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The To-Do List

  • Volrath
  • 04/03/2021 01:43 AM
  • 554 views
I thought it would be good to break down some of the stuff I need to get done before I can put this demo out. This is as much for me as it is for you. The non-linear process of making this game can cause certain tasks to get lost in the shuffle.

Storyline Progress:
Everything in Legacy happens day by day. My current plan is for the demo to finish at the end of Day 7. It may not sound like much, but the days can be pretty long depending on how much you decide to do. Most of the more recent development on this game has been on Day 3 and Day 4, as this is when the majority of the systems are implemented. I'm currently progressing nicely through Day 5 in terms of the story content, at least. I also wanted to add several sidequests.

Mapping:
Following up on my last post here, I have an idea of how much of the world will be accessible in the first demo. All of the "definitely in the demo" regions will be there and so will Surronto Village. I've got a lot of mapping done for that one, so I might as well finish it.

One region I would really like to include is The Shallows, which is the mysterious area known for disappearances and strange phenomena. I'm just not sure how to approach is visually. There are already two coastal regions in the game (West Gallia and Azure Bay) and Salvin Islands will be a third whenever that's done. I really want the Shallows to stand out and not use the exact same tileset I've been using.

If anyone reading this knows any tilesets that would be good for a mysterious, eerie costal area, could you let me know? I'd also consider commissioning one. I've bought a few tilesets on Steam, so why not?

NPC Population:
I've got a huge city in this game but if you were to play it now, it would look desolate. I've got a lot of citizens to create. Good thing I have the character generator, although I managed to do it without one for Clean Slate back in the day.

Scripting Issues:
Mostly minor hiccups that came up when I implemented the scripts Fomar made years ago. Nothing of the game-crashing variety, but still important to address before I can make any of this game public. This is not my area of expertise but Fomar's told me he's still on board so the game's code is in good hands.

Encounters:
Random encounters were gauche even when MotW was around and haven't gotten any more fashionable since. I wanted to have a system in this game where monsters would be visible on the map (hiding in white clouds like in Star Stealing Prince). You would fight them once and they would vanish from the map. But on the next day, they would all reappear (except for bosses and such). I thought I had developed a strategy for this that wouldn't be too cumbersome but when I tested it, a pretty big issue came up. Still needs work.

That Dinky Little Boat:
The rowboat that comes with the VX RTP is super tiny and silly looking. It might not look so bad on your classic world map, but Legacy doesn't have a world map like that (although you can use a map you receive early in the game to get a bird's eye view of Euthenia). My plan was to have the rowboat used at Halycon Lake and unlocked once you completed a quest. But the boat looks absolutely ridiculous there, the scale is just waaaay off. Does anyone know of any alternatives? If not, I might have to enlist one of my friends to grab one off a tileset and try and fashion it into an event I can use.

I think that covers it for now. I'm working on this almost every day and my current goal is to have it out around mid-July. Peace bros!

Posts

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Ronove
More like Misao Stealing Prince
2867
Mid-July! Yes!

The encounters don't sound too bad. If you need help working through a hiccup, let me know. I was able to do something similar for Dragon Trials (the game I was making in VX Ace) and managed it pretty well, all things considered. Unless you're doing something totally unique, that is.
Pages: 1