting tired of working on the game for so long). I'm looking at some of the things I cut that I liked and am adding them.
So far...
1. A new missable party member, Jasmine, who is sort of a cross between Oalston and Siegfried.
2. Temple of Kas'ion, a dungeon on the third world map. Omega has to be beaten to access it.
3. Cave of Memories, a dungeon on the third world map that mimics cave layouts from the first six Final Fantasy games.
4. An obtainable black chocobo that you can nurse back to health and then ride. Will work like the black chocobos in FF4 (can cross mountains but not oceans). Some locations will only be reachable via black chocobo.
5. Obsidius Hollow, a dungeon in the Underworld.
6. FF9 Chocograph styled minigame on the third world map. I was really eager to do this one before, but I got lazy when I was finishing the game and decided to cut it.
7. A few more optional locations (like the remote houses and such) on the world maps.
8. Another summon or two for Vera.
9. Other little things I can't think of, need to look at my old Blackmoon Prophecy documents for more ideas.
I'll add these now because I really want to have all of my original plans in the game. When I finished Blackmoon Prophecy and put it up for download, it still didn't feel "complete" to me because I cut a lot of ideas simply because I wasn't motivated enough to include them. Now that it has been a few months, I AM motivated enough to throw some of the cut ideas back in.
I will probably have all of this (along with the usual bug fixes) ready in time next week since I will be on vacation and will have lots of free time starting this Friday. Also because of these changes I'm adding, I'm taking down the hard type download because it will already be horribly out of date by next week, so anyone who downloads it with the new update I'm working on will end up with a very wonky game that doesn't want to function properly.
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic1.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic2.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic3.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic4.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic5.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic6.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic7.png
Feel free to leave any ideas/suggestions below.
So far...
1. A new missable party member, Jasmine, who is sort of a cross between Oalston and Siegfried.
2. Temple of Kas'ion, a dungeon on the third world map. Omega has to be beaten to access it.
3. Cave of Memories, a dungeon on the third world map that mimics cave layouts from the first six Final Fantasy games.
4. An obtainable black chocobo that you can nurse back to health and then ride. Will work like the black chocobos in FF4 (can cross mountains but not oceans). Some locations will only be reachable via black chocobo.
5. Obsidius Hollow, a dungeon in the Underworld.
6. FF9 Chocograph styled minigame on the third world map. I was really eager to do this one before, but I got lazy when I was finishing the game and decided to cut it.
7. A few more optional locations (like the remote houses and such) on the world maps.
8. Another summon or two for Vera.
9. Other little things I can't think of, need to look at my old Blackmoon Prophecy documents for more ideas.
I'll add these now because I really want to have all of my original plans in the game. When I finished Blackmoon Prophecy and put it up for download, it still didn't feel "complete" to me because I cut a lot of ideas simply because I wasn't motivated enough to include them. Now that it has been a few months, I AM motivated enough to throw some of the cut ideas back in.
I will probably have all of this (along with the usual bug fixes) ready in time next week since I will be on vacation and will have lots of free time starting this Friday. Also because of these changes I'm adding, I'm taking down the hard type download because it will already be horribly out of date by next week, so anyone who downloads it with the new update I'm working on will end up with a very wonky game that doesn't want to function properly.
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic1.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic2.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic3.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic4.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic5.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic6.png
http://rpgmaker.net/media/content/users/210/locker/BlackmoonProphecy11Pic7.png
Feel free to leave any ideas/suggestions below.
Miscellaneous
Cut! That's a wrap! Wait, what about all of that unfinished stuff?
Kind of inspired by a blog post Ocean recently made detailing things that never made it into his game. I decided that it might be fun to do, so I'll give it a go as well! Here are things that I didn't add to Blackmoon Prophecy. Also note that there are some spoilers below.
1. MogNet
Similar to the location in FF9. I intended for it to be located in Ivalice and I even started to map it out (it's probably still in the map tree somewhere), but I just had no real solid ideas for what to do with it and decided not to bother with it.
