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Announcement

We're not dead yet: VX Ace!

Hey all, I know it's been forever since we've made any progress on Disconnect, so I figured I'd update on the state of the project.

The "brief hiatus" in September became an indefinite hiatus for a couple reasons. First, I lost a few days of work on the (tangled) battle system, and then we all had other projects to work on (Zephyr Skies, Man's Best Friend, BunLegends, etc). After that, I was very reluctant to get back to work on the battle system. A CBS in 2K3 is spaghetti code by necessity. As it's almost unmaintainable, it's *really hard* to just pick these things back up without a lot of commitment.

However! This project is still alive. Except... we're migrating to RPGmaker VX Ace. A couple reasons why: We were never very far along in this game in terms of play length, in fact, only maybe five minutes. The battle system had the most work done, but replicating in VX will be so much easier. Scripts are hugely powerful compared to all the 2k/3 workarounds and make CBS creation about 10x easier. VX also supports a larger resolution so Dudesoft can draw battlers by hand. The only drawback is mapping, but Deckiller is confident that a combination of scripts and panorama mapping can make the Refmap look work in VX.

This doesn't mean we're resuming production immediately, but we'll be back to work shortly after the release of VX Ace English version. We all have projects to finish, and the delay should give us enough time to further plan Disconnect. Thanks for your support!

Progress Report

Brief Hiatus

Due to personal situations among some of the developers, we have postponed any kind of demo a few weeks. Work will resume at some point, though for now things have stalled due to real world obligations.

There is a chance that we'll have a intro area demo out sooner rather than later, but please do not expect any screenshots/demos of the "real world" portion for a few weeks.

Miscellaneous

No demo for a while.

Hey, sorry about this... I (psy_wombats) have decided I'm not ready to put a demo out yet, even only a tech demo. I opened up the project today intending to put the final touches on the skills for today's demo release when I realized that my work from two days previous had been lost, somehow. I blame 2K3.

Now I would've been able to recover from this for a demo in time if this had been a few days ago, but I've had a rough week with real life stuff coming up and had to put off most CBS work until late nights this past weekend. There's still progress being made on the programming end, but it's not worth showing off at this point. I could release the functional CBS tech demo, but there are unaddressed bugs and I'd rather not listen to unending reports of problems I'm already aware of. It'd be better to present something indicative of the final quality level, so maybe the lack of a demo at this point isn't such a bad thing.

If there's interest, maybe something can be released after the new two weeks along the lines of what I would've liked to release today. If not, the next release candidate will be in another 6 weeks, around October 2nd.

Sorry this is short and a little down, but we're moving along. The project should be in Deckiller's hands for first-world work in the next few days, and I'll be back on the normal Saturday schedule for updates about classes and CBS skills and progress. Until then, thanks for your patience.

Miscellaneous

Crimson Horizons, the world's biggest MMORPG!

Crimson Horizons is the quintessential online game, a massively multiplayer RPG from Nexus, Korea's leader in online entertainment. Players take the side of the great wizard Merlin or the legendary sorceress Morgan le Fey in a centuries-long magician's war. Find a guild, take a quest, or trade with merchants in the hub city of Camelot in the Sky. Protected by the decree of Arthur, it is the only neutral ground in a massive battle between Merlin and Morgana the engulfs the eight continents beneath. Players must contend not only with the troops of rival factions but with creatures straight from a bestiary of the middle ages: stags, griffons, bears, antlion, and dragons abound. Choose from over 50 classes and 300 skills to form your party and win the war for your patron wizard!

If you can't tell, we've been working on world-building for the MMO as we start to plot out the course of the demo. We've settled on an adaptation of Arthurian legend as perceived by eastern Asia. The monsters and much of the MMO story will follow this theme, so expect a lot more classical monsters and less of the FF and D&D inspired undead, slimes, etc. Hopefully this theme will be established enough to have a good foothold in legend without being beaten to death like a lot of other common settings.

The demo itself is one to two weeks away, depending on how much time I (psy_wombats) find this week. Deckiller is working on a few map touchups and Dudesoft is getting the monsters and battlers ready. Here's a quick preview of the monsters for the first area:

And the very first encounter, (also the first boss):


There are a few unresolved art issues as we move further into the demo, ones that will be probably still be unknowns even after the first release. Right now, we're using RTP-style sprites with a largely refmap world. To solve this inconsistency, it's possible that our current composer Rei- may edit the refmap charsets for all 52 classes. In addition, we're estimating the amount of work required for hand-drawn battlers. Dudesoft is already in charge of out-of-MMO graphics, but this is a definite possibility.

The battle system is also being reskinned from the previous hideous graphics. Instead of MSpaint, we have a skin provided by K-hos that I'm currently integrating to the old battle code. Unfortunately, there aren't any screenshots available, but keep an eye out for images on the game page in the next few days as the system is put in place. After that, only the demo eventing is left. The systems and maps are in place, so hopefully this should be doable within the week.

Miscellaneous

Maps, mockups, and portraits!

