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Progress Report

More Progress, much to report. :O

Programming THE HOLE and DJINNI
Still continuing progress on "THE HOLE" and then I had another idea for a sidequest that would take Danny through a place called THE CITADEL OF THE DEAD. I also added a 29th character, Hector the Specter. Yeah yeah, I know.

The Hole I also added a unique icon that shows up, where a Genie named DJINNI helps you out at points in the hole - she acts as a save, item shop, weapon shop, armor shop. There's gonna be lots of angel statues around here, maybe another dimension skip - revealing another character, Danny's sister Cassidy, using the VIIRPG material base. I also had ideas where there would be faux elemental forms of Cassidy as fights, and the last 'form' would be a Dark Cassidy. Kinda like Nega Danny but wackier. :O The puns are onyx-ceptable ok. Though he will join you shortly after traveling through the Withered Forest.

I also added a particular scriplet, well, "eventing" to the Withered Forest battles where when shadows pass by in the forest, shadows ultimately affect the enemy group or the party, though it's random chance by the party having a 30% chance of being effected or the enemies being effected by a 70% chance - the 'variable' is random 1 through 100 and then conditional branches take over, and if a 0, then nothing happens. In the next elemental tower, the Earth Spire, to each battle, I also added a 'scriplet' where the tower shakes in the beginning of each battle - the screen shakes during battle, causing the enemies or your party to quake - like getting knocked down in dragon quest but you're 'knocked down' for two turns straight and then the state abates. Trying to add more nuance to the battles and make the game more 'inventive' - I guess I'm really trying to break the walls here in terms of making a decent game. It's kinda like zones in Alter Aila Genesis but I wouldn't really call it a zone. Things that make the game more interesting. Last night, I also animated two other summons, the ABYSSAL DEVIL which deals 200+MND dark damage and inflicts shadow upon the enemies, and the HAVOCK WIZARD which deals 100+MND dark and chaos damage, I think that causes the havock status. That too - not just making a FF summon but a summon that makes sense for the game's atmosphere and feel, FF summons just seem to be copy paste into people's games. :/

I also added a skill unto spirits where spirits will merge into a larger spirit - the skill knocks out the enemies and then reveals a hidden enemy so they aren't quite 'merging' but its' still a neat idea. Dunno how I would affect just 2 into 1, I can't figure out how to do that since RPG Maker is picky.

New Summons, States, Skills close to 1000
A new summon, is also the Queen of Hearts Army, where four Cards run onto the screen and deal 100+ damage that ignores the enemy groups DEF. Don't want to make something too overpowered. Though there's no casting for summons in Danny 3, there's item use as they are hidden inside of gemstones or rubies. I'm getting close to 1000 skills so far. :O Writing. I have also done a couple new statuses - Entropy, Doom, Stop, Bane, and Bleeding - Entropy is like confusion but half DEF and AGI, Bane is a form of being cursed where an allies' MP depletes overtime since I'm trying to write against using "Drain" or similarly written things.

More Unique Music, could use some help.
One thing I also want for the game is a couple unique tracks since the game uses RPG Maker 2000 music, XP music, VXA music, and RPG Maker SNES tracks. I wish I could get SNES sound effects too - dunno if I want to rip myself or if they even exist on rpgmaker.net. Like I'd like there to be a unique track for certain boss fights like The Queen of Hearts possessed by Lieutenant Darkness. I was looking into RPG Maker Playstation 2 music but where are MP3's??? Any pointers would be cool.

Progress Report

Making Some more progress on THE HOLE



As you can see I have just started to make THE HOLE and it's looking interesting, there's going to be a lot more tunnels in the system before getting to the Alice stages, a lot more but I don't know how much more. It's still in minimal stages. Those yellow events are light coming in from the ceiling, that may have a color change...



A lot of the bosses I have been doing are vampiric in nature :O Seems to be a thing in the world of Aissur. :O This sucker (literally) can do a lot of things to you though, 36 moves. Maybe overkill but I'm trying to make more of a challenge really, since a lot of the enemies have weakness in fire. :/ Makes sense in terms of what I'm going for. I also made some custom unique enemies that are edits of existing monsters; a Bat Eye, A Chaos Magic Oldman Sage, A Demon Oldman Sage, a "NOX Archdemon", a "NOX Lamia", a sexy lamia, and a Wyvern Troll.















