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So I finished the first quest this afternoon (in about 2 hours start to finish).
Only 6 more to go! Luckily mapping is incredibly easy.
Check 'er out: http://www.rpgmaker.net/games/1044/
Only 6 more to go! Luckily mapping is incredibly easy.
Check 'er out: http://www.rpgmaker.net/games/1044/
Triple post!
Today I mapped/populated/hid treasure in/created monsters for:
- Craven (town)
- The Hollows (cave)
- Mountain Shrine (tower)
- Testing Pit of Peril
- Bridge Gnome (village)
Today I mapped/populated/hid treasure in/created monsters for:
- Craven (town)
- The Hollows (cave)
- Mountain Shrine (tower)
- Testing Pit of Peril
- Bridge Gnome (village)
This post is brought to you by Matlab!
- Had a 1/144 chance of something annoying so I made sure it wouldn't happen again. Now you can't have the same encounter twice in a row (intro PE fights not counting due how those encounters are rolled)
- Got a chance to see the old encounter system. Had a laugh.
- No troops (except one) has more than two of one kind of enemy. Mostly trying to avoid half the enemies acting on the same 'tick'. (also found a five-enemy encounter which was weird, I had planned out that no encounter would have more than four enemies ages ago)
- Changed how escaping works. Now its AGI-independent and is a flat 65% chance of success. It does make Escape pretty useless since if the party tried to run there'd be a 4% chance of them sticking around, but that's only if each character actually tried to escape so Escape would be handy if 2/3rds of the party were dead... and the alive one knew the spell.
Hatred for RM2k3 removed this. I don't want to copy three different battle events to another 220 enemy parties (or copy/paste a template and remake those 220 parties)
- Intro PE fights now have their non-PE versions as cohorts. Keeps the fight going a bit longer to show what a PE can do with some weak buddies to help ease the player into when the regular enemies become PEs (see: "Sure I can handle them! I fought a Space Pirate, Virus, and Ravage and they were all easy! Oh shit now they're together fuckfuckfuck")
- Changed a Tier 1 weapon from Physical to Earth element. The early game is largely applying proper elements and being stuck with Physical/Fire/Physical when you start is silly. Plus if the player wants a second physical weapon it costs like, $10 aka one fight / a fraction of the starting $$$.
- Tried to fill a gap or two in the soundtrack with VX only to find it's below 2k in good tracks (although largely because Field4 rocks). Went back to 2k3 and XP for good music. Curse you arbitary restrictions! Still want some VX track since I've got stuff from 95 to XP but they aren't making it easy.
- Early rings are now more effective. Before they'd give 50% resistance to a status effect so I bumped it up to 100% (except death).
- Increased loot drops by 30-80% since the drops aren't as good (but now you can't farm specific enemies for specific items)
- Reduced encounter rate in the Gate because its too damn big for its encounter rate
- Bug time! (plenty of loot ones too)
The game would lose one of each type of loot when the player grabbed the loot (the item is lost when its used instead of the script removing it).
Loot stack queue wasn't properly dequeing, it'd push each item ahead halfway through then quit. Results in getting the same loot every time since one value would keep getting pushed to the front of the queue. Not that it would've helped, it kept using the seed as a mod instead of assignment.
The game wouldn't remember if the player triggerd intro-PE's. Changed the encounter to use the flags that the old one did and after each battle the game determines if the player unlocked any PE's
Unlocking system sets/classes screws up the message box location for stupid reasons that I never bothered fixing until now (I even looked right over this when I was making the game independent of the RTP) (also there's a message when you prsent souls but don't have any instead of the NPC just ignoring you)
Fixed various missing RTP assets. Mostly panoramas and sounds
*edit*
Oh hey two days of actual time AND motivation! wow
- Antidotes now heal Poison and Confusion for less 'FuckYou'. Subsequently I doubled their price.
