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Progress Report

THE Captain's Log #66 - Gamepage update and polisheseseseses

Hi! Captain speaking!

Today I decided to give an update to the old game page CSS. I hope it looks better, I found out how to use external fonts and wanted to give it a shot by using the game's fonts and stuff. Hopefully it's still readable! I also made the text slightly smaller than before. I still think the default is a bit too small, but for the bulk of information the site presents it gets way more busy and bleh. Anyway!

Oh look at this nice, readable website!

Back to the game.

Regarding the game, most of the work I think I've already shared. There has been super small updates here and there, and other stuff. But I think the most important aspects are some of the rewritten cutscenes, or straight up new ones.

Like this one.

An you know what? I think I'll stop here. Right now I have a severe case of amnesia and I can't remember what I was doing. xD I've been thinking a lot in what things I want to do for new sidequests, have two planned for now. I'm just deciding stuff on how those will work and what kind of benefits will they give to the player, and how they will impact the world, etc.

So... yeah! Gonna get some BEPSI too. C:

Progress Report

THE Captain's Log #65 - Four numbers away

Hello my friends. Captain speaking. Yes I'm still kicking!

Hello youngsters! It's me again!

Today I come particularly with kind of a question for anyone left here who still reads blogs. Yes you! Post something below! I don't do it for the buzz I swear! But let me introduce you first to the group customization thingie. The vein of my problems.

If you are free, you don't get paid. Nah you still do, don't worry.

So, let's get into business, shall we? I'm getting to the part where this comes into play. What is this you say? If you've ever played Final Fantasy 6, you might remember that classic Nintendo Moment when you are splitting your characters in half between multiple parties. Well, this is that.

So, right now the problem, or more like a game design issue, is how do I set up restrictions to the system, or if there is any need for restrictions. You see, the basic idea behind this is I wanted a system where the characters could logically go and be doing something in one place, while other were doing something else, somewhere else. For the player there should be a gain in the fact that you're covering multiple plot points at the same time, and for me and my OCD, you don't have like 10 guys standing behind and doing nothing while their "friends" are risking their lives against a giant cockroach monster that defies the world's order.

So I invented this. Copyright 2069 me.

Initially I would leave the player decide when to use the multiple group system, and I will. But the first time it gets introduced, it is required. I might rethink this, in case it just becomes 100% inconvenience, but it will be used there, and at other point in the story. Basically, I haz a split party device! :kittythumb:

Now the thing that currently bugs me is the restrictions I need to put in place.

- When required, you can't have less than a specific number of groups. This means leaving one of those groups empty. This restriction is currently in the game.


- When a group is too far away from another, you can't exchange party members. At the moment that means at a different map, maybe around 3-4 tiles away.

- Lastly, the characters at the FREE slots (inactive members) should only be accessible from specific areas. By that I mean, those are the reserve, so they're probably far away. For now the idea is having them only at the Academy of Aleko.

This is your base of sorts.

...And yeah that's all from that.

Other than that, I've been doing some reworks here and there, some scenes have been improved, some battles have received a little bit of extra oomph, because they deserved it. And... yeah.

This animation are the changes being made to the game.

I'll be back.


THE Super Captain's Log 64 - The recompiled version (?)

So finally I updated the download, now it's the same download as the one available on Itch, which is more in line with the one available on Steam. I also threw a couple links there, but I don't like redirects myself so I still reuploaded it here, for everyone's convenience.

Because redirects are bullshit (?).

Anyway, this version includes whatever I was talking about last time. You can finally play Drekirokr in all of its (current) glory. Which is hopefully higher than zero. :C


Progress Report

THE Captain's Log #63 - More stuff!

Heyo humans! Today, we the great great great great yes are gonna present you... more of this thing. Oh yeeeh.

This is your usual captain talking gibberish. But heyo yeh, we're doing the usual work. Which is some, once in a while, while beating monsters and gaining experience and gold. Because life is an RPG. Full of grind, little progress.

