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Progress Report

Progress Update!

Hi! Even if I haven't been publishing anything, I've been making a steady progress:

Here's a summary:
-Defined the game's name: Dirge of Lost Souls.
-Additions, improvements and fixes in scenes, dialogues and dungeons in the prologue and chapters 1-4.
-Been working on the UI including menus, battle and victory screens.
-Some sprite work too, to add a few poses in cutscenes.
-Currently working on Chapter 5, around 50% done!

Progress Report

Happy New Year!



Greetings. While at some point I expected to release a demo by the end of the year, I decided to discard that idea.

I've been making progress since the last update:
-Tested, fixed and added stuff to the first four chapters, including cutscenes and the dungeons.
-Worked on the UI and fixed some problems.
-Mostly finished the database, adding missing item descriptions, adding or modifying skills.

I already started working on Chapter 5.
From now onwards, I'll be focusing on making progress through the new chapters.

Happy New Year to everyone!

Progress Report

October Progress Update

Hi, progress update report!

What's been done in these last weeks:

-Skills and their animations have been finished, mostly. This includes magic, techs and dual attacks.
-Some fixes, tweaks and changes in scenes in the first 3 chapters.
-Now when inputting the main character's name, it will prevent from choosing a name that's already used by other important characters.

And here's a video of a random skill:

Progress Report

Working on battles right now

Hi, posting updates every week seemed too much as I realized I'd run out of things to report. I mean, saying "I'm just fixing stuff, editing the database, cutscenes and maps" all the time would be the same as nothing.
So I'm considering updating once or twice per month so there's more significant progress to talk about.

As of what I've been doing... I've been fixing stuff, editing the database, cutscenes and maps. Yeah, that was it lol.

But I've been focusing more in battles. In some battle animations, unique character skills and also on dual attacks. For example:


The basic idea is that in combat you'll have a Dual Attack gauge that will fill when receiving damage. Once it's full, you'll be able to unleash a combination attack, like some sort of limit but that includes two characters.

Progress Report

A little update

Just posting a new screenshot where I show the Status screen.


What's been done this week?
I'm still testing the first chapters, fixing stuff, adding some new SE and music, making some progress with skills and editing some character and weapon sprites.

Game Design

Battle: Elemental Weaknesses

Every elemental attack has a low chance of adding a specific debuff.

Each debuff has different effects and go from inflicting damage each turn to reducing an stat or making them weak to other elements.

Most characters (both yours and the enemies) have strengths and weaknesses to certain elements (or even weapon types).

You'll see a message at the top of the damage received whenever a specific skill is effective or not (Weak!/Resist!).



If a character is weak to an element, there's a 100% they'll receive the debuff, so you can exploit this to your advantage.
You also have to be careful because your characters have weaknesses too. Once you have more options to build your party, you may want to choose the ones that better suit the moment.

That's it for this week.

Progress Report

Weekly update

I'll try to post an update every Friday, even if minimal, so I don't lose the habit.

So, what have I been doing last week?
I already had 4 chapters (from, probably, 10) in a completely playable state before reworking every map and leaving out the default MZ assets. This change introduced problems in many scenes as map layouts changed a bit. But that was more than enough to break many things.

Before advancing with the game, I want to finish testing these chapters. While doing so, I'm fixing what's wrong and trying to improve some stuff. I'm also editing and adding some sprites/poses. That's why it's taking longer than I expected.

There are also some battle-related details that I'll be working on these days/weeks: idle sprites, skill animations, weapon attacks in battle and adding some missing unique skills. But that won't delay the rest of the game as I plan to keep going once I finish testing those chapters.

Have a good weekend!

Progress Report

New Screenshots

As promised last week. I've uploaded some screenshots. They're fewer than expected as I ran into some problems caused by the remake of some maps with the new tilesets. I also improved some stuff while testing.

Progress Report

Progress Update

Hello.
I've finished updating the maps with the new tilesets made by Garakuta.
Now, I have to test that everything works as intended and then I'll be able to start making some progress in the game itself again.
Next week I'll start posting new screenshots.

Game Design

Leveling and stats

By defeating enemies your party gets experience points that are needed to increase your level. The amount earned by each character depends on their level. If the character's level is low, they'll receive more points:

Leveling up increases a character's stats and they may also learn new skills or traits.

The basic stats that increase on level up are:
HP (Health Points): if it reaches zero, the character will be out of battle.
MP (Mana Points): needed to cast magic.
Strength: affects your physical (weapon) damage.
Defense: reduces physical damage received.
Spirit: increases the damage or healing of magic spells.
Resistance: reduces magical damage received.
Agility: affects the charging speed of your turn.
Initiative: defines how much TP (Tech Points, necessary to use non-magical skills) you will start the battle with.

Other three stats -that don't increase by levelling up- can be affected by traits, skills and equipment:
Accuracy: the precision of your physical and magical attacks.
Critical: the chance to inflict double damage to an enemy.
Evasion: the chance to evade both physical and magical attacks.
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