The enemies also have an occasional unique drop items, ie an Ochre Chest drops a Surprise Box that ends up giving out a random set of items. I also made a "Genie Meter" because a Genie girl named DJINNI is going to help you get around in the Hole, she can full restore, save, item shop, weapon shop, and armor shop, and she also appears in battle when the parties' HP hits the 25% range, though she restores your HP by a 80% success rate and a 20% rate of failing to restore your HP.

MORE SKILLS AND ELEMENTS (how much am I going to add here?!?)
I also added some more Light elemental magic, Triple elemental magic ie "TRI MAGIC", Echo elemental magic, a couple new sword techs and fire sword techs, and some of the enemies have instant death moves that are attributed to the elements like "CAVE IN", "BURN UP", and "CRUSH", the enemies HP's go much over the 1000's in the Hole. I added a couple more elements and states, including states such as Singed, Jolting, Splash Back, Panic, Lovelorn, and Coiled. The snake ladies can use lovelorn and coiled. :O >W< A new member will also join the team in THE HOLE, a card soldier named MACE (Epic Elf...)!



Dunno if I should introduce other characters as Ginina, another genie, and Pandemona who is a high imp right now, maybe after THE HOLE is finished. I also added additional summons that are unique to Danny3 and not just "thedarkdreamer adds final fantasy summons to game" -

SCYLLA - The first summon in the game that is water attributed, can be summoned from the "Sahaugin's Gemstone" when used - given to you by the Sahaugin King (more custom graphics were made here)...


MORGANNA - A witch that causes a couple of statuses when summoned from the Witch's Stone (note that all summons come from items and not just by using a skill)


THE JABBERWOCKY - An Alice in Wonderland summon that is FIRE elemental (did some extra research on this one) - can be summoned from the "VORPAL GEMSTONE"

and finally...


LIUTENANT DARKNESS - A rather "Unique" Alice in Wonderland summon that came from my mind, not originally from Alice in Wonderland but I guess "DARKDREAMERIZED" an undead lich (not Vecna lol Stranger Things) that causes a lot of dark damage that can be summoned from the COVENANT OF DARKNESS, I kinda see him militaristic and yelling at the army of cards and being overly creepy in a royal pain way

Yeah but I have been busy, just sayin...and I think the goal of this game is getting RPG Maker 2000 to do a lot more. :/ Most RM2k games just do the bare minimal amount or the creativity is just limited, or stuck in a standard I MAKE DRAGON QUEST FINAL FANTASY GAME problem. Sure they are still good but can we take those ideas, and make them SOAR THROUGH THE HEAVENS. MAKE THEM EVEN MORE BADASS.

And speaking of progress, I have a second job. I was thinking of getting a third one but I'd be driving myself into the ground here. Bc life is hard.

Progress Report

New Features and things in Danny3 (A lot really)

NEW ELEMENTS AND MORE SKILLS
New elements and some more skills were added to the game and I managed to finish up THE BOG - a 'side quest' made for leveling up for the insanity called "THE HOLE" - I made a requirement as a condition that you must be over level 20 to endure "THE HOLE"...but what is it? O_O It's gonna be kinda like Alice in Wonderland RPG Maker style only insane - Kingdom Hearts ftw lol

WHAT ARE THESE OTHER ELEMENTS/CLASSES? - AND SINNING
The elements I recently added are the "Plant" and "Sprite" class, and then the Timber, Void, and Metal elements, trying not to be like PKMN because that would be the STEEL element - though should I ask, "What in the hell animations should I use for Metal elemental skills??" VIIRPG had an interesting Ice animation chart that I ended up using, I guess Metal is kinda like ice because it's hard??? Could use some pointers for that - enemies will be able to use metal attacks and skills as well. The void element is a bit more abstract too, but VOID elemental spells would deal damage to DEF and SPD, hence "VOID" - kinda like the Aurora element that deals damage to HP, ATK, DEF, MND, and SPD. Now I'm onto making the Desert Gulley Valley that has a village behind it, where you meet a sneaky merchant that has a SIN status - when SIN is too high, it will effect the outcome of the end of the game because YOU HAVE SINNED AGAINST GOD. 0_0 Thus there may be multiple endings in this game. In order to SIN, I guess you could steal from people, rummage their homes, or tell them bad things that make them depressed? I dunno. This is also a neat stat that effects the story.