Here is some visual things we, me and myself, have done in these last days.

Procastination. And no, I'm still not making this game in 3D.

Anyway, that's last week. Forget about that. Here is what I did these last days. First off, polish to the training cave end event. I rewrote the dialog, I think it gets more straight to the point, removed some cringy stuff (still cringeworthy because I wrote it :D), and included some explanations that were missing. ALL THAT IN LESS LINES OF TEXT!

I'm working on it. With love. ♥ And wearing a sexy dress.

Let's see, what else. Ah! Here is this, posted it on Discord but whatever, it's good to leave some dam sexy screens in this website. Come and look at my nipples!

The process.

The result.

The sexy raccoon.

More changes in text list form.
DONE Bug: Cave effect FUCKING THERE FOREVER AAAAA (if you die inside Haleko and etc)
DONE Bug: Achievements are fricked. --okay it was just the twin flames, I think. And it was me being dumb :')
DONE Bug: Hikari in Limbo. Dying against the Red Wyvern causes the GameOver event to get stuck.
DONE Bug: Enemies around Red Wyvern, not get in the way mid-event.
DONE Balance: Lower Mole speed 1 point (maybe 2).
DONE Bug: "Back" from System menu shows a submenu??
DONE Lore: Explain the gold "system", how your money goes directly to your account and all that.
DONE Polish: Phamas forest entry should be more obvious!
DONE Lore: Extra small scene before Training Cave (explain where is Hikari and what is she doing).
DONE Lore: Explain bank better. C:
DONE Bug: Intro flames wave effects are not working.
DONE Polish: At least add some ocean wave background sound @ ship (intro)
DONE Bug: Fix self-healing flip issue when character is at left side (I put some <= or something like that, EEEEEDYOT!).
DONE Bug: Remove damage when over press tile @ training cave.
DONE Lore: When trying to exit through left-side from Eddie's docks, there is no notice from mom or something (bugged?)
DONE Lore: Dialogo tras pelear con Vance. "Qué tipo más raro."
DONE Balance: Nerf Red Wyvern's life. It's absurd right now.
DONE Balance: Scan should not fail. Ever.

Some of these are already on the Steam version, because I fracked up a lot on release. But thankfully that's not the end of the world. But COV--thing is. So yeah! Hue hue hue hue hue hue hue.

And there you have it. Cheers!


THE Captain's Log #62 - Steam and MKXP-Z

A bit late for the party here, my mind is everywhere these lasts days because I got some many things to do (all my fault xD). Anyway.

Let's talk about the news.

First of all, starting from tomorrow Drekirökr will be available on Steam!

What is this? Early access. Due to REASONS I decided to execute an evil plan to conquer the Earth, on which I put the game on Steam, not getting a dime for it. Well, not exactly.

The game is currently free, and will be for some time. I didn't want to put a pricetag on something that has always been free. There are quite a lot of improvements (more on that later), but still, I want to get a new chapter in story until I put a price. Then that version marked as free will be the "demo". And every new chapter will make price up a bit and so on and so on...

What are you doing here??

Beware! If you get this free version, you will get the full game for free (when the time comes)! NO ONE WOULD LIKE THAT, RIGHT? :) (You can send me your payment through snailmail later, please only quarters and dimes, thank you!).

Now in other news, I ported the game to mkxp-z. There is a couple reasons for that, but main one is because it has a much better performance than good old RMXP-RMVXA hybrid. It's the same game, I just had to modify a bit the code, both Ruby and the source for mkxp-z to better accomodate my game and do whatever I want. For anyone interested here is the repo. It's a bit messy and it doesn't work with vanilla RMXP neither VXA games! (But anyone with a 3cm brain can solve that, it's just that I did a lazy workaround to have the built-in XP tilemap in a RGSS3 game, because that's all that matters).

Look at this gorgeous something!

And that's pretty much it! So how good was Caterpie actually? Yes.