Alright, missed last week on the update front, but from now on, expect regular weekly progress blogs on Saturday night. And though we're all working on separate entries for the RMN summer games, there's still nightly progress being made on the game. If you need proof, anyone's feel to join us at #disconnect on dynastynet.net. And now on to what's been happening...

We've decided that the first demo (~two weeks from now) will be a mainly tech demo showing off the battle system and the MMO world. The offline portion should come in the following demo. If we were to have included the offline portion, it would've meant a very stripped down battle system and boring offline world, as most of the gameplay there is through messaging systems and dialogue.

Dudesoft's cycle is wrapping up, and we're starting to work on skinning up some of these menus. With the battle system basic mechanics down, it's now onto the problem of finding the right look... None of us are particularly gifted UI artists, but this mockup (helpfully provided by K-hos, thanks a bunch!) should give an idea of what we're going for:



We're also looking at how to handle class graphics between sprites and facesets. Here's the result, the four basic classes all ready for use in game:

Warrior/Mage/Rogue/Healer. They don't have hats or armor or spikes or chains or giant zippers yet as these are the basic classes on each tree. During the promotions for the first professional and master class, the portraits and sprites change to something more fitting.

And it looks like I (psy_wombats) will be taking over the project starting on Monday. Hopefully I'll be able to implement a rudimentary level up and skill select system before tying Deckiller's maps together for the demo release. Continuing the trend of ending updates on awful MSpaint artwork, here's the current status screen:

Miscellaneous

Demo scoping, and a CBS!

Alright, it's been a little over two weeks since the start of the project and an update's in order...

It's Dudesoft's work phase right now, so he's the one primarily putting out material at the moment. Once portraits for most of the main characters are in place, a characters page should be coming that will elaborate a bit on the story. Dudesoft's also creatively in charge of the "real world" so those of you looking for screenshots of the university campus shouldn't have long to wait.

The scope of the upcoming demo (week of August 21st) has also been decided. All of the MMO portion of that demo has been mapped, and hopefully the first demo should give a taste of both the fantasy world, the real world, and the skeleton of the battle system. Speaking of the battle system, Disconnect will have a full CMS/CBS; here are some details:

- Combat takes place between parties of up to 9 characters in a side-view system. Encounters are triggered by touch.
- These characters are split into three ranks, a front rank, middle rank, and back rank. Characters receive a big physical defense boost for each character in front of them, but also receive a penalty to their melee attacks. Some weapons (like bows) behave a little differently and ignore some of these penalties and bonuses.
- Player characters start off as a base class (warrior/mage/rogue/healer) and then through promotion unlock skillsets of more advanced classes. There are three class tiers (novice, professional, master) each branching three times for a diverse selection of classes, with 52 available. If that seems like a lot, don't worry, each character can mix and match from the skills available to them regardless of their current class.
- Each character has a certain number of equipment slots to work with. These slots can hold anything from weaponry and armor to potions and skills. While a warrior might want full armor and a variety of versatile weapons, a mage might chose to carry only one or two armor pieces in favor of a wider selection of spells. You as the player must choose how to balance your inventory.

Expect more detail on all of these systems as they're implemented, and the in-game tutorials should clear everything up. Right now nothing looks too fancy in-game as we're using my MSpaint placeholder programmer graphics for the UI, but when the MMO style is finalized, everything should look a lot prettier. Most of these systems should have a rudimentary implementation by the demo. Right now the basic combat loop is completed, so here's a quick look at how the battles should look:



More to come, and we hope you'll enjoy the game as much as we're enjoying making it.

Miscellaneous

Welcome to Disconnect

Hi, psy_wombats here with the first of many blog posts.

To start off, we're happy to welcome two other people in supporting roles for Disconnect. LockeZ will be testing as well as helping Deckiller with a couple maps, and Rei- will be composing the soundtrack. Expect a full original OST...!

As for the three of us doing the main development work, we've started to break up who will be doing what, exactly. I'm responsible for battles and other systems, Deckiller has mapping and world creation, and Dudesoft's in charge of graphics and mapping for the real world. Of course, we'll each end up doing a bit of each and we'll all have a hand in writing.

For scheduling, we'll each have two weeks to work on the project before handing it off to the next developer. In addition to that, we might put some resource work in on the side. Every two weeks (or more frequently) the developer will post a blog with what they've accomplished and pass it on. Every complete cycle, we'll be releasing what we have so far as a demo. That means we should have the first demo out by August 27th!

Currently, we've been doing a lot of brainstorming on storyline and mechanics. The battle system is pretty much decided on (it's a CBS, more later) and the storyline was down for day 2. We're continuing to make a few tweaks to both but you can expect more detailed game pages for both of those topics in the future. As you can tell from the images, Deckiller's been mapping the first level while I've been working on some base systems. Rei also has some WIP tracks up that will end up on the page when complete.

Anyway, we're aiming high with this project, and hopefully the results will be encouraging enough that others will give this development style a try in the future.

Oh, and here's a teaser of the battle system:

More on that during my two weeks!
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