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Progress Report

I'm not dead...

Perhaps this game is best suited for the category of games that simply got too large to ever see completion... except that this is a story that i must complete before i die.

Then, i have felt over the years that i simply was not ready, not mature enough to write the story well. I also suffered a loss three years ago which crushed my motivation to continue.

The reality is that all of the most challenging work to be done on this game is largely complete. The foundation is all in place and i need only finish it. Maybe now is the time, but i make no promises.

I have a story to tell, and one day i will finish it, if not here, then in a book, but i will finish it.

Progress Report

After a hiatus.

I haven't ever given up on this project ... but i did start it 13 years ago, and this particular game, 9 years ago. It has been one of those projects that just keeps getting bigger and bigger until it eventually reaches a point where it seems impossible to complete. In a kind of comparison, i like to compare it to the Redwall series of novels (if you're aware of them). I could already fill several novels with the ideas i've amassed, and that has always been my eventual goal.

In terms of this game, i have watched the 'retro' style become new again, and seen how the community at large has progressed over years. It has crept into my mind at times that perhaps i have simply taken too long to finish this game.

So i've come to a decision. Releasing it once as a finished product will likely never happen. Instead i will release it in parts. I will use the available tools to clean up the file structure with any partial release so you're not downloading unnecessary data. I will also include the entire game to the current end point with each release. Meaning i will release for example Chapter 1 and 2.. then say the file for Chapter 3 and 4 will also include Chapter 1 and 2. I'd rather do it this way than make them stand alone items. I suppose this might bother some people regarding bandwidth, but with today's technology, i don't think it's very reasonable to get bent out of shape over a couple hundred megs.

This is also for my own benefit... whatever the reaction, having SOMETHING out there rather than nothing will make it easier for me to dedicate my energies to actually finishing this game. It will also be far better for feedback and help. I'll be more than willing to go back and tighten up previously released chapters.

That would be really good, because i've already got the plans laid out for the sequel. @_@

Miscellaneous

Small Details (Looking for ideas)

This is in part a response to a reply on a previous blog that i have removed and replaced with this one.
I delete things often. It keeps things for me, organized. Anyways...

Though i have worked with RPG Maker for over 10 years, this is only my second game. My first was a 95+ game called Eternal Darkness (Released 2002). I submit to the notion that 'i am new to this'. I have a lot to learn. One thing i believe important is 'small details'.

That comes in many forms, but i hope with this website i can find many ideas to use in my game as i progress.
Some examples of what i already have:

- MP3 music rather than MIDI
- Abundant treasure chests
- Full healing after battle (Wild Arms 4 / 5)
- Heavy focus on 20 x 15 maps (though bigger maps occur when they make sense).
- Original Character sprites
- Choices that branch events
- Interaction with inanimate objects (the toilet)
- On screen enemies

I believe these, and some other minor details i have incorporated into my game, make it a better game, but i know there is room for much more. I saw a review for a puzzle game called Zack to the Future on the main page. If i take that series for example, and learn how the coding works, i may find some new ideas. Of course, there are many more games, and many i have not yet played.

So, i will do my own research, but anything that any of you have found in other games which really seemed to add depth, i am interested in reading about. Many of these ideas don't exist in my brain yet. I want to put them there. xD

Miscellaneous

Plan ahead.

Last night i completed yet another test through of Chapter 1. I've made a page of notes on the little oddities that slipped through. For example (Sheria City, broken lamp post) etc. Then there are some other obvious things. A couple transparency issues, and i want to tighten the battles in some places. Extend or re-work a couple story scenes, and maybe replace a couple maps.

But really, i have worked Chapter 1 to death. I've got my notes. That's fine for now. I'm moving forward.
It is not really my style to perfect something in one run through. I don't think one can for that matter... really, but i'm happy leaving some bugs behind given that i have noted them. So they'll get fixed before release. that's what matters.

Chapter 2 is mostly put together. I want to complete a few things including the final area, which sadly for some reason i have not even designed yet (the city part anyways). I'll give this a couple weeks and get it into a shape mostly the same as Chapter 1. I'm excited about it, because it is in Chapter 2 that the introductions are done, and i get to start exploring the main plot threads a little more fully.

I admit, Chapter 3 needs some work. The outline is there, but over time, it has fallen into disarray.
In any case, 3 weeks at the most of diligent work there.

Chapters 4, 5, and 6 are mapped, and many key story sequences are written. So i just need to bring it all together. Chapters 7-9, i admit, have no mapping done whatsoever, but i know the flow of events.

My first priority is to get everything to a state of complete and quality functionality.
Then i'll start running a few test runs to iron it all out.
It is hard to put a real finish date to this,
but if i keep at it, later this year makes sense.

I guess that's a long time to wait.
Well, this website is also a key part of it.
I want to make this webpage as complete as possible. As you might notice i am adding a Bestiary, and will also include an abilities list. Any further ideas one might have for page tabs are welcome. I could always go stalking other game profiles to find those ideas too. xD

Miscellaneous

Digging into the DBS.

LoL. I feel inspired to write some about my use of the DBS, for those who care to read.

===
BASE SKILLS
===
There are about 20 playable characters right now, though more will be brought in as i progress with the final chapters. They all share the same set of base skills and stats, These skills are learned at one skill per level and fit into the ATTACK category during battle.

===
ADDITIONAL SKILLS AND STATS
===
All additional skills and stat upgrades are found in treasure chests or through various other means. For example, the Lit 3 skill is found in a Treasure Chest. The player may then teach this skill to a hero of their choice. Of course, there will be far fewer Lit 3 spells available in the game than there are playable heroes. This way, the custom skills each character learns will not be identical across the board.