Progress Report

THE Captain's Log #61 - Still alive



This was a triumph
I'm making a post here, HUGE SUCCESS
It's hard to overstate my procastination
Ragnarökr Project
We do what we must because why not
For the rid of all of the bugs
Except the ones still there

But there's no sense crying over every mistake
You just keep on scripting till all the shit gets done
And the demo gets out
And you make a neat run
For the projects that are still alive

I'm not even hungry
I'm eating a pizza right now
Even though I lost my job and graduated
And had a depression
And deleted my Instagram, oh no
As I lost my followers
I regretted it all

Now these points of places make a beautiful map
And we're out of alpha, we got first chapter out
And I wrote this song, by ripping off Portal
For the people who are still around

Go ahead and follow me
I think I prefer to keep this blog
Maybe you'll find someone else to help you
Maybe it's Helazz (?)
That was a joke, haha, I'M SORRY
Anyway the pizza is great
It's so nutricious and neat

And look at me still talking when there's Dreki to do
When I look at my notes and how much is left to do
I've characters to draw, there is research to be done
On the topics that are still left (?)

And believe me I still gammak
I'm doing Dreki and I still gammak
Sometimes I'm sad but I still gammak
While you're dying I will still gammak
And when I'm dead I will still gammak
Still gammak.

Progress Report

THE Captain's Log is now 60!

This is the 60th entry in this dumb development series. So yeah hurray.

Anyway, I've been working on the game recently after a long hiatus. And I've made a lot of small unnoticeable changes, of which a lot even I forgot what I did, and didn't care enough to document on my changelogs and whatever. But yeah.

Special thanks to Link_2112. The rotating Link of... Powah! I used a lot of his feedback. Some things are still not "implemented", but I considered a lot of what he said, because I think people know when something feels uncomfortable for them. ;)
Also special thanks to a guy named Guinxu, from Spain, who recently streamed the game, not to the end but whatever, it motivated me to get back to work. So yeah. Appreciation.


Anyway #2. First thing I reworked a little. The intro screen. This is what appears the first time the game is opened. It shows some basic information, welcomes you to having fun with this piece of furniture, and some indication of "you can use your gamepad for playing too!".

I think it's way more informative now, way more eye-candy, and yeah. Less of a garbag thrown there.

This is a little bit better than some simple text with 100% unuseful keys I threw there because I had nowhere else to put them.

Another part I reworked is the character movement. Decided to finally implement diagonal graphics, because some people never realize you can move diagonally. And I tried using it on my level design. So better make it more evident. Hopefully it is!

And this is how she turns weeeeeeee.

Also the training cave got a little facelift. Basically, there is a specific part where I added some extra "explanation". The idea is that the character itself explains it to you indirectly, by showing what she is thinking/planning to do.

Here a GIF on Twitter.

Also I worked on this recently. Not done but it's better now.

And another video because yes.

AND FINALLY! Today's, yesterday and maybe a day before work. This is how battle is looking now. Things added: A bar below showing you have something called "limit", the wait command has some arrows that might say you can switch between other commands there (?), also a help window explaining what each command is for... and that's it. I fixed some other bugs but yeah.

Probably that explanation is not clear enough but... at least it's just changing a string of text.


And that's it so how good was DREKIROKR actually? I don't know. No competitive use nor information in Smogon. But you can say I'm working on it (?). Sounds as if I felt under pressure or something.

See you soon everyone! Thanks for reading if you did. Or looking at screenies and videos anyway.


THE Captain's Log! #59 DEMO v2018 IS OUT!

Hi everyone. So yeah. There is a new version out. This demo is comprised of the full prologue, finally, which means the start of the game (end of training, graduation, etc) and three missions. It's not that long, might be around 3-4 hours. But it marks a milestone.

- There is no "end of demo" text. Ended up not adding it. Demo ends pretty much after finishing all three quest the headmaster gives you.
- The game includes both Spanish and English languages as always. I like doing that.

