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Announcement

Chapter Two Coming Soon!

The last couple of months have been really rough on me, but I'm actually making progress with my game again!

The next version will include some much needed fixes, as well as a whole new area of the complex to explore. It will also see the debut of the Crystal Corpse demon type, new face set borders, and an improved hatch-door graphic courtesy of Miracle!

I hope you all are holding onto your saves for the next installment. There could be some issues with older saves causing preventing demons from gaining the proper skills at the proper levels, but I am implementing a fix for this so you should be up to speed in no time.

Another big inclusion will be vending machines in the break room (and other places, where applicable) that will sell Red Alert and Beastly Energy, offering 20%Hp and 20%Mp restores respectively. Lucas is the only one able to use them, since demons have different nutritional needs. Since it wouldn't make sense to stuff demonic energy (sek = the currency in the game) into a standard vending machine, I'm including an item called Small Change. These can be found in most desks that are not already housing other items.

On my upcoming content page, I mentioned the possibility of changing to a different guardian if the player built up high enough affinity with other demons in the party, and giving different level up bonuses based on who the current guardian is. I'm kind of on the fence about this now. From a narrative standpoint, I like the idea of a constant guardian, so that the relationship between this demon and Lucas can evolve over the course of the game. (Feel free to post comments one way or the other if you like! I'm listening)

I'm also looking for some sound effect resources to make the world feel a little more natural. I'm aware that some of you are having performance issues with the game, due to the large number of pictures the display events require, so I will include a toggle for any new embellishments, just in case they render the game unplayable. I'm also going to include the option to turn off transparency for forcefields, glass, and water.

Is this a first? An Rm2k3 game with a graphic quality slider?

Long term, once the entire game has been completed, tested, played and is 100% finished, I am considering releasing two alternate packs for it. One would replace the lower quality wall graphics with entirely custom creations, and the other would be a version of the game where the room display is handled entirely through panoramas. Yes, that means I would have to pre-bake every angle of every room into a panorama, step by step. (Which is why it is something I would only entertain at the end, when the chance of me changing any of the layouts resides somewhere around nil) Hopefully, this eventual "optimized" version of the game will allow anyone who was unable to play due to framerate issues a second chance.

That's all I have for now. Thank you again to everyone who has downloaded and commented on my game so far!

Announcement

Bugfix Update V01

Fixed by this update:

-The conversation loop with the first Spirit
-The Faery's "Wind" skill should work now
-Changed encounter rate of "helpful" monster set
-Corrected a couple of door graphic glitches

Update

To use this update, just copy the files into the game's folder and you should be up and running!

Progress Report

Demo Download: Pending approval!

As of 5:56 AM, the demo for Breach:Awakening is being processed. This was a long night full of bug testing and general hair pulling, with a bit of wall headbutting for good measure.

As of my last test play, the game is relatively bug free. There is a slight hitching/hesitation when some of the special encounters load that appears to be lag or parallel hell, but isn't. They are borrowing the delay for object interactions (to keep from double or triple triggering). I (probably) know how to fix it, but I'm running up against the NaGaDeMo deadline in a hurry and won't have much time to work on my project over the next couple of days.

I had to nix the eventing that prevented the encounter generator from duplicating the same battle three times in a row. During a couple of test plays, I had very bad luck with the random number generator, and it ended up producing noticeable logic loops as it filtered out redundant encounters. I ended up excising all the event code for it, as just turning it off caused other problems.

Am important note. The demo doesn't actually "end". Once the player has access to the elevator to leave the current floor, they are done with the plot progression of the demo, but are still free to explore and attempt the optional hidden boss.

Most all of the info you'll need can be found in-game. After the brief introduction (the newscaster scene), the player gets the option to read demo notes or skip to the game. First timers should find the mini-manual helpful.

One thing NOT mentioned is how the Contain/Capture system works. For Lucas to capture a demon, the target must be weakened (about 1/5th its HP value), Lucas must have ROOM to store the demon (his demon storage is derived from his current INT/WILL. Without power leveling, it should peak around 7 during the course of the demo), he must have a higher level than the creature he is trapping, and he must have enough energy.

