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

  • orochii
  • 01/07/2019 02:45 AM
  • 1242 views
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.

TWO IMPORTANT NOTICES:
- 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.

Posts

Pages: 1


This is the first thing I see. Is \n supposed to be some kind of emote, or is that a bug? haha

On the title screen, I had no idea what the buttons were. I'm not familiar with the buttons for VX, or really any new makers beyond 2k3. So I start pressing random buttons and I get a Gamejolt login o.O It's typically a good idea to give the player a list of things they can do and buttons they can press/what they do. You told me about F5 but not C.

It seems choppy. Even in windowed mode just walking around it feels laggy, but only slightly. Just enough to perceive it and be annoyed, but not ruin the game. I have a good computer.

The cutscenes and art are great.

In the first battle, the monsters CP bar(whatever that is) keeps filling and going to half over and over before I get my turn. Seems weird.

I've never been a fan of no music. Especially when telling some kind of story. It always feels like that part of the game is incomplete.

When something happens at sea, and he mentions the father. I think it would sound better as "what has become of him", instead of "what has been of him". Also, right after that disappeared is spelled wrong. You have 2 s's and 1 p.

I'm looking at this word and thinking, what is this?

quote
You guys are thinking "tribulation" with a B. Tripulation, with a P, is an archaic term in English meaning the crew of a ship. It's still used in many Romance languages but it's fallen out of use in English.
endquote

I thought it was a typo because tribulation would actually makes sense there. I'd just say crew. More english speakers will understand.

Hmm, more and more things seem off about this translation. No offense to whoever did it. I mean, I understand, but it trips me up reading it. I have to fill in some blanks and think backwards. Like subject before adjective kind of things.

When I talk to the statue, why is there even a keyboard showing? It doesn't change in any way or even show what buttons can be pressed. It's an empty, generic keyboard. Just hanging above me. Judging my key inputs.

Should I be able to walk while it's telling me the buttons? I can't do the action while it tells me what the button is, to test it out. So I'll have to remember what each one does at the end of this long list, which will be harder. You say here L and R, but it's ???

In battle, when I scan, it shows the R key icon. But when I press it nothing happens.

Oh crap, I was trying to press all buttons to see if R was actually something else, and I got some kind of pop up that said like "debug:true is on" or something weird like that. I clicked it away so fast, assuming I crashed the game haha But it didn't and I tried to recreate the message, because I pressed something around the backspace area. And I accidentally hit F12 which seems to reset the game without asking me. So that's nice, I'll have to start over now. That will suck for anyone that loses important game progress.

Oh, would you look at that. It auto saved. That's a handy feature that saved my ass!

There seems to be a rather noticeable delay between the hero sticking their sword out, and the slash animation that follows. The hero animation of sticking the sword out looks a little strange. Not like any kind of strike motion, but simply putting out ones hand as if to ask for something.

After I killed this first monster, it went back to the map, and I was frozen in place while the monster finished moving one space, then it died haha If you put a wait between touching it and the battle starting, I think that could make sure the monster finishes it's move event to make it look more natural. Or I think that is what the "wait for movement" command is for. It will let move route finish before doing something else.

The diagonals of the jump mechanic seems like something I might need, yet I can't control it to jump at any angle I want to. It keeps going one space sideways and then at an angle. I sure hope I never need to actually jump diagonally for any reason. Unless there is a trick to it.

There was one time when I touched a battle, it zoomed into the top left quadrant of the map. It looks at though it's supposed to do a quick zoom in and out while my character is centered. But my character was in the bottom right corner of the screen and it wasn't changing zoom. Oh, there are different zoom effects. This one seems odd.

My double attack says 'if you have 2 weapons equipped'. But I don't, and I was able to use it. My second attack was just an empty fist. So technically, I don't need 2 equipped.

My battle sprite goes behind the enemy sprite, which even the tiny mole has a giant set of bars above his head. So half my sprite is being obscured.

Oh, there it is again. The pop up now says "DEBUG_STOP:false". What is going on here? I was trying to press L and R in battle to run. But nothing happens when I press the actual L key and R key. So I'm pressing everything else but I can't run.

Ok so Y gives me this debug message.

I can't figure out how to run. Also, I just accidentally learned a few things about the battle system that weren't explained. Waiting heals MP, I don't know if I ever would have done that. And I can press left and right on a battle command to change it.

