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TO ARMS DEVBLOG #1: AN UPDATE SO MASSIVE YOUR HEAD A-SPLODE

In an attempt to use the Blog feature of RMN how I imagine it was INTENDED to be used, I am gonna try and start an actual devblog for this project with semi-regular updates.

MASSIVE UPDATE

You should really read this blog post, because basically everything about this project is changing.

* To Arms! is no longer listed as a completed game. The initial download (still available) is now labeled as what it truly was. A prototype.

* To Arms! is now a full-sized project being developed as a series of episodic games by Ghostlight Games. The main team members for this project are:

+Max McGee: Game Design and Level Design.
+Mr.Nemo: Pixel Art. (Tilesets and Sprites.) Graphical consultant.
+arcan: Pixel Art. (Sprites.)
+Racheal: RGSS2 Scripting Support.
+Sir_Subtle: Composer.

!GRAPHICAL CHANGES:

Note: Almost all screenshots are in-editor or WIP and some are both.

*To Arms! is changing (some would say upgrading) its tiles from the VX RTP to Mackedits created specifically for this game by.

1.This means the maps that used to look like this:

will look more like this:

2. Edited tileset preview:


*To Arms! will be using Mack-style sprite edits created specifically for the game by Mr.Nemo and arcan. This means that all the main characters and units will have customized graphics.



!GAMEPLAY CHANGES:


Note: Many but not all of these changes are inspired by a massive infusion of Yanfly.

*Interface is being modified by Racheal to show the relevant stats of up to 15 party members at once for increased convenience. This screenshot is a WIP and is running in a test project, not To Arms! itself.



*The shop scene has been fixed so that now the stat changes for all characters who could potentially equip a considered item can be shown, along with an upgrade to reveal how equipment effects most stats, not just how weapons effect attack and how armor effects defense. Thanks to Yanfly.



*Enemies will now act intelligently (some more than others, with dumb beasts and mindless undead on the end of the scale and something like the Lich on the opposite end) and the game will have a functional aggro-tracking and manipulation system. Thanks to Yanfly.

*To Arms! will now use a system where JP acquired in battle are spent to learn class skills, adding a Mage Duel-esque level of customization to each of the characters. This will be similar to the JP system from Final Fantasy Tactics, although simplified. Thanks to Yanfly.



*To Arms! will now have skills with cooldowns and limited use skills. This will help balance overpowered skills like the Engineer's Catapult and add even more diversity to the alternative costs/drawbacks of the skills of non-magic-using classes. Thanks to Yanfly.

*Generic units in To Arms! will now not be consigned to a set class when they join, but will rather be able to choose from any of the nine generic classes currently available, switching class at any time per battle but only accumulating JP for one class at a time.


(There's a typo in this screenshot but I let it slide.)

In practice this will work a lot like the job-changing system in FFT, although without the complicated and arcane system of prerequisites featured by that game. All classes will be available to all generic units nearly from the getgo. This means that you can make a truly crazy party if you want, with 10 Knights or 10 Arcanons or 10 Healing Sisters or 10 Engineers but this is not recommended. The game will be balanced to favor at least some diversity and punish seemingly exploitative parties like "10 Engineers" with enemy types and tactics that target their weaknesses (in this case, low HP and slow-in-the-turn-order skills). Thanks to Yanfly.

!OTHER CHANGES

*To Arms! the series will, needless to say, have a story that is massively expanded and reworked from the original, to match both its scope and episodic nature. This means the writing will be significantly more intricate. The first episode or pilot will begin long before the formation of Blackthorne Company, and look at the back-story of its founder, Janos Blackthorne, and his life before he became a mercenary.



*To Arms! will feature an expanded world and campaign experience. This means the game will gradually ramp up to a 15 character party with 10 totally customizable units and five more epic leader units, starting with a handful of units at a much lower power level, like most RPGs. The newly created world map:



*To Arms! will now feature an Original Sound Track by Sir Subtle. A WIP preview of one of the tracks is available here.

***

I think, finally, that's everything. Check back here periodically for updates, every tuesday if possible (or you could just subscribe and receive them automatically). Most updates, rest assured, will NOT be as epic as this.

Posts

Pages: 1
Craze
why would i heal when i could equip a morningstar
15170
That world map has a bunch of artifacts and generally looks... gross. Red and purple and white looks like an asylum death scene. Also, you really need to work on your mapping. Just practice for a few weeks or something.
Max McGee
with sorrow down past the fence
9159
Re: The World Map I don't see it, but I don't have much of an eye for color. I tried to get somebody with photoshop to make it more sepia-toned for me but apparently that wasn't happening. What do you mean artifacts? I know that word has a specific meaning here, I just can't place it.

Re: the really vague comment:

After about ten years of experience mapping I don't know what more I can do.

I'm at a point where my maps look not just good but great to me. Simple and clean, as functional as they need to be (not much of an issue in this game since there is very little to no field exploration) and aesthetically pleasing. I guess a real mapping-centric person could pretty them up with more elevation and fix some of the jagged edges. I have always heard that I use some tiles the wrong way; I would argue that the way anything is supposed to be used is at least a little subjective considering the simplicity of the graphics themselves. But I am far less...interpretative...now than I was in my old days (confusing walls and floors and ceilings, etc.)

Actually I have no idea what you are even commenting on. There is only one current actual map shown here (the others are an RTP map from the prototype, a tileset test map that I didn't make, and an in-engine section of this map, respectively) so...yeah.

I guess I am just questioning your use of the word "really need".
DE
*click to edit*
1313
I think that the maps are good. Simple and functional.
Pages: 1