Stat upgrades can be found in chests as well. Give everything to one character or divide them equally. it's up to you. I realize this brings with it concerns about unbalance, but i am happier with this than a determined level curve.

===
SKILL TYPES
===

ATTACK -
Contains all base skills common to all playable characters.

MAGIC
Elements (fire, ice, sleep, silence etc).

SUPPORT
Buffs and Debuffs.
Attack, Defence, magic, Speed, and 8 elements can be raised or lowered.
Resistance to sleep, paralyze etc as well.

HEALING
Cure, heal, remedy etc.

ITEMS
Explanatory

CHARGE
I have decided to use a system where ALL attacks consume MP.
Charge recovers MP in battle.
PassCharge recovers the MP of other party members.
HP/MP is completely recovered at the end of battle.

===
VARIANCE
===

Example: Fire Spell
15dmg/95%/0att/10int/5var/Fire 2mp

Example Fire 2 Spell
30dmg/90%/0att/10int/5var/Fire 4mp

Example Fire 3 Spell
50dmg/88%/0att/10int/5var/Fire 7mp

^^This appears in the game description.
Now i will attempt to explain as all skills work by the same logic.

MP costs follows base damage by a somewhat parallel pattern.
However, each type of spell has a unique Attack and Intelligence Bonus.
Each also has its own Variance.

The Fire spell has a +10 to intelligence.
Thus a playable character with 100 Intelligence, will gain 50 points of damage to their fire spells
Fire 1 costs 2MP and will do a base damage of 65 with a 25% Varience.
Fire 3 costs 7MP and will do a base damage of 100 with a 25% Variance.

The cost of MP to Damage is not equal.
A slightly more powerful attack is at times, a good call.
Do you use it? All attacks require MP, and it must be charged during battles.

===
Attribute Defense
===

All enemies and playable characters have base resistances to various elements and status ailments.
A= 150%
B= 125%
C= 100%
D= 75%
E= 50%

These are base values which vary with every monster and character.
Buff spells my increase or decrease these values (and base stats).

===
FORMS
===

Boss enemies have multiple forms.
Battle strategies and attributes change with each form.

===
AI
===

Use of preconditions.
Battle events, number of turns, percentages, monsters present etc.

==
Further Attributes
==

beyond resistances to elements and ailments, each weapon type also has a resistance class from A-E (Sword, Knuckle etc).

===

I'll hold it there for now.
I'm happy to discuss it further. :)

Miscellaneous

The state of the game

I will begin by pointing out how epic this project has become. It is a very difficult task to make a good 5 hour game let alone a 50 hour one. Thus, a project i began in the fall of 1999 continues to this day, incomplete.

I have a year ahead of me and fully plan to do what i can to complete it. A lot of work has been done so far. I estimate a certain 6,000 hours or perhaps significantly more. I do estimate that only about 1,000 hours of work remain.

I split the game into 4 main categories. Story, Music, Graphics, and Gameplay.
Each is in their own state of completion.

The story has significant progress. After all, i began planning everything out 11 1/2 years ago. I simply need to complete it. I know the characters, and all there is about them. I know where they are, when and why. I have a time line etc. So this is well and good.

Music will also be fine. By a combination of OCRemix, Reason 4.0 and a package of free to use symphonic pieces, the game is free of MIDI and sounds excellent.

Graphics are well. They should be fine. I am not knowledgeable in the more complex coding available. So you can count out anything completely breathtaking. however, i have Bryce 6 for panoramas, and a general sense of what looks pretty. I am trying to make most maps a 15x20 frame. I think it's better to have the hero walk around the screen than to have the map scroll around the hero. This will not always be the case though. I'm not totally comfortable with the graphics, but i am certain they will not work to detract from the game. They will not make your eyes bleed and will show a level of competence well above many of the simplistic looking games out there. See my screen shots.

Gameplay will be great. no minigames as i do not know how to code them. But every dungeon will have something to do. Lots of little puzzles and such. Characters are customizable. This works to a level that will require a substantial post to explain. However, the battle system is what i am most confident in. I have played a number of games on this site, but most certainly most every jRPG on any console. My battle system is better than all of them. xD (EDIT January 20th: 'better than all of them' is a poor choice of words).

Miscellaneous

Jan 9th 2011

Is this the year my game is finally completed?
I did not expect it, but i have been given a whole year...
no job, almost no obligations.
Just time.

Armed with a calender at my side,
I will do what i can.
I started this project more than 10 years ago on RM95+
Perhaps it's an occasion where the scale is too epic for one guy to handle,
but i'll give it all i can.

Miscellaneous

06/24/2010

I'm on the 2nd to last test through of Chapter 1 before i post a release. Screenshots are on the way.

Miscellaneous

Journal - 06/15/2010

A lot of not much today. I have decided to release just Chapter 1 first. That's still 5-8 hours of playtime. You'll all get something to sink into a little sooner, and i could use the feedback to better the game sooner too. So i've got a few more cutscenes to write and certainly one more test through of the chapter among some other things, but in the next couple weeks probably it'll be ready to play.

Miscellaneous

Journal - 06/13/2010

x) This is my first blog entry. I'm splitting my time right now between working on my own game, playing other peoples games, and practicing the Bass.

As for the game, my first goal is to connect all the maps and basic story sequences up through Chapter 2. I thought about just releasing Chapter 1 first, but i want to give the players a little more to dig into. I've only got a couple areas left to finish. Then i'll be smoothing out the product. that means tightening the battles, writing new story sequences to flesh out the game, some fine tuning of the maps and such. Once that testing phase gets going over the next week i'll post lots of screen shots and add some movies. I'm thinking of this webpage as something to develop over time. Once i get the first download up i'll continue to update as i make progress towards further downloads.
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