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The battles between Othait and Jugroso have come to a head. In an attempt to tip the scales, Othait's court wizard, Joanna, used a spell of summoning. However, something went amiss. While it could be confirmed that something came into this world, the "what" and "where" of the matter is entirely unknown.

With the resources of manpower needed for a proper search being prioritized to the war effort, the task of discovering these questions will fall upon an unassuming group of adventures, as they traverse the continent of Emus to follow... the Trail of the Interloper!

Latest Blog

Updated to 90% Complete!

I've updated the "Cross Demo" to a new build, which is a rather large bulk of the content of the game. I'd say around 90% of it. This update also makes the game self-reliant, and should not require VX Ace's RTP to run.

As for the other 10%, the main concern is the sequence of events that lead to the end of the game, as well as maybe implementing some other side-stuffs for players to do. Saying that, I'm not entirely certain what kinds of side-stuffs to include. For what it's worth, the game has six repeatable bounties to hunt for a bit of EXP/money, but, the idea to include my implementation of Arcomage hasn't completely died off.


Whatever might happen to this game, I've been giving a non-zero number of thought cycles to retiring from gammak. It may very well be a fake quote from Mahatma Ghandi, but, "Make the game you want to see in this world" is a statement that I just don't feel applies to me as it may have once did. I am very much aware that I have said that <GAME_XYZ> might be my last, only to make another game within the context of an event to get more of an MS boost than normal. Which may yet happen again. However, at the same time, if a full year passes from when this game is complete with no further new gamepages from me, the writing was on the wall. Saying this, I want to be frim that even if I do end up retiring from gammak, such would not be a goodbye to RMN. I will continue to be here to help in what humble capacity I can for as long as it is possible for me to do so!


<cue hug>
  • Production
  • Marrend
  • RPG Maker VX Ace
  • RPG
  • 03/09/2021 01:42 AM
  • 06/19/2021 09:20 PM
  • N/A
  • 9129
  • 1
  • 164

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21806
Okay-ku! The "Cross Demo" is up, covering the areas as described in this post. This will be the main download at least until further areas of the game are developed.

I have it in the back of my head to do another written LP of a Might and Magic game to maybe help along in the process of developing this game? I dunno, this year seems busy enough as it is, but, if the LP in surfaces, I'll throw a link here, in the comments.
Marrend
Guardian of the Description Thread
21806
Futch-and-Bright. I forgot to add more detail tiles and torches into Killer's Pit. ;_;

*Edit: Download updated. Sorry about that!
Marrend
Guardian of the Description Thread
21806
I was making some enemies yesterday, and adjusting stats in places. In that process, noticed that I forgot to set the HP/MP values for Ogres. ;_;

Anyway, work on this is sporadic as usual, but, the intent for the next release to have the entire area in the game explorable. I'll try having sthe minor quests and promotion quests done as well!
Marrend
Guardian of the Description Thread
21806
In the process of playtesting, I found some curious things. One is that the spell Hurricane was set to be a single-target spell, as opposed to targeting all opponents. That's easy to fix. The one that has my head scratching is that battle BGMs are not necessarily what they are supposed to be.

So, I've a parallel process on each map that sets the battle BGM to be the same as the map's regualr BGM, then flips a switch to start the encounter cancel processing. When I perform a map transition activated on player touch, part of that processing deactivates the switch, and the BGM changes as it should. However, if the map transfer occurs because the player has gotten to an area's edge on the overworld map, the switch is still deactivated, but, the battle BGM is retained from the previous area. The check for being at the area's edge is also a parallel process, so it might be possible that the process that sets the battle BGM is still referring to the old map, rather than the new map.

My mind turns to how A Half-n-Half Affair might have handled this, but, I might also want to refer to Heaven's Gate to see what it did.

*Edit: Well, from what I can tell, the maps in Heaven's Gate that had map-edge checks generally called the same music anyway. A Half-n-Half Afair did it through a parallel process that erased itself.

While I could go the same route as A Half-n-Half Affair, I came up with a different solution. I might need to test it a bit more, but, the general premise is that the parallel process that deals with cancelling encounters will reset if the battle BGM is not the same as map's BGM.

There are also actions players can take to get a "free" encounter cancel. Opening chests already had that functionality, as did some area transitions. However, I noticed that fighting a boss did not reset the encounter timer, and ended up fighting a regular encounter pretty much right after the boss. Which doesn't sound right at all!
Marrend
Guardian of the Description Thread
21806
Work has been a little more consistent this week, but, I hesitate to revert this to "Production".

That said, it still seems possible to get into a regular encounter after fighting a boss. Another oddity I'm noticed is that I got into a fight after surfacing from the Oakenreach sewers at least twice in my latest playtest. However, looting a treasure chest does, in fact, seem to cancel any incoming encounter without cost (as is the intent). I'm not 100% sure how to correct the issues with encounter cancel at this time.

Even so, I'm continuing to expand the game-space. The next demo, whenever that comes down, should cover the bounties (ie: mini-bosses that can respawn), and the initial promotion quests.
Marrend
Guardian of the Description Thread
21806
The latest round of playtesting have more or less concluded. I've still about ten or so areas to map before the next release. I don't really have a schedule for when that would be, but, given that mapping is my least favorite tasks of gammak, it might be a while yet.

In the meantime, please note the "Nominate" button between "Subscribe" and "Submit Media" on this gamepage, and support your local gamdev(s)!
Marrend
Guardian of the Description Thread
21806
It has slowly occurred to me that I've basically been copy-pasting code-blocks for the "free cancel" situations, rather than just doing a script-call. Initial playtests for the script-call have been promising so far! Part of that testing was to implement a display of time remaining to cancel an encounter on the ECN gauge. Which I might end up keeping.

I'm partially tempted to submit this iteration of the encounter cancel script to the site for more general use and MAR MAKERSCORE, but, yeah, I might wanna make sure the kinks have been ironed out first. XD
Marrend
Guardian of the Description Thread
21806
Quick update on what's left to map:
-Silvershire Hold
-Haunt of the Sleeping Dragon
-D4
-Mythril Tunnels
-A4
-Valenrish Palace

This might not sound like much, but, it's something of a battle to sit myself down for a mapping session. Which makes me kinda relieved I'm not participating in Mapdaptation! For what it's worth, I've been feeling a particular amount of pressure to get things done when there technically isn't any? I suppose some of that is because my birthday favorite release period (May 20th) is next week, and the likelihood of me having a release then is not looking good. Unless I rush/crunch it, of course.
Marrend
Guardian of the Description Thread
21806
Well, I don't have a release today. As I kinda expected. However, I'm at least down to A4 and Valenrish Palace left to map before I do make that release!

Progress! \o/
Marrend
Guardian of the Description Thread
21806
Okay, I've pretty much got the mapping done. I'll want to do a bit of playtesting on my end to see how the game flows before go time. In previous playtesting sessions, I've kinda felt that leveling up is too slow. Equipment and item availability in stores are certainly going to be modified, as currently, everything is available from the start. I also want to figure out at what point players should/could obtain the ability to fast travel because it wouldn't be a "Marrend game" without yea goode olde Teleport Orb, or like function.
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