There seems to be a studder when my sprite attacks. She puts her arm out, then goes to pull it back in, and it goes back out really quick, then finishes. It only happens sometimes. And before my turn and I see my actions, I see something flash in the bottom left corner. Some message box, which seems to only occur at the start of some battles.

I just opened the first treasure chest, and now my character is stuck in run mode without me pressing anything. It seemed to only be happening while I had the message up. I could move around while it was up. And when I hit C the final time to close it, I was back to normal speed.

Ohhhh, it's left and right SHIFT. Yeah, you might want to make that clear for people who don't clue in that the up arrow means shift. Looking at my keyboard, it doesn't have up arrows. Just the word SHIFT.

I pressed S and heard a flash, but I don't know what it did.

In the inventory, when I pick Root, it's description goes outside the box.

Why use shifts to change item category? My left and right arrows aren't doing anything, why not use them?

Use for muscle pain, what does that mean?

Only 2 different message box types? Bummer.

Looking in config at all the button icons next to each other, it's clear those aren't the L and R keys, but something else. I probably would been able to realize that was shift if I had seen this before. But I saw them as individual icons and it was the first time I saw any key with the little L and R. Make of that what you will...

I can't choose Help from the button config menu.

When were you going to tell me I had 2 AP that I could use to upgrade my skills?

This seems like a very obscure way to use skills. I feel like I have too many buttons just to use my heal skill outside of battle.

It looks like I went through every menu place and I still don't see what ability I have for when I press S on the map.

When I get ambushed, my commands are in the middle of the screen. Instead of on the side, seems odd.

I pushed the statue a few times, and for seemingly no reason the screen faded, then came back. Nothing happened. I only moved the statue 2 spaces, so it's not on anything visible.

The icons for elements seem out of place, as they look poorly made. In comparison to everything else. I can't even tell what this middle one is. Some kind of diamond, oh Ice? It's lack of color depth, and the way the greys and blue clash here, makes it hard to even see. It's one big blur when it hits my brain after traveling through my eyeballs.

I was able to buy a limit upgrade, but I can't use it. There doesn't appear to be any obvious signs of a limit mechanic. What a waste.

This flame monsters keeps casting Icy Wind, and it always misses. Except it says miss under both of us? Huh?

Attacks keep affecting multiple characters, hero and enemy, and I have no idea why. It doesn't always happen. I attack, both damaged. A flame attacks me, both damaged.

So I guess enemies are affecting their own parties with this Ice negative status? What does it do? Is that why I keep seeing both sides get damaged on attacks? I landed a critical and now the enemy has a green swirly icon. What is that? There is a lot happening in the battle system that isn't quite clear and not explained. I could guess at some of it, sure, but I just don't know.

And I keep dying at the flames. I'm being negligent with my healing, so it's my fault. Seems like I'll need to heal every 3-4 turns once this second flame comes out. I'm not used to RPGs, so I forget things. Still, seems like they do a lot of damage for the second enemy type in a place called Tutorial Cave. And where are all the tutorials? Are they late getting here? :P This place should be called "Trial and Error Cave".



I'm going to stop for now. I didn't get far at all cause I spent a lot of time typing here, obviously! There are a lot of details to pick at, but overall the game looks awesome. The maps and graphics are decent. The battle animations seem kinda lack luster though. The idle stance, the attack stance. Not much going on and what is there is a bit stiff.

The message system is nice, but the menu layout seems scattered and clunky to use. Obviously will get better with time but I don't think I'll enjoy moving around it any better.

BTW, how do I pronounce the name of the game? Because I've been using Drak-noir and I know it's wrong. But it's easier to say in my head.
First of all, sorry for not responding, been busy with work and other things. Second of all (?), thanks a lot for the closest thing to a review this game has right now.



author=Link_2112

This is the first thing I see. Is \n supposed to be some kind of emote, or is that a bug? haha

It's a bug, it was meant to be a line break. I fixed it after the release. Was planning to do a re-release, but work happened.



On the title screen, I had no idea what the buttons were. I'm not familiar with the buttons for VX, or really any new makers beyond 2k3. So I start pressing random buttons and I get a Gamejolt login o.O It's typically a good idea to give the player a list of things they can do and buttons they can press/what they do. You told me about F5 but not C.

That's a really good idea. I tried revamping the "welcome screen", and didn't thought about its use, especially in a more general view. Even thinking about non-RM users.