2. Esper World
A few drafts before I finalized the story, I had planned for the party to visit the Esper World to take the fight to the Archareons head on. A second reason for Vahn and friends to be in the Esper World would be to stop Malacore from absorbing the Holy Crystal and Dark Crystal. The Holy Crystal eventually ended up becoming the Life Crystal and I scrapped the Dark Crystal entirely. It's probably a good thing that I didn't go this route because making a fourth world map probably would have killed me.
3. Mog Has Joined The Party, Kupo!
This was tossed out at the LAST SECOND. Mog was going to be a secret recruitable character who would perform similarly to his FF6 incarnation. What stopped me from adding him? I didn't want to run through the entire database adjusting item/spell properties just for the sake of one missable character.
4. Branch Liberated
There was going to be this epic assault on Branch Castle by the player to take the castle back from the Archareons. This would involve overcoming dragoons transformed into lizard creatures, defeating (killing) Hans, and then helping Adder escape only for him to betray you. Branch Castle was going to serve the same purpose as the Rift Shrine, but I decided that I didn't want to do this.
5. Blue Dragoon Can't Jump
But he used to be able to! There used to be an actual jump command for Vahn a long time ago. We're talking three or four years ago. I loved having the command in the game, so where did it go? I accidentally caused some kind of catastrophic error in 200+ monster formations. Rather than going through and fixing each of them one by one, I just decided to get rid of the Jump command and replace it with individual jumping attacks.
6. Vahn + Vera = Love
It happens after the game ends, but the original plan was to have the two become lovers during the story. Why didn't this happen? Because it seemed sappy. Plus one character chasing the other for their affection for the entire game is sort of Final Fantasy tradition, so the route I went was probably for the better.
7. Ultima
I had this spell in the game up until a few weeks (or maybe even days) before I finished the game and uploaded it to RMN. I never included the spell because I couldn't settle on a battle animation that I was happy with. In some ways I guess the Armageddon spell could count as Ultima (even though Armageddon is earth elemental).
8. Gangsta Hans
I almost made Hans a black guy. ALMOST. The role of ethnic character was given to Elina instead. Hans kept his unique dialogue and he was instead changed to be a countryside hick of sorts.
9. Buried Treasure Everywhere!
I mentioned this in a past blog post once. One of the planned minigames was going to be similar to FF9's chocographs. Vahn's mother would give him a map that belonged to his father which would point towards Branch's lost artifacts. The player would look at a picture of the mini-map that would show a very vague area that a treasure is hidden at and the player would then have to go search that area for it. Why did I scrap this? I basically just said, "Nah, I don't feel like doing that anymore."
10. The Original Final Boss
After watching some Let's Play videos and listening to feedback, I found it interesting that a lot of people suspected Lord Adder of having a hidden agenda. A lot of players picked up on some hints that perhaps there was more to Adder than meets the eye and, well, those players would have been correct... once upon a time. For the longest while, I had the intention of making Adder grow more and more curious of Malacore's power, and he would eventually see draining his power as a way to defeat him. Malacore's power would then end up inside of Adder and he would then essentially follow the same footsteps that Malacore does. The plan to make Adder the final boss was scrapped when I came up with Zeul's character.
11. Dungeons Ahoy!
I tossed about 4-5 optional dungeons out the window. These would have been accessible after getting the airship on the third world map. I didn't make these dungeons because I just wanted to finally finish the game.
1. MogNet
Similar to the location in FF9. I intended for it to be located in Ivalice and I even started to map it out (it's probably still in the map tree somewhere), but I just had no real solid ideas for what to do with it and decided not to bother with it.
2. Esper World
A few drafts before I finalized the story, I had planned for the party to visit the Esper World to take the fight to the Archareons head on. A second reason for Vahn and friends to be in the Esper World would be to stop Malacore from absorbing the Holy Crystal and Dark Crystal. The Holy Crystal eventually ended up becoming the Life Crystal and I scrapped the Dark Crystal entirely. It's probably a good thing that I didn't go this route because making a fourth world map probably would have killed me.
3. Mog Has Joined The Party, Kupo!
This was tossed out at the LAST SECOND. Mog was going to be a secret recruitable character who would perform similarly to his FF6 incarnation. What stopped me from adding him? I didn't want to run through the entire database adjusting item/spell properties just for the sake of one missable character.
