Runewaker
Production

Production will recommence after new storyline is finished.

Design woes!

I sound excited about them but that's because it's keeping me busy.

I'm having an ordeal with abilities and how characters go about learning them. Basically before now I was going to have each character possess a static skillset of basic abilities. Then players could use the mastery system to either learn additional skills or upgrade existing ones into new forms.

Now I'm not sure what I want. I'm thinking of employing a skillset limit, where characters can only have a certain amount of abilities active at once and need to alter their skill sets to meet the demands of the battles they are facing.

The reason for this possible change is the Field Attribute feature that I'm attaching to certain battle skills. For example, Sera's Force Kick will have a "Smash" attribute on the field. This allows her, as long as Force Kick is in her skillset, to break certain obstacles on the field and clear paths to hidden areas.

Dilemma for me. Will figure it out. Feel free to express your opinions about it!

Story progessing smoothly!

Little update to let you know the new storyline is coming along nicely. I've also started updating the pages of the site to reflect the new changes. Character pages will be up tomorrow so keep an eye out for that!

I'll also be updating the features page tomorrow to go more in-depth about the game's dungeons, the mastery system and ability limit.

Once again don't forget to subscribe to the blog to be notified when Runewaker's page is updated. =]

Sincerely,
Kayzorkross.

Apologies.

I'm sorry to announce further delay in the production of Memoria.

The reason for this is that the original world design is now the basis for the novel I am writing, and I have thus decided to rewrite a new story and world for this game (and a future title change).

Work has already begun on the new concept and is progressing quickly (I tend to procrastinate a lot less when writing then I do when scripting the actual game content) and I will be updating pages with the new information soon.

The screenshots available are still a part of the game aside from the game world which will be heavily edited.

My vision for the new game concept is a traditional japanese-style RPG from the SNES days combined with elements of dungeon crawler games and some modern MMORPGs.

For those interested in some of the changes:

- Three new party members have been added to the playable character roster.
- Eight large dungeons are being implemented into the game along with the implemented of a new gameplay feature. More information soon.
- Ability charge system is being retained but will operate slightly differently then was previously stated and is now referred to as Ability Limit.

Once again I apologise to everyone who has been commenting about a possible release only to have it delayed further. I hope to have something to offer you that is even better then what was previously in production.

Sincerely,
Kayzorkross.

New pages added to site!

Well well! RMN has improved these game hub pages so much since I was last around! I've begun adding information pages to the site so have a browse. Characters page is currently incomplete but you can head over there to see an example of some of the skills Llanie and Kerowyn can use.

Some of you may have noticed that I removed two notable screenshots. These were the game world and the skillset menu. The skillset menu is going to be redesigned to be more intuitive and because I've changed the way it works slightly the old menu was far too outdated to be used anyhow.

The game world is being updated too. It'll remain the same size so don't fret but changes to the storyline since last time I was here require me to make some additions and replace some locations. The new game world will appear on a Game World page that will be up in a few days.

Anyway just wanted to keep you guys updated! If you're interested in this game's development don't forget to subscribe and show your support!

Til next time,
Kayzorkross.

Production has restarted.

Updated story. Changed a few systems so as to not overcomplicate the game. Will be adding more information as it comes to light.

Sorry for the hiatus, my life got pretty damn hectic all of a sudden and I no longer had the creative energy to work on anything. That, however, is no more. I've gone from having no free time on my hands to having a LOT.

So Memoria is back on the production line. Bear with me and I'll make you an RPG you'll love!

Worky worky worky!

The screenshots are gone?! I have just deleted them and reposted them in PNG format so that don't seem so pixelated in the previews, that's all! Plus I added two NEW ones!

I'm currently in the process of reviewing the abilities in the game and making slight changes to how ability charges work. I'm also reviewing the mastery system.

One change I can announce is to how ability charges work. Previously abilities would cost preset amounts of anywhere between 1-3 charges. I've changed this! All abilities now cost 1 charge. However, if you accumulate a second or third charge, their effect may be significantly improved. The only exception to this is the heroic abilities which require a lot of effort to unlock and are very very powerful - these always cost 3 charges.

An example:

Llanie's ability Blade Blitz will attack twice with 1 charge. With 2 charges it will attack 3 times!