It seems choppy. Even in windowed mode just walking around it feels laggy, but only slightly. Just enough to perceive it and be annoyed, but not ruin the game. I have a good computer.

I've been battling with lots of performance issues. In maps it's due to the tilemap engine. My only viable option at the moment is porting the game to mkxp, which has a native RMXP tilemap, but that also has its costs.



The cutscenes and art are great.

I've never been a fan of no music. Especially when telling some kind of story. It always feels like that part of the game is incomplete.

Good to hear cutscenes are fine, visually. But yeah, I'm missing some music there.



In the first battle, the monsters CP bar(whatever that is) keeps filling and going to half over and over before I get my turn. Seems weird.

The CP bar is the "turn bar". That enemy is taking like hundred turns before you, but spending them on just wait. I'll change it so it's slower and acts only once, which is escaping anyway. Thanks for the remark!



When something happens at sea, and he mentions the father. I think it would sound better as "what has become of him", instead of "what has been of him". Also, right after that disappeared is spelled wrong. You have 2 s's and 1 p.

I'm looking at this word and thinking, what is this?

quote
You guys are thinking "tribulation" with a B. Tripulation, with a P, is an archaic term in English meaning the crew of a ship. It's still used in many Romance languages but it's fallen out of use in English.
endquote

I thought it was a typo because tribulation would actually makes sense there. I'd just say crew. More english speakers will understand.

Hmm, more and more things seem off about this translation. No offense to whoever did it. I mean, I understand, but it trips me up reading it. I have to fill in some blanks and think backwards. Like subject before adjective kind of things.

I'm the one to blame xD. I'll need to pay someone to proofread my sloppy translations.



When I talk to the statue, why is there even a keyboard showing? It doesn't change in any way or even show what buttons can be pressed. It's an empty, generic keyboard. Just hanging above me. Judging my key inputs.

Should I be able to walk while it's telling me the buttons? I can't do the action while it tells me what the button is, to test it out. So I'll have to remember what each one does at the end of this long list, which will be harder. You say here L and R, but it's ???

I was planning to draw the keys according to your current configuration, never decided on how to do that, and then forgot about it. I was also reluctant to leave the screen with nothing on it. However, you gave me a better idea: leave the player try out all the keys, at least the ones you can use in map. I actually left the movement unlocked, didn't thought it was inconsistent to not have everything else at least for the control explanation section.



In battle, when I scan, it shows the R key icon. But when I press it nothing happens.

Oh crap, I was trying to press all buttons to see if R was actually something else, and I got some kind of pop up that said like "debug:true is on" or something weird like that. I clicked it away so fast, assuming I crashed the game haha But it didn't and I tried to recreate the message, because I pressed something around the backspace area. And I accidentally hit F12 which seems to reset the game without asking me. So that's nice, I'll have to start over now. That will suck for anyone that loses important game progress.

Oh, there it is again. The pop up now says "DEBUG_STOP:false". What is going on here? I was trying to press L and R in battle to run. But nothing happens when I press the actual L key and R key. So I'm pressing everything else but I can't run.

Ok so Y gives me this debug message.

It's a leftover of when I was debugging some battle variables.



Oh, would you look at that. It auto saved. That's a handy feature that saved my ass!

Believe me, it saved my ass several times too while testing. That's why it's there.



There seems to be a rather noticeable delay between the hero sticking their sword out, and the slash animation that follows. The hero animation of sticking the sword out looks a little strange. Not like any kind of strike motion, but simply putting out ones hand as if to ask for something.

There seems to be a studder when my sprite attacks. She puts her arm out, then goes to pull it back in, and it goes back out really quick, then finishes. It only happens sometimes. And before my turn and I see my actions, I see something flash in the bottom left corner. Some message box, which seems to only occur at the start of some battles.

I need to revise all the animation code, because there are quite a lot of inconsistencies like those. Now for the actual frame-by-frame animation, well... It's the best I could do at the moment.
If it's an error message, it might be a missing text.



After I killed this first monster, it went back to the map, and I was frozen in place while the monster finished moving one space, then it died haha If you put a wait between touching it and the battle starting, I think that could make sure the monster finishes it's move event to make it look more natural. Or I think that is what the "wait for movement" command is for. It will let move route finish before doing something else.

That's a great idea, putting the wait before the battle.