4. Branch Liberated
There was going to be this epic assault on Branch Castle by the player to take the castle back from the Archareons. This would involve overcoming dragoons transformed into lizard creatures, defeating (killing) Hans, and then helping Adder escape only for him to betray you. Branch Castle was going to serve the same purpose as the Rift Shrine, but I decided that I didn't want to do this.
5. Blue Dragoon Can't Jump
But he used to be able to! There used to be an actual jump command for Vahn a long time ago. We're talking three or four years ago. I loved having the command in the game, so where did it go? I accidentally caused some kind of catastrophic error in 200+ monster formations. Rather than going through and fixing each of them one by one, I just decided to get rid of the Jump command and replace it with individual jumping attacks.
6. Vahn + Vera = Love
It happens after the game ends, but the original plan was to have the two become lovers during the story. Why didn't this happen? Because it seemed sappy. Plus one character chasing the other for their affection for the entire game is sort of Final Fantasy tradition, so the route I went was probably for the better.
7. Ultima
I had this spell in the game up until a few weeks (or maybe even days) before I finished the game and uploaded it to RMN. I never included the spell because I couldn't settle on a battle animation that I was happy with. In some ways I guess the Armageddon spell could count as Ultima (even though Armageddon is earth elemental).
8. Gangsta Hans
I almost made Hans a black guy. ALMOST. The role of ethnic character was given to Elina instead. Hans kept his unique dialogue and he was instead changed to be a countryside hick of sorts.
9. Buried Treasure Everywhere!
I mentioned this in a past blog post once. One of the planned minigames was going to be similar to FF9's chocographs. Vahn's mother would give him a map that belonged to his father which would point towards Branch's lost artifacts. The player would look at a picture of the mini-map that would show a very vague area that a treasure is hidden at and the player would then have to go search that area for it. Why did I scrap this? I basically just said, "Nah, I don't feel like doing that anymore."
10. The Original Final Boss
After watching some Let's Play videos and listening to feedback, I found it interesting that a lot of people suspected Lord Adder of having a hidden agenda. A lot of players picked up on some hints that perhaps there was more to Adder than meets the eye and, well, those players would have been correct... once upon a time. For the longest while, I had the intention of making Adder grow more and more curious of Malacore's power, and he would eventually see draining his power as a way to defeat him. Malacore's power would then end up inside of Adder and he would then essentially follow the same footsteps that Malacore does. The plan to make Adder the final boss was scrapped when I came up with Zeul's character.
11. Dungeons Ahoy!
I tossed about 4-5 optional dungeons out the window. These would have been accessible after getting the airship on the third world map. I didn't make these dungeons because I just wanted to finally finish the game.
Announcement
Blackmoon Prophecy Hard Type Version
UPRC
16 post(s) 
- 07/05/2012 09:26 PM
While I let ideas for new projects slosh around in my mind, I'm going to revisit Blackmoon Prophecy by making a second "hard type" version of the game to address the "game is too easy" complaints in a really frightening and vicious way.
Now, I could just drastically reduce the stats of the playable characters and call it a day, but that would be too easy. I'll make several changes such as...
- Complete removal of some items to eliminate abusing some wearable items such as the Wolf Ring.
- Dumbed down effects on some items (running shoes will increase agility, NOT grant haste).
- Far fewer treasure chests.
- Greatly reduce the damage dealt by tier 2 and tier 3 weapons.
- Increase levels that spells are learned so that it takes longer to obtain more powerful abilities.
- Increased stats for monsters (except agility for the sake of everyone's sanity)
- Increased MP costs for blue magic, summons, and X-Magic.
- New attacks for many monsters which will mostly all be non-elemental and/or inflict status ailments.
- Possible removal of item upgrading (still debating this one).
- Reduced experience and gold from all monsters.
- Reduced power for damage and healing on usable skills and spells.
- Reduced healing effect on all items that recover HP and MP.
- Reduced stats for all playable characters.
- Remove multi-hitting from all weapons.
I intend on making every single boss a true battle to the death. Yes, even the first boss.
When the hard type is finished, I'll post it as an update styled download containing only maps and database files since there will be no changes to the game's resources. This will cut back on the download size by... a lot.
Also feel free to leave ideas and suggestions!
