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Still at 12%. Shoot me.

A thousand apologies for being a month late with my latest blog (I'm two weeks overdue orz).

Progress?

Still 4 out of a possible 25 hours done. I haven't moved forward at all ( don't crack the whip, please >< ) since I've been testing and polishing the first four hours of the game after receiving very helpful feedback and advice; both on the writing and actual gameplay, from my private testers. I'd rather spend another few weeks polishing the first few hours, than have to rush the whole game and spend
another good six months fixing up problems from the earlier halves of the game, which would be disastrous for my planned December 2017 release date. In hindsight, it is probably a poor release date, because the FF7 Remake would probably be due...

But I will be thirty by then, so it is fitting that Tristian would be my swan song after 9 years of working with RPGMaker.

Gameplay?

On-map encounters will no longer spawn. This also prevents player-grinding, so the player will have to rely on AP ( Ability Points ) and those neat little Crysalii that can be found in most areas for stat ups. I'll probably have to increase the AP rate though ( it's currently 1 point per level gained, which is too low for a controlled encounter rate system ). I'll probably use Yanfly's Swap Random Monster script to diversify enemies even more ( and it will stop players from becoming too complacent ).

To be quite honest, I found the respawning too repetitive when traversing the same areas again and again ( in fact, some dungeons will have warp crystals that will warp the player back to the beginning of the dungeon if it dead-ends ). And to make up for less encounters, the battles themselves are a little bit harder than usual. It all boils down to player strategy in the end.

For example:

Tristian is weak against Thunder. You're facing a group of Thunder Elementals ( in worst case scenarios, there will be a Water Elemental thrown into the mix. If they Drench you, you take double damage from thunder spells ). You probably know from your previous playthroughs that they can easily 2RKO her. And you don't have a Thunder Bracer ( halves Thunder damage ) or a Donar Boost item ( which will give your character a Thunder-affinity weapon but will also make them immune to Thunder for 2 turns ). So what to do?

Simple.

Unequip Tristian's armour. Her armour makes her weak against Thunder enemies, not her actual chemical makeup. Unless she's a robot, lol ( she's immune to Light due to her heritage though ). Even the wrong equipment in battle could spell doom at times, so analysing your foes' weaknesses in battle is key to winning them. You'll also come across Back-Row enemies who are immune to all melee weapons ( swords, axes, spears and knives ) but can be targetted with Bows, Crossbows and Magic. Nearly all flying enemies and some defensive soldiers ( like the Bannermen ) are Back-Row enemies. And they are often the pests you'd need to eradicate quickly.

Or you know, just silence 'em with Ianna's little stick.


Even so-called useless weapons like staves will have status-inflicting effects on your foes. At the expense of having lower hit rates, that is.

Sometimes the best strategies are often the simplest.


Also, level-ups are better implemented. I was having a bit of a problem with an ATS script that was causing the level up messages to go wonky, but I fixed it in the end. A real simple fix. ><

Passives:

Still a thing, but I've refined it a bit more and made them more diverse/unique for every character, like Tristian's Iron Will ( reduces all damage taken by 10 ), Ianna's Double Heal ( healing items become 200% more effective ) or Striker's Aggressor ( allows him to strike twice in a row ). Passives will also be less about increases character's stats ( like HP/MP/SPD ) and more about trying to make all seven ( eight if you count Tristian/Ira separate ) playable characters useful in their own way. Nothing grinds my gears more than a useless/dead-weight unit that
is still useless after training.

I'm not too sure if I should add a passive that allows a character to use another type of weapon ( like Lance being able to use bows or axes ) when he promotes from a Conscript to a Paladin. Aka Class-Changing might be a thing. It adds all sorts of replayability and depth to a game, so its probably not a bad idea.


The whole playable cast. A 50/50 split between gals and guys.
Top row, left to right: Tristian the Ice Queen, Ianna the Adorable Princess, Ira the Hot Chick with a Sword, Darcy the Genki Girl.
Bottom row, left to right: Striker the Ryu/Ike wannabe, Lance the Knight-version of Patrick, Trabant the Bamf, Dante the unlucky in love mage.

Writing:

While I still feel writing is not my strongest suite ( at least, when comparing it to my level design ), I am still working extremely hard to get the scenes just right, without making them too long or devoid of that all important character development.


I rewrote this scene so that Ianna doesn't come across as a sobbing mess.


I just love writing Ianna's lines. She has so much potential. And adorable to boot. <3

Also. Happy (late) birthday, Ianna.



Love from Tristy.

Posts

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(Aw, geez, that last image, lol.)

Wait...whaddya mean about “swan song...?” Is Tristian going to be your last game, or is it simply your last game using RPG Maker? If so, I dunno if I’d necessary throw in the towel just yet…as you never what could happen in the future, but if that is so then it definitely would be sad to see you go after this gets completed. Hopefully that’s not the case, as I still believe that you’re still capable of making a lot more games in the future (and I’m not just saying that because I still want my Siglud & Cillian fangame either).

Hey, just because you turn thirty doesn’t mean that your life’s hobbies have to end.