- More rebalancing! Played with influence
- It finally dawned on me that there are no MP recovery items until the third area, and those are special items (this is why I'm bad at design and nothing gets finished). Inserted some flat MP recovery items and shifted them into the item list which means some chest that I missed is going to give the wrong item.
- Added gear to loot drops. And if the player has enough of a rolled status recovery items the loot rerolls for a new item
- First draft of third area enemy AI done
More bugs:
- Gel Tablets actually don't cure Silence like they're supposed to. Whoops.
- More 'Enemy won't use a buff skill because it only gives a status effect' bugs that I missed. Thanks Rm2k3 for being a peice of shit.
- A chest would give somewhere in the vincinity of 10000-90000 of an item (capped to 99) since I somehow put the seed assignment after the modulous. I thought it was pretty funny since it was the single full-heal item chest too worth a lot of cash.
- Had a 1/144 chance of something annoying so I made sure it wouldn't happen again. Now you can't have the same encounter twice in a row (intro PE fights not counting due how those encounters are rolled)
- Got a chance to see the old encounter system. Had a laugh.
- No troops (except one) has more than two of one kind of enemy. Mostly trying to avoid half the enemies acting on the same 'tick'. (also found a five-enemy encounter which was weird, I had planned out that no encounter would have more than four enemies ages ago)
Hatred for RM2k3 removed this. I don't want to copy three different battle events to another 220 enemy parties (or copy/paste a template and remake those 220 parties)
- Intro PE fights now have their non-PE versions as cohorts. Keeps the fight going a bit longer to show what a PE can do with some weak buddies to help ease the player into when the regular enemies become PEs (see: "Sure I can handle them! I fought a Space Pirate, Virus, and Ravage and they were all easy! Oh shit now they're together fuckfuckfuck")
- Changed a Tier 1 weapon from Physical to Earth element. The early game is largely applying proper elements and being stuck with Physical/Fire/Physical when you start is silly. Plus if the player wants a second physical weapon it costs like, $10 aka one fight / a fraction of the starting $$$.
- Tried to fill a gap or two in the soundtrack with VX only to find it's below 2k in good tracks (although largely because Field4 rocks). Went back to 2k3 and XP for good music. Curse you arbitary restrictions! Still want some VX track since I've got stuff from 95 to XP but they aren't making it easy.
- Early rings are now more effective. Before they'd give 50% resistance to a status effect so I bumped it up to 100% (except death).
- Increased loot drops by 30-80% since the drops aren't as good (but now you can't farm specific enemies for specific items)
- Reduced encounter rate in the Gate because its too damn big for its encounter rate
- Bug time! (plenty of loot ones too)
The game would lose one of each type of loot when the player grabbed the loot (the item is lost when its used instead of the script removing it).
Loot stack queue wasn't properly dequeing, it'd push each item ahead halfway through then quit. Results in getting the same loot every time since one value would keep getting pushed to the front of the queue. Not that it would've helped, it kept using the seed as a mod instead of assignment.
The game wouldn't remember if the player triggerd intro-PE's. Changed the encounter to use the flags that the old one did and after each battle the game determines if the player unlocked any PE's
Unlocking system sets/classes screws up the message box location for stupid reasons that I never bothered fixing until now (I even looked right over this when I was making the game independent of the RTP) (also there's a message when you prsent souls but don't have any instead of the NPC just ignoring you)
Fixed various missing RTP assets. Mostly panoramas and sounds
*edit*
Oh hey two days of actual time AND motivation! wow
- Antidotes now heal Poison and Confusion for less 'FuckYou'. Subsequently I doubled their price.
- More rebalancing! Played with influence
- It finally dawned on me that there are no MP recovery items until the third area, and those are special items (this is why I'm bad at design and nothing gets finished). Inserted some flat MP recovery items and shifted them into the item list which means some chest that I missed is going to give the wrong item.
- Added gear to loot drops. And if the player has enough of a rolled status recovery items the loot rerolls for a new item
- First draft of third area enemy AI done
More bugs:
- Gel Tablets actually don't cure Silence like they're supposed to. Whoops.