Now, I could just drastically reduce the stats of the playable characters and call it a day, but that would be too easy. I'll make several changes such as...
- Complete removal of some items to eliminate abusing some wearable items such as the Wolf Ring.
- Dumbed down effects on some items (running shoes will increase agility, NOT grant haste).
- Far fewer treasure chests.
- Greatly reduce the damage dealt by tier 2 and tier 3 weapons.
- Increase levels that spells are learned so that it takes longer to obtain more powerful abilities.
- Increased stats for monsters (except agility for the sake of everyone's sanity)
- Increased MP costs for blue magic, summons, and X-Magic.
- New attacks for many monsters which will mostly all be non-elemental and/or inflict status ailments.
- Possible removal of item upgrading (still debating this one).
- Reduced experience and gold from all monsters.
- Reduced power for damage and healing on usable skills and spells.
- Reduced healing effect on all items that recover HP and MP.
- Reduced stats for all playable characters.
- Remove multi-hitting from all weapons.
I intend on making every single boss a true battle to the death. Yes, even the first boss.
When the hard type is finished, I'll post it as an update styled download containing only maps and database files since there will be no changes to the game's resources. This will cut back on the download size by... a lot.
Also feel free to leave ideas and suggestions!
Miscellaneous
Notice: If you are going to fix any errors yourself...
If you intend on fixing any errors yourself (such as getting permanently stuck somehow), feel free to open the game up in rm2k3 to get yourself out of the mess!
HOWEVER... The David patch is mandatory if you are going to do this, because Blackmoon Prophecy uses the David patch to increase monster HP and stats beyond their default limits. If you open the project in a version of rm2k3 without the patch, the monster HP and stats will be reset to the default maximum values instead of the ones I assigned.
If you have already opened the game in a version of rm2k3 without the David patch, no worries. Just download the 2 megabyte patch I have up in the downloads section and that should increase the monster HP/stats again.
Here is the David patch. Just drag and drop the contents of the zip into the rm2k3 directory: http://rpgmaker.net/users/UPRC/locker/David_Patch.zip
I'm working my butt off to crush everything wrong that you guys are reporting, so hopefully very few of you guys will have to do this.
I also recommend making sure that you are using TWO save slots for your game until I'm 100% convinced that players cannot be stuck anywhere. As it stands now, the only part of the game where it seems players can get permanently stuck is after you return to Branch Castle from Mysidia. I'll mention what the problem here so hopefully others can avoid the problem, even though I have fixed it in the newest download that is currently up.
So for those who aren't running the newest download...
When you return to Branch Castle with Vahn and Lord Adder tells you to go reunite with Hans, he will tell you to travel through Old Branch to reach the Eternal Blue's dock. Old Branch is located directly under Branch castle. Do NOT use the Trei Tunnel until you've downloaded an update (1.02 or beyond), as you will get stuck on the other side of the mountains with no way to get back.
HOWEVER... The David patch is mandatory if you are going to do this, because Blackmoon Prophecy uses the David patch to increase monster HP and stats beyond their default limits. If you open the project in a version of rm2k3 without the patch, the monster HP and stats will be reset to the default maximum values instead of the ones I assigned.
If you have already opened the game in a version of rm2k3 without the David patch, no worries. Just download the 2 megabyte patch I have up in the downloads section and that should increase the monster HP/stats again.
Here is the David patch. Just drag and drop the contents of the zip into the rm2k3 directory: http://rpgmaker.net/users/UPRC/locker/David_Patch.zip
I'm working my butt off to crush everything wrong that you guys are reporting, so hopefully very few of you guys will have to do this.
I also recommend making sure that you are using TWO save slots for your game until I'm 100% convinced that players cannot be stuck anywhere. As it stands now, the only part of the game where it seems players can get permanently stuck is after you return to Branch Castle from Mysidia. I'll mention what the problem here so hopefully others can avoid the problem, even though I have fixed it in the newest download that is currently up.
So for those who aren't running the newest download...
When you return to Branch Castle with Vahn and Lord Adder tells you to go reunite with Hans, he will tell you to travel through Old Branch to reach the Eternal Blue's dock. Old Branch is located directly under Branch castle. Do NOT use the Trei Tunnel until you've downloaded an update (1.02 or beyond), as you will get stuck on the other side of the mountains with no way to get back.