The diagonals of the jump mechanic seems like something I might need, yet I can't control it to jump at any angle I want to. It keeps going one space sideways and then at an angle. I sure hope I never need to actually jump diagonally for any reason. Unless there is a trick to it.

It has to do with the responsiveness of movement. It's caused by your fingers not pressing both keys at exactly the same time (it's impossible to do). I'll try adding a very small delay after changing direction and starting to move (I think I've seen that solution somewhere), just to compensate for being human, pretty much.



There was one time when I touched a battle, it zoomed into the top left quadrant of the map. It looks at though it's supposed to do a quick zoom in and out while my character is centered. But my character was in the bottom right corner of the screen and it wasn't changing zoom. Oh, there are different zoom effects. This one seems odd.

I think I'll just stick to one transition because I always have to fix all of them just for the swag.



My double attack says 'if you have 2 weapons equipped'. But I don't, and I was able to use it. My second attack was just an empty fist. So technically, I don't need 2 equipped.

I was having some problems with the double attack, fixed them, then considered leaving the double attack always doing two hits. And forgot to update the description.



My battle sprite goes behind the enemy sprite, which even the tiny mole has a giant set of bars above his head. So half my sprite is being obscured.

Good point. I'll hide the bars while attacking or being attacked.



I can't figure out how to run. Also, I just accidentally learned a few things about the battle system that weren't explained. Waiting heals MP, I don't know if I ever would have done that. And I can press left and right on a battle command to change it.

Things I forgot to explain somehow.



I just opened the first treasure chest, and now my character is stuck in run mode without me pressing anything. It seemed to only be happening while I had the message up. I could move around while it was up. And when I hit C the final time to close it, I was back to normal speed.

Need to update the running state while inside an event.



Ohhhh, it's left and right SHIFT. Yeah, you might want to make that clear for people who don't clue in that the up arrow means shift. Looking at my keyboard, it doesn't have up arrows. Just the word SHIFT.

I struggled to make a recognizable shift icon. And worse than that, making it differentiate the left shift from the right one. I think I'll print the key names along with the icon, at least at the button tutorial. And maybe rework the actual icons so it has a more distinct shape.



I pressed S and heard a flash, but I don't know what it did.

It's the character's map skill. Each character has one. It was a bad idea of mine ripping off something from Breath of Fire. It gets introduced later in a story event.



In the inventory, when I pick Root, it's description goes outside the box.

Dam.



Why use shifts to change item category? My left and right arrows aren't doing anything, why not use them?

I tried making it consistent to the character screens, which feature a screen that needs Left/Right to navigate. Hence decided to use the shift keys for changing screens and navigating between categories.



Use for muscle pain, what does that mean?

Means bad filler description. It's meant to be some medicine for muscle pain (Wikipedia says it's called Myalgia). It's the medicine you are supposed to give to the old guy at the start.



Only 2 different message box types? Bummer.

Like a great man said one thousand times: "I'm working on it." :)



Looking in config at all the button icons next to each other, it's clear those aren't the L and R keys, but something else. I probably would been able to realize that was shift if I had seen this before. But I saw them as individual icons and it was the first time I saw any key with the little L and R. Make of that what you will...

I think revamping the statue tutorial and the welcome screen should give me the necessary tools for solving these issues.



I can't choose Help from the button config menu.

Another thing I forgot was there.



When were you going to tell me I had 2 AP that I could use to upgrade my skills?

Forgot to explain somewhere. I had an intention of not explaining everything but leave the player experience things. Problem is if it's clear enough for the player to figure it out by itself.



This seems like a very obscure way to use skills. I feel like I have too many buttons just to use my heal skill outside of battle.

I'm considering a menu revamp. Because yeah, there is a lot of convenience issues with this particular design.



It looks like I went through every menu place and I still don't see what ability I have for when I press S on the map.

Something I need to clear out somewhere, yeah. It's a sepparate skill, depends on the character in front.



When I get ambushed, my commands are in the middle of the screen. Instead of on the side, seems odd.

When you get ambushed from both sides, yeah. I made it so the window was always close to your battlers. Can't remember what RM2k3 did though in pincer attacks.



I pushed the statue a few times, and for seemingly no reason the screen faded, then came back. Nothing happened. I only moved the statue 2 spaces, so it's not on anything visible.