- More 'Enemy won't use a buff skill because it only gives a status effect' bugs that I missed. Thanks Rm2k3 for being a peice of shit.
- A chest would give somewhere in the vincinity of 10000-90000 of an item (capped to 99) since I somehow put the seed assignment after the modulous. I thought it was pretty funny since it was the single full-heal item chest too worth a lot of cash.
Started a new RM2k3 project today. Still don't have a name for it yet. Thought up about 34 classes so far (I'm planning to have about 40, balancing is going to suck) Made the charsets for 19 of them while having the groundwork set up for their battlechars as well.
Total Time: Approx 8-9 hours. (It's been a long day)
Class List Thus Far (Haven't typed out all of the descriptions just yet, but they're in my head)
Zombie - Always considered dead, doesn't take damage.
-Blaze(Phoenix) - Always loses health, after hero dies, revives in 4 turns (if possible)
-Ghost - Cannot receive physical damage, spell dmg only, low health
Raider - Net and Raid ability
Assault - High damage, high speed, low HP
-Pirate - All around, pillage ability
Cyborg - Auto repair, high damage, low defense
-Liberator - Supportive, high defense
-Shinobi - cooler named ninja, high speed, I'll make it more creative later
-Witch Doctor - healer, potion based abilities
Scientist - invention based skills
-Outlaw
-Crusader
-Avatar - Amped up swordsman
Viking
-Martial Artist
Chef
-Cowboy
Lumberjack
-Methusela
Bard
Hermit - 3 rounds before it can attack, but after that, very beastly
-Fisherman
-Arabian
Grunt
-Wanderer
-Reaper - Insta kill moves
Lich
Arsonist - Fire based attack (obviously) mainly just the name for animation's sake, like molotovs, and hairspray with a lighter and such
Splicer (Inspidered by Batman Beyond, where a splicer is someone who infuses their genes with other animals, animation = injects self, transforms after.
-Psychic
-Hitman
-Insectoid
Golem
- means charset has been made
Some of these just have different names, but are generic classes and others I feel are rather creative in some ways imo (Blaze comes to mind)
Also, I'm not much of a fan for spellcasters and tanks. 90% will easily be Spell Swordsman types.
Total Time: Approx 8-9 hours. (It's been a long day)
Class List Thus Far (Haven't typed out all of the descriptions just yet, but they're in my head)
Zombie - Always considered dead, doesn't take damage.
-Blaze(Phoenix) - Always loses health, after hero dies, revives in 4 turns (if possible)
-Ghost - Cannot receive physical damage, spell dmg only, low health
Raider - Net and Raid ability
Assault - High damage, high speed, low HP
-Pirate - All around, pillage ability
Cyborg - Auto repair, high damage, low defense
-Liberator - Supportive, high defense
-Shinobi - cooler named ninja, high speed, I'll make it more creative later
-Witch Doctor - healer, potion based abilities
Scientist - invention based skills
-Outlaw
-Crusader
-Avatar - Amped up swordsman
Viking
-Martial Artist
Chef
-Cowboy
Lumberjack
-Methusela
Bard
Hermit - 3 rounds before it can attack, but after that, very beastly
-Fisherman
-Arabian
Grunt
-Wanderer
-Reaper - Insta kill moves
Lich
Arsonist - Fire based attack (obviously) mainly just the name for animation's sake, like molotovs, and hairspray with a lighter and such
Splicer (Inspidered by Batman Beyond, where a splicer is someone who infuses their genes with other animals, animation = injects self, transforms after.
-Psychic
-Hitman
-Insectoid
Golem
- means charset has been made
Some of these just have different names, but are generic classes and others I feel are rather creative in some ways imo (Blaze comes to mind)
Also, I'm not much of a fan for spellcasters and tanks. 90% will easily be Spell Swordsman types.
This thread had a long and storied life, but it's time is at an end.
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