Progress Report
YESYESYESYESYES!!!
UPRC
22 post(s) 
- 03/30/2012 09:22 PM
This. Feels. GOOD.
Eventing the map with the final boss now, but I'm still waiting on a final boss sprite that is being made by someone (no arcan, your sprite wasn't the last one - but close to it!).
THE END IS NEAR.
Also this feels dream-like and surreal to finally be at this point. This only took me HOW LONG????

Eventing the map with the final boss now, but I'm still waiting on a final boss sprite that is being made by someone (no arcan, your sprite wasn't the last one - but close to it!).
THE END IS NEAR.
Also this feels dream-like and surreal to finally be at this point. This only took me HOW LONG????
Progress Report
What's left to do.
I can definitely see the end of Blackmoon Prophecy in sight.
There were a lot of times when I didn't think I would ever finish this game (let alone even work on it again). There were several periods where I just didn't have the motivation to even open RPG Maker for months at a time.
Yet it's now March 15th 2012 and, at the rate I am going, Blackmoon Prophecy will probably be playable from start to finish by the 21st or 22nd. I still have loads of side content to finish, which I am going to tackle after finishing the end of the game and testing the game from start to finish again. I'm aiming to have everything ready for April 1, but if I don't meet that deadline then I should have the game uploaded a few days later (no more than two weeks later, which would be on the extreme end of things).
So where am I at the moment? I'm on the third last mandatory dungeon, though the final three can all sort of be viewed as "the end" of the game since it all leads into the final conflict.
I have a lot of optional content (minigames, side quests, etc.) that I need to wrap up too. There's the arena minigame, which is sort of like a cross between FF6's colosseum and the Golden Saucer's battle square from FF7. It's essentially a pre-determined ladder of 100 fights that you can work at plowing through at your own pace. They start easy (level 5-10 monsters) but by the 90th fight or so the player will be facing encounters that will be even too frustrating to appear anywhere else.
There's also a plethora of optional dungeons that I need to make as well, mostly just containing bits of equipment, summons, etc. Some of them are for side quests, such as one for the game's ninja character that involves him trying to prove his worth to his village by tackling the fabled Tower of Trial (think of something like the tower in FF7's Wutai that has Yuffie's side quest).
Optional content is what killed my motivation a lot in the past, so I think leaving it until the very end is a good idea because I'll be able to approach it with a "once I finish this, everything is 100% complete" mindset as opposed to last year when I was working on side content but still had tons of main story content to work on too.
So what am I promising with Blackmoon Prophecy? Nothing fancy. I really don't think that this is me being modest, just honest. The only people who ever seemed to appreciate Blackmoon Prophecy were those who liked old school Final Fantasy games. I'm really aiming for a very niche audience who will understand why the mechanics of this game aren't really that eyebrow raising. Things are kept simple to emulate 1990 era games that I grew up with, so I reeeeeaaaaally don't want anyone to expect any exciting custom systems or innovative features. The most innovative thing in Blackmoon Prophecy is probably item upgrading, which works like FF8's upgrading system.
If simplicity isn't an issue, then I think we're going to get along splendidly! What's Blackmoon Prophecy going to have aside from nostalgic and simple gameplay? Well...
1. It's Long
Around this time last year, my test plays were clocking in somewhere between 12 and 15 hours. I stopped counting them around 10. This is when I had A LOT less content finished. I'm also the guy making this sucker, so I always know where to go, how to get everything, etc. Sometimes I also cheated by holding control down to walk over walls or avoid battles. My play time is definitely a lot lower than what most people would average. So how long do I think the game will be? I'm going to be honest here and say that I really feel that it will be around 20 hours, though I'll have a better estimate when I test play the entire game towards the end of the month.
2. It's Big
The most common thing anyone ever says about my world maps is that they are big. Two are around 500x350 and the other is approximately 220x200 if I'm not mistaken. Because of the sheer size of these maps there are, predictably, a ton of locations. Not all of them are exciting, but they all have something worth checking out for one reason or another. A lot equippable items, as well as popular summons like Leviathan and Odin, are entirely missable due to being found in optional dungeons. I think the sheer number of places I throw on the maps definitely encourages exploration once the player has free reign to go anywhere they choose.
