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it kind of looks like she's wearing really big black socks.
oh god so many maps

SO MANY MAAAAAAAPS
benos
My mind is full of fuck.
624
Guardians of The Amethyst. (not your typical nes rpg or anything)

Yeah it contains crystal, but I wanted something
to distract with character dev more then so. So
crystals are part of it, but mainly. lol
TehGuy
Resident Nonexistence
1827
Made myself the SE and equalization settings for a voice over a helmet-radio.. Now I just gotta get something from there
Adon237
if i had an allowance, i would give it to rmn
1743

Needs a lot of work, and some animation, but I am settling with this for right now.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
^ Looks spiffy, but what are you actually trying to do? A game similiar to the other main Pokemon games, or an MMO, or..?
Adon237
if i had an allowance, i would give it to rmn
1743
It's a game like the pokemon games, the "PRESS ENTER" fades in and out, and the version and thanks are just there. I am planning on animating the blue space that pokemon is standing in.
benos
My mind is full of fuck.
624
Guardians of The Amethyst again, A post-apocalypse RPG/fantasy. Not like
a rpg where the evil was stopped without the world being devastated. The
world itself is abit of a mess after, and not everything is right.


Just a mock-up right now, but I am in the process of doing some interface re-designs. A brief explanation:

  • Increasing monster party size to four. Most spells target all enemies and having more targets encourages their use. This makes Cleave a viable resource generator against a full enemy party. Monster damage adjusted slightly to compensate, but not much due to the addition of item usage for healing.

  • Moved all of the interface to the bottom to keep everything uniform, instead of the old L-shaped one. Easier to absorb the information without having to scan the entire perimeter of the display.

  • Added a dynamic turn-order display. Turns always played out in this fashion, but being able to identify it visually allows for more tactical planning. Current target is highlighted in this frame as well, to differentiate targets of a similar type. Flashing monster icons represent an interruptible spellcast.

  • Some modifications to the status frames. Health bar thinned, lengthened, and animated during damage/healing. Added health/energy bars for Marcus to rapidly identify relative condition. Status condition icons decreased from 16px to 8px, allowing up to sixteen icons simultaneously. Monster names no longer highlight blue when performing an interruptible spellcast.

  • 8px font. Multi-colored symbols.

  • Partitioned ability frame. Middle section details stance change, targetting style (one, all, multi), number of hits, and ability properties (physical and turn-delay in Headbutt's case).

  • Rolling text display removed. Damage is indicated over the health bars. Enemies will emote certain actions in text bubbles.

  • Target cursor flashes different colors to identify elemental weaknesses, absorption, and resistance.

  • Top level Menu command in ability list. Returns to Menu for manual stance changing, spellcasting, item usage, fleeing, and finisher reference. Cancel button still returns to top-level menu and left/right still quickly change stances.

  • Not shown: Toggle-able, dynamic finisher reference overlays turn-order and terrain backdrop areas. This finisher reference adjusts to display possible finisher techniques based on current combo points and projected combo points based on the highlighted ability.

  • Fury renamed Energy Points--just a more generic, catch-all term. All Energy values multiplied by ten for a finer gradient.

  • Abilities shuffled--some into different mastery stances than they were originally. Earlier access to interrupt, defensive, and Rend->Lacerate mechanics. Combo chains adjusted for smoother progression in finisher-accessibility.

  • Not shown: Finisher Guides abolished. Finisher details are revealed and unlocked upon successful completion of that combo attack.

  • Not shown: Level cap increased from Lv25 to Lv50 allowing for smoother scaling in Marcus and the monsters. Along with the level cap change, the maximum mastery rank is increased from eight to sixteen. Additionally, a perfect mastery of 16/16/16 is achievable--all abilities, spells, and passive traits can be unlocked. Increased number of mastery ranks and character levels means one new ability, spell, or passive trait is learned per level instead of an uneven two-to-four skills each level.

  • Not shown: Speedier, simultaneous battle animations to improve interaction-to-simulation ratio.

  • Probably other things I'm forgetting to type.
TehGuy
Resident Nonexistence
1827
Now I just gotta start setting up the tutorial dialogue and finish some of the mapping..

I need more screenies..
I'm currently working on adding NPC's and vendors to the starting area, and I'm designing the first monsters and events leading up to the first boss on paper.
benos
My mind is full of fuck.
624
Gonna work on some old caverns in the guardians game, the next area you go in the game, properly some tough monsters.
Getting ready to release my v.1 Demo for my horror game "Picturesque". Just trying to determine where I should cut off what I already have to make the demo the right length X_X
benos
My mind is full of fuck.
624
LOL, I think I made the monsters too hard, Aftermath hard, so I can see why you would get pwned by the monsters inside. So lowering thier HP and Attack would be nice, and I can't see to get some battle event right, and switches don't seem to make it stop.
TehGuy
Resident Nonexistence
1827
Between doing actual progress and learning how to use Blender, getting absolutely nothing accomplished -.-
benos
My mind is full of fuck.
624
Added water puddles around the first cavern of the game near the end for a boss, which allows full healing, and you can save anywhere.
Ratty524
The 524 is for 524 Stone Crabs
12986

The "completion" of the boss fight in Tina of the Stars gives me hope that I can complete this game. I'm going to add an HUD displaying the boss' health, because that would be useful information to players fighting him.
In addition, I'm changing some of the gameplay mechanics with this. Instead of pressing space to kill enemies in the game, I'm going to make it so that you can just walk up to them to automatically punch, in an effort to improve RMXP's horrid hit detection.

In other news, here is a preview of a project I'm working alongside of this:
I'm going on a big bug hunt in Breach:Awakening. I'm also tuning my custom encounter rate a bit. If it gets annoying to have to fight every other step during testing, it probably will be just as annoying to other people when I release it!

I'm still trying to hit the difficulty sweet spot. The game is basically an homage to SMT, so erring on the difficult side seems the way to go, but maybe not quite as brutally difficult as the game is right now.

Of course, I could leave the challenge as is. That would teach players to pay attention when their hud changes color. Grey means you're okay. Yellow means you might be in trouble if your party is put together poorly. Red means you're shooting for a pyrrhic victory, at best.
I'm currently editing some videos. and fixing a few game bugs.
author=Jude
Just a mock-up right now, but I am in the process of doing some interface re-designs. A brief explanation:

I think it needs to be cleaned up a bit. It looks kind of messy.