As for not making much progress in the last couple of weeks - hey, don’t worry about it. I actually haven’t made much progress on my own stuff as well these past couple of weeks, but I’m still plugging away whenever I can...and I’m guessing that’s all that we can ask of you to do too.

And don’t worry about the FF7 Remake and your game's release date colliding with it, lol. That game is probably going to take a lottttt longer than 2017 to come out, so I wouldn’t worry about that, lol.

All in all, everything looks and sounds pretty good so far. Continue to keep up the good work, Luchi! :)
On Gameplay, I don't think you should remove respawning enemies completely. Some players are just irredeemably terrible and will need to grind out of necessity. If anything, I'd make it so the enemies only respawn if you leave the dungeon map entirely, returning to the overworld. In the case of something like the pirate's cave, respawn them when the player goes to the beach.

On Writing, you're doing fine ;P I'm readily available for second opinions anyway, and so are others.

Also, wasn't Percival going to be a playable?
author=Dyhalto
Also, wasn't Percival going to be a playable?

Oh yeah - he’s right. Where the hell is he?

(Maybe there wasn’t enough room in the budget to keep him?)
@Addit:
I'm quite sure Tristy will be the last game I make. I've been out of touch with the community as of late ( I've even stopped posting in my favourite haunt, the Screenshot thread and taking no interest in recent events because LoTL is taking up too much of my RM-time ) and to be quite honest, I'd rather try my hand at making resources for the engine ( and try to make some money off it ) than trying to sell my games in already saturated market.

@Dy:
I could give the player an option to respawn foes by touching a warp crystal. Then its a win-win situation.
Hey, I never show anything in the screenshot topic myself, and I haven’t been posting that much lately in the last couple of months or so now, nor have I written that many reviews in a while and I still try my best to follow along what’s going on here whenever I can. Although my overall production here has slipped a little bit, I think as long as you try your best to participate here as much as possible that’s all that RMN really wants from you. People understand if you’re a bit busy one month or another or if you haven’t had any time to enter an event or two in a while – and that’s okay. Just follow along and do the best that you can while making Tristian, or whatever game you’re doing your top priority. (Well…besides real life matters, anyway; that shit is important.)

Maybe all you need after Tristian gets completed is a bit of a break away from game making for a little while and just do something else for a little bit to refreshen your mind again? It sounds like you’ve been working a little bit too hard there.

I mean, I understand. When you work on the same game for the last couple of years, day in and day out, the same ol’ characters and the same ol’ bloody engine again just staring at you every single day, you start to get a little bit frustrated and a little bit tired after a while, especially for you considering you have to do your own sprites and your art assets for it. I could never do that... But it definitely boggles you down after a while some days. You want to do a good job on your game and appease as many people as you can but you also want to get this game done as soon as possible and move on to something else. We’ve all been there.

I think, just like I’ve told myself countless times with Monopolo after working on it for this long is to just get it done, do whatever you can whenever you can and just release it. I’m sure that the game will do just fine, and even if it doesn’t at least I’m finally done with it and I can finally move on to something else and learn from that experience towards the next game that I decide to do.

I’m still hoping that this isn’t the end after Tristian for you and that you’ll still continue to make more games in the future - but I guess it’s really not that important to make that decision right now. Just continue to work on Trisitan and do the best that you can whenever you can and see where things go after that.

Perhaps one day you’ll change your mind again sometime down the road…I mean, you’ve done it before.
It won't really be a big loss if stop making games, right? There are plenty of other talented devs who could take my place. It's just I feel a bit pressured to make every new game better than my last one, and because Laine and Co's game was so well-received, I'm wondering if Tristy will be able to topple that, or the game I make after it, and so on and so on. Mentally, I want to throw in the towel, but I love my characters too much to abandon them.

Don't get me wrong, I love everything to do with making RPGs, but the way I see things is that there are far too many tiny 1-hour long games ( and I don't mean the contest stuff ) with loli-horror/minimal-GFX games/games that try to re-invent the wheel/games with pretty art and not much else stuff and far too few epics that I've seen in the RM-days of old. And those are the projects/games I really care about. And want to see more of. But it's not going to happen. That period of RPGMaker is over ( circa 2007-2011...? ).

Or maybe we've just become so accustomed to playing short games that most of us won't even look twice at the games boasting 30-100 hours of gameplay, because sadly, those are the games that are 90% filler and 10% meat.

I didn't mean to ramble, but that's how I feel atm. A little bird told me that the best RPGMaker games that have been made in the past were by the members who had virtually no community presence. And in the meantime, I'm going to keep my head down, work on this game ( and collaborate with my testers ) and finish this 25 hour behemoth by December 2017.

Completing a game is more important than makerscore, after all.
I'm still making an epic RPG with 30+ hours, don't worry lols.

You could still create stories I general or even find a team. You never know! I was never a fan of working alone on games - I like sharing and collaborating ideas. *shrugs*
Ratty524
The 524 is for 524 Stone Crabs
12986
Luchi, do you want to see your game get made and put out there?