The reward for defeating an enemy without allowing it a single strike is not explained either. By crushing your enemies before they can act, you get the choice to restore some health, some mana, or to earn extra exp. There is a glitch (in the player's favor) that causes this to trigger upon the defeat of a certain enemy group. (My fault, did it on purpose so the regen bonuses would make it less annoying to test that group when at low levels.)

Progress Report

Getting very close!

All enemy types for the demo are working in game, as are the optional encounter and the end-demo boss.

Now I just need to finish up my Demon Database (keeps track of enemies you've scanned), flesh out the demo location a little more, and complete my intro sequence and I will be ready for a NaGaDeMo release.

Of course, as I'm currently under a tropical storm warning and have already lost power a couple of times since yesterday morning, whether or not I get in before the deadline is a little iffy.

If my lights stay on this evening, I'll keep working.

Progress Report

Demo release approaching

I'm putting the finishing touches on a demo of this project for NaGaDeMo. As I mentioned in a "what are you thinking" thread, I'm learning there is a big difference between something that is just "playable" and something that can actually be called a game! I have a bad habit of falling into the trap of getting to a test-playable stage and then hanging out there, just playing the damn thing and adding tweaks and features as they occur to me. This time, I'm trying to stick to my written plans and reign in my GDADD (Game Development Attention Defecit Disorder).

I was hamstrung for the longest time by a strange glitch that erased my object and actor layers whenever I had to use more than one text box in a row. It appears that I have the matter fixed.

Since I've been working on this project for a while, I actually have two different modes of handling things like doors and non-fixed objects in place. Eventually, I'd like to move to a uniform system, but right now the different approaches work better for different uses.

The planned demo content will take the player through the first area of the game and will feature at least 7 or 8 enemy types, one end-of-demo boss, and an optional encounter with a higher level enemy just for fun.

Announcement

My projects are NOT abandoned even though I haven't been able to work on them lately...

The short version goes like this: Had an injury, got medicine to treat it and try to keep me comfortable. The medicine made be feel really foggy, and I wasn't happy with any of the "progress" that I made during that time so I have things to re-do before I can actually move forward again. I stopped taking the painkillers and shifted to aspirin, which unfortunately aggravated an existing stomach condition which has put me in really bad shape.

My main objective is to try and NOT have to go into the hospital again, so I'm not able to focus on my main projects the way I would like right now, and I apologize for missing the demo-release dates/milestones I announced.

Instead of throwing up blogs to promise that I will have x amount of work done on y day, the next time I make an update for one of my existing projects, it will be with a new download for it.

Thanks!

Announcement

Unfortunate Delay...

I got so caught up in trying to fix everything that was wrong with my other game that I completely neglected this one.

Taking work, band stuff, and other projects I have going on right now into account, I'm aiming for a demo release date of December 17th. That should give me enough time to deal with a couple of critical errors I stumbled into today as well as get the first section of the game laid out properly. It is very easy to make the maps for this one, but getting all the doors and panels in them to function right all of the time? Ehh, not so much!

Announcement

Since I'm aiming to post a demo for Release Something Day...

...I figured I might as well fess up to the inspiration for the game.

Originally, the ally recruiting/creation worked a lot differently. I thought up the systems with the intent of having it be a cyberpunk theme. You would decompile hostile programs in the 'net and make your own attack ware and barriers. Eventually, those ideas splintered off into a different game and I decided to try something else with this.

I figured I would change the enemies into demons. The player either summons or captures them, and could train them as well as extract their energies to give new skills to other units or just build new forms.

My backstory was that a huge corporation (I kept some of the cyberpunk theme) tried to create a teleportation network and instead opened a dimensional portal that allowed demons to flood into the real world. The main character was originally designed as a bounty hunter that took contracts from the company, capturing demoniac essence in prismatic orbs (materia rip-off... I know) that allowed them to summon their skills during battle against other demons.

I was talking with a friend about my ideas for the game and she said that except for the bounty hunter and orb things, I'd pretty much come up with a lot of stuff from the Shin Megami Tensei universe.

Aside from reading a magazine article on it back when Nocturne came out, I was shamefully unaware of the SMT games.

Between then and now I've played Innocent Sin, the SMT translation for the SNES, and started Nocturne and P3:FES. Unfortunately, my PS2 died out on me so I haven't been able to finish that last two. I even dabbled with SMT:Imagine for a while, but I lost interest around lv 30 or so because the people I usually grouped with moved on to different games.