Gameplay-wise everything is set. So hopefully next release will be coming sooner. But still, I hope everyone enjoys it as it is, and please send me all feedback. I'd love to hear your impressions.


This time I really don't have any image to decorate. Didn't take any screens of Macross or something, which I watch now while working on the game (animu break).

And that's it! Gotta rest, then continue gammak.

Progress Report

THE Captain's Log! #58 SPECiAL (?): Demo release Date

7 de Enero, 2019
2019, January 7th

Drekirökr Demo v2018

This works more like a self-imposed target date, but it should be doable unless I get sick or something. :'D Things left to be done in order for a release are three, of which one is almost done. The longest one is actually retranslating the texts (from Spanish to English) since there is some that I rewrote, and a lot that are new, and I work in Spanish first as is my native so... yeah.

Also the translation is dated, so hopefully I can do a better job now 8D.


Other news, let's see. I talked a bit about elements last time. I wanted to pretty much simplify copy/paste element ranks, so I did this.

I'm lazy enough to make an easy element rank setter. C:

Basically, I made an element rank table in paper, considering some basic rules for the 6/8 elements.

Resulting in something like this.

Uh... yeah.

This is not something essential to know since you already have a scan skill which you can spam (only accessible for the main character though). But following this pattern it should make things easier when remembering what things are enemies weak to.

(I also tried giving each element a color, and making enemies an element corresponding to their coloration, but in some cases it's kind of ambiguous -what element should I give to a grayish enemy?- so keep in mind, I tried, but it's not fully consistent).


Anyway, what else?

Characters now can equip two accessories, so you can combine effects or whatever

I was thinking about doing this for quite a while, and finally said "yeah why not". The thing I wasn't sure was about space in my equip screen, but then I made it and I think it doesn't look as bad as I imagined. And I think it's a good addition.

Impose your limits to your children, you fathors.

Then there is the limit thing. This is something I was thinking a long time ago too. I had some skills that I wanted to put some restriction, especially for making the battle more interesting as it progressed further. Nothing I tried satisfied me, so... yeah, limit bar. This is a group-wise bar btw, so choose wisely. It can appear more than once in battle, but it all depends on good old damage. Still, as of right now bosses have just enough life to make it appear once. Let's see what happens with later bosses.


That's all for now! See you later, gotta gammak.

Progress Report

THE Captain's Log! #57 Late but happy holidays everyone

This might not have a thing to show, but... yeah.

Not much on this department, but happy holidays everyone! I got a Raspberry Pi and a brush pen.


Good things about life:
- Pretty much done with college, which means more gammak.
- Have a job, which means less gammak but in the other hand I can pay my taxes for gammak (which is good).
Bad things about life:
- I've been sick since I got into vacations. No gammak for me for some days. However...

Thanks Kenshiro, you're my best support.

Still, while sick I tried to work on whatever I could while in bed. Like conceptualizing parts of the story. Then I read a part of the Eddas to refresh my mind. Some things in Dreki are very loosely based on Scandinavian mythology so... yeah.


I've been mapping too, nothing out of the extraordinary. Just some houses, and made a prototype version of the next world.
NOTE TO SELF: This 2019 get to Niflheimr (second world).

Also reworking enemies and characters elemental affinities. Just realized that, especially enemies, are pretty much blank. I was working on a weak/resist model that I liked. Finally have it. So... yeh.


And... yeah that's pretty much. Sorry for the slow progress. I take as much free time as I can for this. I've also dealt with a couple of bugs, done improvements to lots of code, i.e. recovered lots of FPS in battles, polished details in certain things like elements/states display and all other kinds of things. However so little is perceivable that... not even a GIF this week.

These are the elemental icons. Fire, Ice, Water, Thunder, Wind and Earth. The RM vanilla ones, I've always liked them and also got accustomed to them. Tried to make them simple, and due to certain specifications needed them to work in monochrome.

And that's pretty much it for now, next time I'll try and explain the element theory. I might have talked about it before, but I redid it a little, so... yeah.

Thanks everyone that reads.