A FLAMING CONDUIT
I am also adding an additional feature to the boss of the Desert Gulley Valley that is a DEATHLY PIXIE, where there is a an enemy in battle that keeps the DEATHLY PIXIE alive - a flaming tower that all it does is recovers the DEATHLY PIXIE's HP, and breaks the parties' elemental defenses - thus in order to beat the DEATHLY PIXIE, you have to take down the tower first, this is a similar battle to a DRAGON FLOWER you face in THE BOG that has flower buds that cause status conditions, and steals your parties' MP and recovers the DRAGONFLOWER, attack them first, and then deal with the DRAGONFLOWER.

STATES THAT ARE EVIL.
I have also added the states HAVOCK, ROTTING, SHADOW, and FATIGUED. Havock is a worse condition than chaos/confusion because it will not abate at all so you're stuck in...havock. 0_0 Rotting is a more severe form of poisoning and halves your defense whilst you can't move - you take 10% damage +1 every turn in battle, and out of battle you take 8% damage to HP every 4 steps. SHADOW is a more severe form of blindness where the user become enveloped in their own shadows, causing them to completely miss ALL THE TIME, and doesn't abate. A Holy Torch can fix that! I feel like FATIGUE may change - FATIGUE is kinda like being knocked down (I have added being "Knocked Down" like in dragon quest, I haven't seen too many RPG Maker games do this for some reason), though when you're fatigued, you can't move for 2 full turns, and then the state recovers instantly.

DESDEMONA, THE DEMONIC DRAGON GIRL.
I have also revealed a new demon character named DESDEMONA which is a demoness that ends up cursing the WATER DRAGON GOD DORGOS of THE BOG, she works individually for Iblis in the game, though she is extremely sneaky - her 'sprite' is a VIIRPG sprite of the Dragon Knight in the RUN TIME PACKAGE as a girl, in this Danny's Adventures, you're gonna run into a lot of recurring dark characters that eventually, you do have to fight against. This is a more fleshier Danny's Adventure really.

MAP NAMES WHEN ENTERING OVERWORLD AREAS.
I also added a feature to the game that displays where you are on the maps and when you enter certain areas that are unknown - a picture that shows the name of the worlds of Aissur, there's Southern Aissur, Northern Aissur, Western Aissur, and Eastern Aissur, then there's "THE BOG" that is revealed as an UNKNOWN AREA. I'll probably do one for THE HOLE because THE HOLE is supposed to be a mega labyrinth. Like a massive cavern system. VERY BIG. And the monsters will be relentlessly hard with a lotta skills under their belt and builds.

Woof, that's what I have to report so far of Danny 3. Though this work is fun, and sometimes anger inducing. Brumpatumpadeedum. Ah yeah, and in Danny 3 there's now 26 usable characters. HOLY #)(%*#_!(-958 that's a lot. Ya that might be a bit overkill. But I'm trying to extend Danny into I guess much more of a world than the last games because the last ones were just too 2D.

~thedarkdreamer/zenware 2022

Game Design

THE HOLE and THE BOG

Unlike Danny's Adventure 1 and 2 I am adding some 'side quest' areas to Danny 3, that are good for leveling and getting better stats. And this involves taking down Guardian monsters or potential gods (le gasp, it's a bunch of wind!!). For instance, in the second world there is a sahuagin world called THE BOG, and another one called THE HOLE, which is the home to jackalopes, and is going to be a giant labyrinth. There's a lot of Alice in Wonderland references here.



I'm having an interesting time adding more elements and spells too - dual elemental spells, triple elemental spells, quadruple elemental spells. Rm2k just spits out the default elements and leads not much actual creativity to other possible elements.

Currently there's about 10 types of monsters in THE HOLE but right now I'm working on THE BOG, and a place called the DESERT GULLEYS where there is a village behind a mountainous desert, that is the home to the DEATHLY PIXIE.



I haven't run into any RM2k game that's done that and it's really easy. :/ Why not do. Why. And with newer engines you can script it but it's an easy trick. V_V

Also, since the world is technically being ruined by darkness, there's "Pockets of Dimension" that take you unto a mysterious dimension that isn't Aissur. Along the story, you keep getting stuck in the mysterious dimension alongside the story, and luckily you're able to get out. Kinda has a Stranger Things element to it but this isn't the Upside Down world, though later in the game you to to the Underworld. Dustin: "THERE'S OTHER DIMENSIONS IN YOUR GAME?!? WOW!! THAT'S AWESOME." Steve: "It would appear so, Dusty..."

Game Design

Added "DUAL ELEMENTAL SPELLS"

Damnit, RPG's are so much work.

