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Progress Report
Ordra after two years
The project is alive its just that i derivated to The last night project and two other more, that were more simplier.
Note that i advanced a lot for the prototype. With larderan i have polished the main engine with my difficulty script, language script traduction, improved battle and some other scripts, that work will be directly reimplemented in Ordra.
Also i advanced the game itself, some work have done in general, like in the graphics with the more polished style that you see in the last capture.
In any means this is a secondary project for now, but im still working in the first prototype, note that, maybe i will make a radical redesign after that, creating a shorter game.
Finally i have to implement larderan engine, pulish some small bugs in systems, implement new graphics everywhere, finishing a small prologue, implement well the normal combats and the last boss with its combat and scene, althought, not design, thats already created.
Note that i advanced a lot for the prototype. With larderan i have polished the main engine with my difficulty script, language script traduction, improved battle and some other scripts, that work will be directly reimplemented in Ordra.
Also i advanced the game itself, some work have done in general, like in the graphics with the more polished style that you see in the last capture.
In any means this is a secondary project for now, but im still working in the first prototype, note that, maybe i will make a radical redesign after that, creating a shorter game.
Finally i have to implement larderan engine, pulish some small bugs in systems, implement new graphics everywhere, finishing a small prologue, implement well the normal combats and the last boss with its combat and scene, althought, not design, thats already created.
Progress Report
New cuts and redesign
The project have been stopped and starting again. I will do it but im cutting some things and changuing others:
-My IB script includes new parameters but thats a design and balance probkm, a very hughe one, just making the formulas work its taking me too much also because of the actual golem system. I didnt think this will be that hard so i scrap that new atributes.
-I restrict the subsystems like minimap to only 4, one exclusive of the game.
-Golems will be identical and the level wont actually work for nothing.
-I cut some pieces, some slots, and some golems slots. I restrict also some systems to be more simpler like memory or heart ones.
-I eliminate the special noob area of the game(although if i add a idea later again will be this).
-Some other special things of Ophi are out.
The game is still progressing, i just taked a break for it. Note that i dont think these are bad things to do it because cutting, refining and reducing ot esences is asic to make better things.
Later i will add a new cap from the prologue.
-My IB script includes new parameters but thats a design and balance probkm, a very hughe one, just making the formulas work its taking me too much also because of the actual golem system. I didnt think this will be that hard so i scrap that new atributes.
-I restrict the subsystems like minimap to only 4, one exclusive of the game.
-Golems will be identical and the level wont actually work for nothing.
-I cut some pieces, some slots, and some golems slots. I restrict also some systems to be more simpler like memory or heart ones.
-I eliminate the special noob area of the game(although if i add a idea later again will be this).
-Some other special things of Ophi are out.
The game is still progressing, i just taked a break for it. Note that i dont think these are bad things to do it because cutting, refining and reducing ot esences is asic to make better things.
Later i will add a new cap from the prologue.
Progress Report
Update
-A lot of bugs corrected and the auriphication system redeseigned, because i was creating it for only one effect active each time, when i needed at least two: defend and attack ones. But now with the new desing im adding a true flexibilty and new options to it.
-I have been adding new things to my improved battle script, and not only new effects. Im talking about a alternative and more simple configurator system.
Example:
Ib_configurators = {
:weapons =>{
# Dont touch this
:call_method =>false,
# Weapon id
1 =>{
:str =>3,
:no_evs =>true
}
},
Here we see the weapons simple configurator. You put the the weapon ID and then especify using the script codes the values for the improved battle effects.
You can also use more of these configurators, and even a more accesible way to put external scripts configurators to it. Also note that these effects are compatible with complex ones.
This is a example of my golems script.
# O. Eyes
:oj_avizores =>{
:name =>'O. Eyes-
:description => +40peva, +10pdef. -2E',
:price =>100,
:icon_by_slot =>true,
:slots =>,
:item_id =>27,
:usable_golems =>,
:gain_skill =>false,
:active_switch =>false,
:modify_max_slots =>false,
:ene_consume =>2,
:call_common_event =>false,
:modify_variable =>false,
:automatic_description =>true,
:ib_mod =>{
:pdef =>10,
:phyisic_eva =>40
},
:generate_ene =>0,
},
This happens in the bold text, where we tell the game that these piece gives 10 points of pdef and 40 of phisic evasion. This is a better way because in the older version i had to configurate manually each improved battle method, and that sucks for testing and changue things.
