New account registration is temporarily disabled.
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Miscellaneous

Update: Character Bios

Hello again. I've updated the character tab with complete information on playable characters. Give it a look if you want.

Another thing, after looking through various feedback it seems like a lot of people seem to have the biggest problems with the mapping and the blockiness of things. As long as I work in RMVX it seems like this is unavoidable. I've considered remaking things with XP before this project gets too far along, but before I decide thought I'd see if it was worth it. Is the blockiness such a detriment to the game that a conversion to XP style graphics is necessary? What do you think?

Miscellaneous

Update: Augment System, Runes and more

Hey. Just thought I 'd make a quick post to show that this project is not dead. Far from it. So what have I been working on in the past few days? I've been finalizing the character advancement and skill learning systems of the game. Here's a bit of information on them. I will probably add tabs describing these as well.

As would be expected, as your characters level up they gain some stats. Each character has their own strengths and weaknesses. To allow the player to customize their party's attributes in the manner of their choice, the game will make use of KGC's AP System, referred to in-game as the Augment System.

In addition to normal stat gains, characters gain 1 AP with each level up. AP can be distributed to whatever stats the player chooses to increase those stats. As more ranks are put into a stat, the benefit increases, as well as the AP cost to continue increasing it. Most stats only cost 1 AP to increase to start, but certain stats, such as Hit, Crit, and Evasion %, cost 2.

AP can be redistributed at any time from Save Points to fit the situation. Up against enemies that hit hard? Augment everyone's Defense and MP to reduce damage and cast more healing spells. Fighting a boss that is immune to magic? Take points out of MP and Magic and out them into Attack instead.

And what about skills? Similar to Final Fantasy 9, abilities are usually attached to equipment. For example, Thief's Gloves carry the Steal skill and various Runes contain most magic spells. By equipping these equipments to a character, that character is able to use the attached abilities in battle. While wearing that equipment, TP will be earned in battle. After the required amount of TP is earned, the character will permanently learn those skills and no longer needs to wear the equipment to use them.

I'm just about finished balancing and testing these features. Let me know what you think about how they sound. I'll be posting new screenshots tonight too.

Miscellaneous

Welcome!

After several months of working on this, I finally got around to making a page about it. So anyway, thanks for checking the project out. I've got a long road ahead of me, but I aim to finish the game by late 2011. Until then, expect constant updates, new screenshots, and a few demo releases.

Speaking of demos, the first demo will ideally be done before February. I had originally only planned to feature the first hour of gameplay in it, but right now it is looking like the entire first chapter of the game might make it in. We'll see.
Pages: 1