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Let's plug more content into this sucker!
UPRC- 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 Also because of these changes I'm adding, I'm taking down the hard type download because it will already be horribly out of date by next week, so anyone who downloads it with the new update I'm working on will end up with a very wonky game that doesn't want to function properly.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.
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Good thing I didn't patch hardmode!
Well it seems as though Vahn's skills cost too much. They're percentage base, right?
Might wanna lower that so it doesn't seem like a waste of my time.
...
And maybe add Weak Ethers, or something like that. It would make the mages a little less frustrating early game :PPPPPPP
Well it seems as though Vahn's skills cost too much. They're percentage base, right?
Might wanna lower that so it doesn't seem like a waste of my time.
...
And maybe add Weak Ethers, or something like that. It would make the mages a little less frustrating early game :PPPPPPP
The Dark Knight overpowers Vahn in terms of abilities' MP costs, so yes, they should be rebalanced. I also think that elemental spells have kinda unbalanced MP costs as well, and White Magic spells, too.
Also, enemies on the Merged World seems kinda unbalaned for me (I have version I think 1.08a) and encountering FOUR speedy bats in the Albrook Caves just with TWO SLOW characters (Vaan and the character acquired on Mt. Ozma (name omitted due to spoliers)) is just plain hardcore, even though I like fighting quite a lot in games.
Also, enemies on the Merged World seems kinda unbalaned for me (I have version I think 1.08a) and encountering FOUR speedy bats in the Albrook Caves just with TWO SLOW characters (Vaan and the character acquired on Mt. Ozma (name omitted due to spoliers)) is just plain hardcore, even though I like fighting quite a lot in games.
Welp, glad I didn't play this yet then. It's been sitting on my HD for a while, but I'll wait for this version.
Only Vahn's resistance skills are percentage based.
Vahn is much easier to manage towards the end (when you can spam skills that cost 20ish MP or more). I may still give him a little bit more MP at the start just to offset how quickly he drains it.
I'm tempted to leave the Dark Knight as is and I'm not sure what seems wrong about the cost of white magic spells.
I'll check out those bats though. Bats are typically always fast in Final Fantasy games, but there's a good chance that I may have left some of them with too much agility.
As for ethers, maybe I'll introduce them earlier in a few random item shops. As it stands now, they can't be purchased until you obtain the airship.
Vahn is much easier to manage towards the end (when you can spam skills that cost 20ish MP or more). I may still give him a little bit more MP at the start just to offset how quickly he drains it.
I'm tempted to leave the Dark Knight as is and I'm not sure what seems wrong about the cost of white magic spells.
I'll check out those bats though. Bats are typically always fast in Final Fantasy games, but there's a good chance that I may have left some of them with too much agility.
As for ethers, maybe I'll introduce them earlier in a few random item shops. As it stands now, they can't be purchased until you obtain the airship.
I think the white magic costs are spot on. Halfway through the game now(I think) and my only complaint would be that Oalston doesn't do as much damage as the blue mage, but I'm assuming that could change later as he still only has xfire/ice/lit/aero at the moment.
UPRC
Will work like the black chocobos in FF4 (can cross mountains but not oceans). Some locations will only be reachable via black chocobo.
FF4 Black Chocobos can cross water. Their limitation was that they could only land in forests (which the Magnetic Cave island is covered of) and when you got back on they'd always go back to the origin forest (and you always had an airship by then so there was no reason to ever use them besides when mandatory). FF5 was the same except they couldn't cross high mountains which was a pointless restriction. It's funny the dragon you can ride can't cross mountains but the chocobo can. Plus the dragon has way cooler music :(
Honestly... I'm having trouble remembering the name of where I am LOL. I am somewhere just after the second serpent road(the one with Vahn, not Hans). I haven't had to grind yet since Vahn has been carrying the party with the dragon force ring/dragon force combo for bosses, so that probably has something to do with it. Basically I just run through dungeons hitting escape whenever there is a back attack, so that could also be a factor ;)
If you are on serpent road, I don't think you are even close to half of the game. I could be really wrong.
author=Adon237That could be, I have a problem with leaving ANY treasure chests behind, so my 14 hour excursion may have been a bit overblown ;) I believe my party is currently around level 20. Once again this is the serpent road that you have to do 5 or so different things to access somewhere around Kohlingen.
If you are on serpent road, I don't think you are even close to half of the game. I could be really wrong.
Yeah, the Serpent Road in Lenadia is probably around.... 30% through the game or so?
Anyway, updated with pretty pictures to show that I'm actually doing stuff.
Anyway, updated with pretty pictures to show that I'm actually doing stuff.
author=UPRC
Yeah, the Serpent Road in Lenadia is probably around.... 30% through the game or so?
Anyway, updated with pretty pictures to show that I'm actually doing stuff.
Damn this game is huge lol. By the way great dungeons, I like the hugeness of all of them. I also enjoy the puzzles since they are a good break from dungeon crawling but aren't annoyingly complicated *cough*MOTW*cough*.
One more thing I would add for future content is to fix the music looping, but I know you've heard that one before ;P
I think you could make a minor fix to the Red Mage: I got his petrified, but few pixels on his hair didn't turn grey.
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