3. Mainstays & References Out The Wazoo!
Ever since I started working on this monster, I've taken to caling it not only a fangame, but a tribute as well. I intentionally throw in tons of references to various Final Fantasy games. A lot of events in Blackmoon Prophecy are directly inspired by things that happen in the fourth, fifth, and sixth games. So, chances are if you see something that seems awfully familiar to you, this is why! I've borrowed a lot of elements and themes from the 16 bit games, and I feel like it's created this sort of comfortable aura when playing due to sometimes knowing what will probably happen next, but this is not to say that there won't be surprises!
Aside from there being a lot of subtle (or sometimes not so subtle) references in Blackmoon Prophecy, there's tons of Final Fantasy mainstays that I've made sure are present. Ahrimans, antlions, bombs, behemoths, cactuars, flans, tonberries, zuus, and many more familiar monsters will be spotted. Cagnazzo, Gilgamesh, Rubicant, Ultros, and other baddies will also be standing in your way of finding great loot such as Atma Weapon, Excalibur, hyper wrists, Genji gear, ribbons, and running shoes. Of course this will all be a little easier with the help of Bahamut, Golem, Ramuh, Seraphim and the rest of their friends. I want there to be comfort and familiarity when playing this, and I don't think that will be an issue.
So that's that, and I think this will be the last blog entry that I write until I'm 100% finished.
Oh yeah, and here's a trailer of Vahn walking all over the place. A lot of locations in the video haven't been in previous demos or videos, so a lot of it will look new. http://rpgmaker.net/games/427/media/273/
TLDR: Almost done, hope it'll be fun!
There were a lot of times when I didn't think I would ever finish this game (let alone even work on it again). There were several periods where I just didn't have the motivation to even open RPG Maker for months at a time.
Yet it's now March 15th 2012 and, at the rate I am going, Blackmoon Prophecy will probably be playable from start to finish by the 21st or 22nd. I still have loads of side content to finish, which I am going to tackle after finishing the end of the game and testing the game from start to finish again. I'm aiming to have everything ready for April 1, but if I don't meet that deadline then I should have the game uploaded a few days later (no more than two weeks later, which would be on the extreme end of things).
So where am I at the moment? I'm on the third last mandatory dungeon, though the final three can all sort of be viewed as "the end" of the game since it all leads into the final conflict.
I have a lot of optional content (minigames, side quests, etc.) that I need to wrap up too. There's the arena minigame, which is sort of like a cross between FF6's colosseum and the Golden Saucer's battle square from FF7. It's essentially a pre-determined ladder of 100 fights that you can work at plowing through at your own pace. They start easy (level 5-10 monsters) but by the 90th fight or so the player will be facing encounters that will be even too frustrating to appear anywhere else.
There's also a plethora of optional dungeons that I need to make as well, mostly just containing bits of equipment, summons, etc. Some of them are for side quests, such as one for the game's ninja character that involves him trying to prove his worth to his village by tackling the fabled Tower of Trial (think of something like the tower in FF7's Wutai that has Yuffie's side quest).
Optional content is what killed my motivation a lot in the past, so I think leaving it until the very end is a good idea because I'll be able to approach it with a "once I finish this, everything is 100% complete" mindset as opposed to last year when I was working on side content but still had tons of main story content to work on too.
So what am I promising with Blackmoon Prophecy? Nothing fancy. I really don't think that this is me being modest, just honest. The only people who ever seemed to appreciate Blackmoon Prophecy were those who liked old school Final Fantasy games. I'm really aiming for a very niche audience who will understand why the mechanics of this game aren't really that eyebrow raising. Things are kept simple to emulate 1990 era games that I grew up with, so I reeeeeaaaaally don't want anyone to expect any exciting custom systems or innovative features. The most innovative thing in Blackmoon Prophecy is probably item upgrading, which works like FF8's upgrading system.
If simplicity isn't an issue, then I think we're going to get along splendidly! What's Blackmoon Prophecy going to have aside from nostalgic and simple gameplay? Well...