Why not do a straight fangame then? Quite simply, I don't know enough about the SMT universe to do that. I don't want to research chronology and nest the game into an established universe since pretty much the only benefit to my project would be people raging at me for all the things I got wrong.

So instead, now that I am aware of the SMT games, I cite them as an influence/inspiration. This is my take on that type of game.

For anyone who has played an SMT game, there should be plenty of familiar things around. There is demon capturing and summoning. Demons can absorb weakened enemies to gain energy that allows them to learn the consumed enemy's skills in time. Elemental weaknesses are a big part of winning battles.

Progress Report

Minor update

I didn't get as much time to work on this over the weekend as I wanted, but I did redo an important part of the display system. Part of the story involves dropping force fields that block off parts of the complex. Since the first time this occurs, you are talking to someone on the other side of a field, they have to be semi-transparent. The only problem was that their generators would not be transparent.

So, I had to change the wall display event to make it possible for walls to be made up of two layers. This is in addition to the object layer and actor layer. It doesn't sound like much, but I was banging my head against a wall trying to shoehorn it in with the picture limit I'm stuck with (using an un-patched version).

Next up is the Skill Transfer system and fleshing out some of the enemy skills.

Game Design

Off the shelf test battle and some random notes about encounters, difficulty, and saving.





As you might have noticed, I'm using 95% stock sounds and animations. I usually get bogged down in art generation for my projects, so the goal here is to use as much out of the box as possible, albeit with a little twist. I am planning on changing up the arrow graphics though, since a cute little bouncing hand doesn't really fit with the general feeling I'm going for.

During the video, when the "Critical Break" animation pops up, this indicates that the enemy's resistances have been broken. Enemies have both Weaknesses and Critical Weaknesses. A Weakness usually means they take more damage from a weapon or skill type. A Critical Break occurs when an enemy is hit with the specific combination attack they are vulnerable to, Snap-Freeze, in this case. When Broken, an enemy cannot act, and suffers reduced defenses.

Of course, enemies can also do this to your main character and party members, so it is important to put a team together that compliments each other and is not all vulnerable to the same things, otherwise one "target all" spell from an enemy and the team is stun-locked and unable to fight back as they get decimated.

Contrary to how it appears, I am not using the default Random Battle system. Mine runs on dice rolls and a random delay timer via a Common Event. I've tailored it so that if the same encounter is generated twice in a row, it is not a viable choice the next time the event is triggered. Nobody likes fighting the same guy seven times in a row. Also, in the starter area, the enemy encounters will scale so that the party has a chance to build up some before they start facing stronger challenges.

Since the game permits players to save anywhere they want, there was no need for me to include dedicated save rooms/points. Instead, once a properly fortified area has been cleared of hostiles, it can be used as a rest area, allowing the party to heal.

The game is intended to be somewhat difficult. Healing items are rare, mostly coming in the form of item drops. Since I'm using a custom system for my enemy encounters, I can increase the likelihood of the team running into one of these foes when someone's health is critical.

The other option for recovery comes from crushing your opponents. In the video, you'll see that a bonus was awarded to the team for beating the enemy before they were able to take any offensive action. That type of victory can net either XP or a recovery event. The idea is that a party that is getting weak doesn't always have to try and high tail it back to the last area they cleared to rest, if they put their skills together properly, they can fight their way out of trouble and press on. When someone is in critical health, or drained of stamina, the bonus is converted into a restorative one. I am considering allowing the player to choose their bonus with a timed keypress, though, so that if they really wanted to give their dying team an xp boost instead of healing them, they could.

In the case of Bosses, there will be special bonuses based on the number of turns the party is able to defeat them in.

I have a lot of work ahead of me when it comes to balance. I want to reward players who gather up new skills and combine them to take their target down fast, without really beating people who might not have the right/team/build for a given boss into the ground.

Even though escape is not permitted against non-optional bosses, I'm planning to give the player enough warning about what is coming up so that there will be no excuse for them not to throw down a save just in case they are woefully unprepared.

Well, that is it for now. Hopefully I'll be able to get some more work done this weekend.
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