If so, then quit caring so much about shitty trends and finish your game. Your game's merits will speak for itself when someone plays it.
unity
You're magical to me.
12540
Make the game you want to exist in the world. Regardless of current trends. Trends will come and go, but a good game will be appreciated. Just do your best and I'm sure it'll turn out fine ^_^
Are Ira and Tristian supposed to look identical? Because they have the exact same face/hair.

As for the idea of staves not hitting... isn't their reduced damage already an off-set for the bonus of inflicting a status? Instead of making their attacks miss, why not just make it so that the status effects don't always apply instead? There's nothing more frustrating than missing a turn, but knowing that it's because of some preconceived idea about 'balancing out status application' makes it worse.

Frankly, if you can make someone more useful, do that. In other words - let the lady hit things with her application stick and let the status stick. Otherwise she'll just be another weak mage who has a gimmick that is fairly useless.
unity
You're magical to me.
12540
author=Liberty
Are Ira and Tristian supposed to look identical? Because they have the exact same face/hair.

They are the same person.

I agree with your assessment of the staves, tho :D
@Strawberry: I've always preferred working alone, tbh. Team games just don't work for me. I had a bad experience with one event a couple of months ago ( I don't mind having a writer/proof-reader though ).

@Ratty: Yes, yes, you're right. Tristy is quite an ambitious game; I can't afford to get distracted with trends/games that aren't even worth looking at, let alone playing through.

With regards to staves, I'll increase their hit rate to about 200%. Might add Berserk/Sleep staves as well. But Ianna is so versatile I doubt she'd be even using them, unless your units are in a pinch ( Heal staves would recover a lot more HP than usual for example ). Axes will retain their low hit-rates though ( though with the SKL stat influencing hit rate it won't be as bad with regards to actually hitting an enemy ). Will probably make staves one-handed weapons as well. It never made any sense why such a light weapon would require two hands to wield.

author=Luchino
It won't really be a big loss if I stop making games, right? There are plenty of other talented devs who could take my place.

Why would you even say something like that? Of course it would be a big loss if someone like you ever decided to step down – of course it would! Besides, f**k those other people; who gives a shit. You have just as much talent as every one of those suckers out there do, including myself. Don’t ever give up on your dreams just because you think that there are a hundred other people out there that are just better than you or you can’t follow what’s going on behind the scene of things. Just continue to do your thing and have fun doing what you love to do. And hopefully you do just that, success will surely follow.

author=Luchino
It's just I feel a bit pressured to make every new game better than my last one, and because Laine and Co's game was so well-received, I'm wondering if Tristy will be able to topple that, or the game I make after it, and so on and so on.

Hey, it’s possible that Enelysion could have been your best, most critically acclaimed work ever and maybe nothing else will ever topple that in the future - and that certainly is a possibility - but you can’t put too much pressure on yourself that each game that comes out after it needs to topple it in order for you to make it feel like a success. Just getting the game out, having some fun along the way and enhancing your overall skillset and doing the very best that you can should be motivation enough for you. And even if Tristian bombs, just take the good with the bad and move on to the next thing.

author=Luchino
Don't get me wrong, I love everything to do with making RPGs, but the way I see things is that there are far too many tiny 1-hour long games ( and I don't mean the contest stuff ) with loli-horror/minimal-GFX games/games that try to re-invent the wheel/games with pretty art and not much else stuff and far too few epics that I've seen in the RM-days of old. And those are the projects/games I really care about. And want to see more of. But it's not going to happen. That period of RPGMaker is over ( circa 2007-2011...? ).

Well, unfortunately, that’s just the current trend of things that are going on here as of late, and there’s really nothing you can do about it other than just continue making the types of games that you wanna make. Don’t worry too much about what’s going on out there; just continue to focus on your own work. Besides, eventually people are going to get tired of these types of games and they’re going to want something else in the future. Trends come and they go all the time. You can either take advantage of that or just find your own way to do things.

And one of these days we’ll get another 30 hour+ epic RPG again – I just know we will. The problem is that a lot of developers and players today just don’t have the same type of patience level to sit through something like that or work on something like that and it’s generally in the best interest for both parties to shoot for something on a much shorter, smaller scale. That’s not to say that there are not those who enjoy lengthier, longer games, but it definitely takes a while to craft and not only play but also to finish as well, so I can kind of understand.

author=Luchino
A little bird told me that the best RPGMaker games that have been made in the past were by the members who had virtually no community presence.

Uh…what about Kentona and Hero’s Realm, or unity with Luxaren Allure recently, or even UPRC with Final Fantasy Blackmoon Prophecy or even Ocean with Paradise Blue? All of those people are pretty relativity active in our community and have created some of the best RPG Maker games around, so I don’t think it really matters all too much whether you’re active around here or not.

Luchi, I think you’re overthinking about this nonsense too much. Don’t think, just do! Go have fun and finish up Tristian whenever you can, okay? Don’t worry about everyone else, just worry about yourself. Relax!!!
And this is why I should just keep my opinions to myself...
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