Another thing that gives me a lot of problems are the combat formulas, parameters, the improved battle script(with his new parameters) implemented in the XP default combat and adding also the complexity, flexibility and originality of the golem system. I think is the hardest thing i started designing. For the prototype i will use som patches and i will be improving it throuhgt the entire game development.
The prototype is at 90% complete. This protype will contain the first area with two bosses. It wil be private and personal for testing purposes.
Later i will correct it and add the prologue. This will be my second prototype that will be public. And then the final prototype, with more updates(throught feedback also) and a second level to the game that will show a lot of other things.
pd: any corrections to my english are welcome
-I have been adding new things to my improved battle script, and not only new effects. Im talking about a alternative and more simple configurator system.
Example:
Ib_configurators = {
:weapons =>{
# Dont touch this
:call_method =>false,
# Weapon id
1 =>{
:str =>3,
:no_evs =>true
}
},
Here we see the weapons simple configurator. You put the the weapon ID and then especify using the script codes the values for the improved battle effects.
You can also use more of these configurators, and even a more accesible way to put external scripts configurators to it. Also note that these effects are compatible with complex ones.
This is a example of my golems script.
# O. Eyes
:oj_avizores =>{
:name =>'O. Eyes-
:description => +40peva, +10pdef. -2E',
:price =>100,
:icon_by_slot =>true,
:slots =>,
:item_id =>27,
:usable_golems =>,
:gain_skill =>false,
:active_switch =>false,
:modify_max_slots =>false,
:ene_consume =>2,
:call_common_event =>false,
:modify_variable =>false,
:automatic_description =>true,
:ib_mod =>{
:pdef =>10,
:phyisic_eva =>40
},
:generate_ene =>0,
},
This happens in the bold text, where we tell the game that these piece gives 10 points of pdef and 40 of phisic evasion. This is a better way because in the older version i had to configurate manually each improved battle method, and that sucks for testing and changue things.
Another thing that gives me a lot of problems are the combat formulas, parameters, the improved battle script(with his new parameters) implemented in the XP default combat and adding also the complexity, flexibility and originality of the golem system. I think is the hardest thing i started designing. For the prototype i will use som patches and i will be improving it throuhgt the entire game development.
The prototype is at 90% complete. This protype will contain the first area with two bosses. It wil be private and personal for testing purposes.
Later i will correct it and add the prologue. This will be my second prototype that will be public. And then the final prototype, with more updates(throught feedback also) and a second level to the game that will show a lot of other things.
pd: any corrections to my english are welcome
Progress Report
Actual state
I have been working hard with this game.
-I implemented and modified a language script in the game itself. This means that it will come with a language selector and not two versions(spanish-english).
-I implemented a few diverse scripts also, like a item inventory one, a modified light systems, etc.
-Now the terrains, golems and the use of my updated Improved Battle Script(more than 50 effects for now) are the main features of it.
-I have cut out a lot of things, for example now the energy system is plain simplier(i trully needed that for sure..),
-I added also some extra things, like a minigame, a skill management system like pokemon(with a max of learning possibilities) and a general improvement in the history of the game.
-Im doing some graphics at now and my plan is to do all of them.
I just need to fix a few fucking total bugs to have a complete playable system, and then start creating more combats. I have the rest designed and created for now. I dont tell dates anymore but it wont get too late for this.
-I implemented and modified a language script in the game itself. This means that it will come with a language selector and not two versions(spanish-english).
-I implemented a few diverse scripts also, like a item inventory one, a modified light systems, etc.
-Now the terrains, golems and the use of my updated Improved Battle Script(more than 50 effects for now) are the main features of it.
-I have cut out a lot of things, for example now the energy system is plain simplier(i trully needed that for sure..),
-I added also some extra things, like a minigame, a skill management system like pokemon(with a max of learning possibilities) and a general improvement in the history of the game.
-Im doing some graphics at now and my plan is to do all of them.
I just need to fix a few fucking total bugs to have a complete playable system, and then start creating more combats. I have the rest designed and created for now. I dont tell dates anymore but it wont get too late for this.
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