Her Coup De Grace ability which attempts to instantly kill any enemies on low health has an increased success rate if more ability charges have been accumulated. 25% with 1, 35% with 2 and 50% with 3.


One more thing to announce... I have had an offer from a composer who would like to make the game's soundtrack! Nothing has been finalised yet but once I've talked about them a little more about it I will get back to you about whether or not Memoria will have an OST!

Still alive!

Hey guys.

If you were wondering why I haven't updated in so long don't stress - I'm still working on this project!

Firstly I wanted to give a big thanks to Craze for offering to make the battle sprites for the game. They're looking fantastic so thank you Craze!

I've decided to start redesigning the mastery system because it was a little too complicated. I'll have an update with screenshots from the new look by Monday.

Anyways thats all! Catch ya later!

Mastery System Specifics

I was out of town this weekend but I'm back home now so production continues! For your enjoyment I've just uploaded a screenshot of the titlescreen since some people seem so obsessed with those and that should be up shortly.

So what am I working on now? The Mastery System and mapping one of the first locations the player gets to explore: The Streamlands.

I'm really liking my menu design and I think you guys will too. I thought I'd be poor at designing menus that flowed but the skillset menu works like a dime and is really easy to learn to use. The mastery system is turning out exactly the same.

I have made a little change to the intended mechanics of the mastery system, actually. As of tonight this is how it will work:


Distributing Potential

Before the mastery system begins operating the player must choose how to distribute their character's potential across their three ability areas.

The player has two options - to select a premade distribution or create a custom one.

The distribution determines how much of that area the character can master using the mastery system.

For example if Llanie has distributes her potential in the format of 5 Expertise/3 Discipline/2 Ruthlessness then she can only ever master discipline up to level 3 and ruthlessness to level 2 but she can master expertise to the maximum rank of 5. There is one catch and that is you can only ever have a potential rating of 5 in one area.

Once you have distributed your potential you can now begin mastering these areas.


Mastering Areas

Characters gain mastery points towards their three areas in three different ways.

1. By performing a certain action such as using a certain command in battle, killing a certain type of enemy or some other requirement. This one is different for each area so keep that in mind.

2. By having a skill from that area equipped in your skillset you generate mastery points over time. Having two skills doubles the generated output and have three triples it etc.

3. Completing training under masters. There is one for each area and they live far and wide. For a hefty price they will provide you with a substantial amount of mastery points in their specialised area.

As mastery points build in an area the mastery level may increase. Keep in mind that the level can only increase to its potential limit that you set in your distribution earlier.


The Benefits!

Achieving mastery levels unlocks a range of new powers for your character to use. These powers are passive abilities unlike the abilities used in your skillset. These powers come in three types:

1. Bonuses. These provide boosts to your stats (Health, Power, Guard, Spirit or Swift).

2. Upgrades. These increase the effectiveness of certain abilities.

3. Specials. These are unique powers that grant very specialised powers to your character.

There are three powers unlocked for every rank you gain in a particular area. You can only equip as many powers as you have levels in that area.

For example if Llanie has reached level 4 in expertise then she can equip a total of 4 expertise powers. She has only managed to reach level 1 in ruthlessness so far though and can only equip 1 ruthlessness power.

Much like the skillset for abilities you can equip and unequip powers at any time using the mastery menu.

If you want to change your potential distribution you may at any stage. The levels you have mastered will be saved but will still be applicable to the potential limits of your distribution.


Anyway that is how the mastery system will work. Probably a lot to take in but the menu will be intuitive enough to make this whole concept really easy to grasp I promise you!

Anyway back to work for me!

KayzorKross

1 of 3 custom menu systems completed...

Thankfully I was clever and completed the most complicated first! I'll upload some screenshots of the revised and COMPLETED skill library menu soon. :)

Now that I got that huge piece of programming done I think I'll spend some time filling you guys in on more about this project. Keep an eye on the info page!

KayzorKross

The Game World

I've uploaded a large image of the first draft of the game world. This draft basically contains all of the story locations in the game but may be missing a few of the smaller 'extra' ones. Also the actual mapping needs a bit of improvement before I'm satisfied.

Tell me what you think! :)
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