1. It's Long
Around this time last year, my test plays were clocking in somewhere between 12 and 15 hours. I stopped counting them around 10. This is when I had A LOT less content finished. I'm also the guy making this sucker, so I always know where to go, how to get everything, etc. Sometimes I also cheated by holding control down to walk over walls or avoid battles. My play time is definitely a lot lower than what most people would average. So how long do I think the game will be? I'm going to be honest here and say that I really feel that it will be around 20 hours, though I'll have a better estimate when I test play the entire game towards the end of the month.
2. It's Big
The most common thing anyone ever says about my world maps is that they are big. Two are around 500x350 and the other is approximately 220x200 if I'm not mistaken. Because of the sheer size of these maps there are, predictably, a ton of locations. Not all of them are exciting, but they all have something worth checking out for one reason or another. A lot equippable items, as well as popular summons like Leviathan and Odin, are entirely missable due to being found in optional dungeons. I think the sheer number of places I throw on the maps definitely encourages exploration once the player has free reign to go anywhere they choose.
3. Mainstays & References Out The Wazoo!
Ever since I started working on this monster, I've taken to caling it not only a fangame, but a tribute as well. I intentionally throw in tons of references to various Final Fantasy games. A lot of events in Blackmoon Prophecy are directly inspired by things that happen in the fourth, fifth, and sixth games. So, chances are if you see something that seems awfully familiar to you, this is why! I've borrowed a lot of elements and themes from the 16 bit games, and I feel like it's created this sort of comfortable aura when playing due to sometimes knowing what will probably happen next, but this is not to say that there won't be surprises!
Aside from there being a lot of subtle (or sometimes not so subtle) references in Blackmoon Prophecy, there's tons of Final Fantasy mainstays that I've made sure are present. Ahrimans, antlions, bombs, behemoths, cactuars, flans, tonberries, zuus, and many more familiar monsters will be spotted. Cagnazzo, Gilgamesh, Rubicant, Ultros, and other baddies will also be standing in your way of finding great loot such as Atma Weapon, Excalibur, hyper wrists, Genji gear, ribbons, and running shoes. Of course this will all be a little easier with the help of Bahamut, Golem, Ramuh, Seraphim and the rest of their friends. I want there to be comfort and familiarity when playing this, and I don't think that will be an issue.
So that's that, and I think this will be the last blog entry that I write until I'm 100% finished.
Oh yeah, and here's a trailer of Vahn walking all over the place. A lot of locations in the video haven't been in previous demos or videos, so a lot of it will look new. http://rpgmaker.net/games/427/media/273/
TLDR: Almost done, hope it'll be fun!
Game Design
Turning every dungeon into a challenge

I was sitting here thinking, "What can I do to make dungeons a little more interesting, or to make them worth hanging around in a little while longer if the player feels like doing so?"
The answer to my question? Time attack. Basically, after reaching the end of a dungeon/beating the boss, an NPC would spawn at the location which would prompt the player with the option to return to the start of the dungeon with the intention of blazing through it as fast as possible in order to obtain a reward.
An example...
The player would reach the end of let's say... A made up cave called The Flaming Chasm. Upon reaching the exit, an NPC would spawn (maybe something like a Namingway sort of creature) and ask the player if they would like to attempt the dungeon challenge. If the player accepts the challenge, they'd be teleported to the start of the dungeon and a timer in the corner would start ticking down. The player would have to reach the end before time runs out in order to complete the challenge. The player would fail the challenge if either of these events would occur:
1. The player runs out of time.
2. The player exits through the dungeon entrance rather than the exit.
If the player reaches the NPC before time expires, they'll get a nice treasure which would be deemed quite good for the point of the game the dungeon is at. An early dungen may simply give a nice helmet or something while a dungeon near the end of the game may reward the player with something very useful and hard to obtain, such as a Ribbon.
If I go forward with this, it won't be something I'll add until after I finish the last boss and then start working on finishing up all of the optional side content.
Does this sound like an interesting idea? It would, of course, be completely optional.
Progress Report
One Thousand
UPRC
26 post(s) 
- 03/08/2012 01:13 PM
Jesus Christ.
I think the game will cap out at around 1100-1200 maps.

I think the game will cap out at around 1100-1200 maps.