Though now after vigorous testing, I am working on the "Desert Gulley" which is above in the second overworld, and has a village that's protected by a DEATHLY man eating PIXIE with the use of PS1 graphics. Though I won't reveal how to beat her in battle! I'm making bosses very difficult in Danny 3. Though in the newest things in terms of updating, I have added a bat of new dual-elemental spells. I was also thinking of triple elemental spells, and quadruple elemental spells. Yowch, that's gonna leave a mark!!

THUNDER/LIGHT ELEMENTAL:
CELESTIAL BOLT - Damages an enemy with a bolt of holy thunder.
SUNDER - Damages an enemy with fracturing thunder.
BOLT STORM - Damages an enemy with a storm of bolts.
CELESTIAL FLASH - Damages the enemies with a celestial flash.
CELESTIAL STORM - Damages the enemies with a celestial storm.
MEGASTORM - Damages the enemies with a megastorm.

THUNDER/WIND ELEMENTAL:
BOLT WIND - Damages an enemy with a windy thunderbolt.
STORMFRONT - Damages an enemy with a stormfront.
TYPHONIC THUNDER - Damages an enemy with typhonic thunder.
THUNDERGUST - Damages the enemies with a thunderous gust.
STORMCLOUD - Damages the enemies with a thunderous stormcloud.
SUPERSTORM - Damages the enemies with a superstorm.

ICE/LIGHT ELEMENTAL:
SHINING EMERALD - Damages an enemy with the light of an emerald.
LIGHT FRAGMENT - Damages an enemy with fragments of light.
GLACIAL LIGHT - Damages an enemy with glacial light.
CRYSTALLINE FLASH - Damages the enemies with a crystalline flash.
CHASMIC LIGHT - Damages the enemies with a chasm of light.
LUMINAIRE - Damages the enemies with luminous light.

DARK/THUNDER ELEMENTAL:
DARK THUNDER - Damages the enemy with a dark bolt of thunder.
SHADOW SHOCKER - Damages the enemy with shocking darkness.
THUNDER SPIRIT - Damages the enemy with an electrical entity.
FLASH SHADE - Damages the enemies with a dark electrical flash.
GHASTLY LIGHTNING - Damages the enemies with ghastly lightning.
DARKNESS ZAPPER - Damages the enemies with dark electrical energy.

ICE/EARTH ELEMENT:
SPIKE ICE - Damages an enemy with icy earth spikes.
FRAGMENTED EARTH - Damages an enemy with earthen fragments.
FROST ZONE - Damages an enemy with a hole of ice.
STALAGMITE ICE - Damages the enemies with icy stalagmites.
ICE CRUSHER - Damages the enemies with crushing ice fragments.
ICE EXPANSION - Damages the enemies with an expansion of ice.

EARTH/WIND ELEMENTAL:
WINDING ROCK - Damages an enemy with a windy rush of rocks.
SMASHING WIND - Damages an enemy with a smash of wind and rocks.
TYPHONIC CHASM - Damages an enemy with a typhonic chasm.
ROCKY BLUSTER - Damages the enemies with a bluster of rocks.
CHASM OF ROCK - Damages the enemies with a chasm of rocks.
ZEPHYRUS QUAKE - Damages the enemies with a windy earthquake.

QUAD ELEMENT (FIRE, ICE, THUNDER, WIND):
QUAD MAGIC - Damages an enemy with four main elements.
SUPRA QUAD - Damages an enemy with four main elements.
MEGA QUAD - Damages an enemy with four main elements.
QUADRATIC BLAST - Damages an enemy with four main elements.
ULTRA QUAD - Damages an enemy with four main elements.
X-QUAD - Damages an enemy with four main elements.

By doing this it's adding an interesting gameplay gimmick and making more unique experiences through animation, and not just the crappy default RPG Maker animations that supplies when you make a game normally. Some of them just feel awful to me and have NO IMPACT. SUCH A FATAL GAME DESIGN FLAW.

I am also adding an interesting feature of jewels in the game, where you can buy jewels that can merge with weapons to create an elemental weapon. Though I guess in order to do that, you would have to find a Sorcerer? Wizard? I don't know yet. Creativity is free to open there where that may go. It just came to me as I test a lot. Though the newer spells have allowed me to write better and come up with interesting names for spells. Though this is turning into a heavy damage based game. My idea though, is to make this version of Danny's Adventure a lot more animated. And it's proceeding to do that and it's feeling pretty good. Somewhat what I expect from an RPG Maker game is to go an extra mile...

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