My guess is that you stepped on the red thing in the floor, which is supposed to be lava. I'll make it bubbly, you're not the first person who can't read into my mind to know that's lava (???).



The icons for elements seem out of place, as they look poorly made. In comparison to everything else. I can't even tell what this middle one is. Some kind of diamond, oh Ice? It's lack of color depth, and the way the greys and blue clash here, makes it hard to even see. It's one big blur when it hits my brain after traveling through my eyeballs.

I was going for a specific aesthetic and failed miserably on readability. So yeah, I'll work on that too.



I was able to buy a limit upgrade, but I can't use it. There doesn't appear to be any obvious signs of a limit mechanic. What a waste.

The limit is accessible from the start, but I failed miserably since it only shows up when it's on. I'll add an indicator and a gauge for when it's off.



This flame monsters keeps casting Icy Wind, and it always misses. Except it says miss under both of us? Huh?

Attacks keep affecting multiple characters, hero and enemy, and I have no idea why. It doesn't always happen. I attack, both damaged. A flame attacks me, both damaged.

So I guess enemies are affecting their own parties with this Ice negative status? What does it do? Is that why I keep seeing both sides get damaged on attacks? I landed a critical and now the enemy has a green swirly icon. What is that? There is a lot happening in the battle system that isn't quite clear and not explained. I could guess at some of it, sure, but I just don't know.

Some attacks can affect both allies and enemies. And I need to clarify when damage is due to a status condition.
The green swirly icon is caused every time you land a critical hit. It lowers all statistics by a small percent.



And I keep dying at the flames. I'm being negligent with my healing, so it's my fault. Seems like I'll need to heal every 3-4 turns once this second flame comes out. I'm not used to RPGs, so I forget things. Still, seems like they do a lot of damage for the second enemy type in a place called Tutorial Cave. And where are all the tutorials? Are they late getting here? :P This place should be called "Trial and Error Cave".

You're not the first person to have trouble with the flames. The flames are optional. Which means the cave design is wrong, because the flames are more prominent as an obstacle than the actual level solution.



I'm going to stop for now. I didn't get far at all cause I spent a lot of time typing here, obviously! There are a lot of details to pick at, but overall the game looks awesome. The maps and graphics are decent. The battle animations seem kinda lack luster though. The idle stance, the attack stance. Not much going on and what is there is a bit stiff.

The message system is nice, but the menu layout seems scattered and clunky to use. Obviously will get better with time but I don't think I'll enjoy moving around it any better.

BTW, how do I pronounce the name of the game? Because I've been using Drak-noir and I know it's wrong. But it's easier to say in my head.


Thanks again for testing! I enjoyed a lot your response, even if there is SO MUCH to work on and improve, I feel a little embarrassed with things like the "Help" in the control config that I completely forgot it existed. I'm actually thinking about just getting rid of that option entirely. Battle animations, it's the first time I do them from the ground up. From character animations to the skill effects, and making them correspond one to the other. I was also a bit too ambitious and being a work of one well... I need to put my time everywhere.

Menus, the design just doesn't work. I'll try not to reinvent it all, but it need serious changes. I'll take my time and work on paper for some time.

And the name of the game, just call it Dreki. I pronounce it as "dreiki rok", or "dreiki rokr" (slap an r at the end?).
haha

I can certainly understand the one man learning as he goes method. Been doing it for years. Hopefully my suggestions are helpful in developing your skill. I'm new at it myself. It's helpful to draw the key frames first, then fill in the rest, while doing the actions yourself to see the positions. Like, a frame of the weapon being drawn back. A frame of the weapon at full extension. A frame of the recoil. Then do the middle stuff and it will naturally be a smooth transition ovarall. Use large differences in position of pixels(from one frame to the next) to indicate speed, otherwise it ends up looking like slow "overacting". That's about all I know on the subject ha

Shift. Shft. Shf. Sh. Ctrl. Alt. Might work. Although if you do something to show the player the up arrow means shift early on, it might be fine.

For diagonals, you'd want something like

Branch IF pressing UP
\Branch IF pressing RIGHT - do code for UP RIGHT
\Branch IF pressing LEFT - do code for UP LEFT

for each direction. Rather than expect the 2 directions to be pressed at once. While UP is pressed, if RIGHT is pressed too change hero movement.

It's been a while since I played and I'm still hoping to play a bit more some day( too many other things to spend my time on :/ ). Keep working on it :)
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