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Progress Report

THE Captain's Log #15 - More changelog

Yeah, sorry, for now I'm in the mood of "I do anything and put it on the page". But this is for backup purposes, personal use, AND also to leave some little details about how is going development, for the people that take some of their time to pass out (thanks people for your interest!). Still nothing flashy...

Directly from my changelog.txt...
Oct 28-

-Remove character names in battle windows. --DONE
-Change skill window data drawing boundaries, check name lengths. --DONE
-Change skill cost functioning method. --DONE
-Add extra visualization phase to skill scene (unusable skills) --DONE
-Make extra damage formulae:
-Exhaust percentage (Power * Exhaust%) --Exhaust == HP/MP % 46 47 --DONE
-HP/MP to Damage 48 49 --DONE
-Percentual DMG 50 --DONE
-BattlerZ = BattlerY + value --DONE!
-When target = all -> movement target = self --DONE

That's the kind of notes I do when testing all stuff. I'm constantly running the game, and taking notes of things to change. Then start to change stuff. It makes life much easier, I think. That way, I can divide much more the time used for those things, since sometimes I'm short in it (20mins before classes! let's try THIS with that thing I saw before in the battle, or "let's test it again, I think I saw something awful somewhere").

Anyway. If you see that changelog (if you can, that fontsize is very small), you'll see that most of the changes refer to something battle related. So, yeah, I'm pimping battles a little. There will be flashy graphical things too! But these will be seen after the technical ones.

So, that's it for now, I thank you again for reading,
Orochii Zouveleki

Progress Report

THE Captain's Log #14 - Some updates

There are some things done. Here they come...

Oct 21- At last, did most of the second character battle sprites. They were already done for the RM2k3 version, but I had been fixing some other stuff, so it was delayed until now haha... There is less stuff left for at least a battle video.

Oct 24- MP damage, Drain damage and percental MP cost now done. All three of them were like 20min lol... but anyway, it's an important thing.
-Also, done support for "the special dying" if your characters have 0MP. Yeah, characters get undisposed if they have no MP. You can get them back just by giving them 1MP. Revive items give you 1MP just in case that your char is 0LP/MP, so it doesn't gets like "double reviving" hahahahaha! Would be horrible I think...
Revive spells on the other hand don't give any MP >8D.
-Added a description window to the skill tree menu. Before there were no way of know name, desc neither MP costs! So, now it can be seen. Somehow.

Things to do:
Basically "interface glitches". Some names don't get to fit. It's based on checking and repositioning, so it will be easy I think.
Also, put the damn state icons to use! Like in the target window. Space is limited (because of my interface design), so there are going to be 1 or 2 at max.

That's all for now, nothing too flashy sadly, have been short on time :C,
Orochii Zouveleki

EDIT: And also I've been updating a little some game pages. Some syntaxis revisions and content additions. Nothing too important, but were things that bugged me a little.

Progress Report

THE Captain's Log #13 - Don't worry, it still lives


Let's have cookies for dinner!

A lot of time since the last blog, and still no new images heheheh... So I'm doing this blog, to "explain" a little why is it, and give some small news at least. I think people normally tend to think that no activity means "this is dying". At least I do sometimes ahahaha!

Well, the thing is that I'm kind of busy with college assignments. A lot of them, to be exact. I'm not the kind of guy that uses "hiatus", so it will only mean that development will slow down a little by now. That's a little the reason why I haven't cared to update this page, to use the most spare time I have fixing stuff on the game, and trying to get some new content and shabranigdo-kazam (the word for magic).

So, changes:
Oct 3 -Due to some problems regarding to map looping, now the worldmap uses Mode7. Seems random right? Well, it isn't. It is a solution to some problems. The thing is I needed a tilemap rewrite with scaling support and loop compatibility (let's say, that worked like a plane instead of sprites). Didn't found any, and the solutions I had in mind were too inefficient and complicated. So, a good RM friend told me "why don't you just use the M7?" and I said "Why not?". So it is there.
That means also, riding on the airship includes the "Final Fantasy airship" perspective effect C:. I will give the best use i can to the Mode7. Without making all maps M7ed. I don't like it that much.

Oct 19 -Battle back layers sort-of like RM2k3, something I forgot to do before hahahaha! It supports infinite layers, both back and at front of the actors/enemies, also with movement (that's just some ox/oy change, it's easy as hell).

Since the beginning of time -Bug fixing here and there. As always, nothing gets to unbugginess state easily.

There are some other little details script-wise. And also I'm finishing a cave tileset. After that, I will have all necessary maps ready for action C:!.

So, that's it for now, thanks if you read it all =D,
Orochii Zouveleki

Miscellaneous

THE Captain's Log #12 - New name is what you've got kiddo!

I thought that since I changed the engine, I would call it some kind of rebirth. So I took the step of a name change. It's nothing relevant in the design, but I like the new logo I did <3!

The new name now is: Drekirökr! Say it 10 times in a second and I'll give you a cookie.
Drekirökr means something like "Dusk of the Dragon", "Twilight of the dragon", or even could be "Dragon of Twilight". It's because I want to die! NAH, no, nein, iie, NO! Por el amor de dios. Dieu me pardonne. I have a little surprise related to it.
And the "subtitle" then is just the translation. So the real name is plain "Drekirökr".

Here's the new title screen, just to fill this blog with some more images. I know people likes images, so, why not? Here it is.

You can see a little dawn on the first "D". I was going to add a dragon silhouette too, but, NEH!, that's a little cliché nowadays.

So that's it, hope you like it, and if you don't I will be sad and will commit suicide ASAP =D,
Orochii Zouveleki

EDIT: BTW, I missed you for two days RMN! I was hoping to see you on again 8'3.

Progress Report

THE Captain's Log #11 - Let's have another log

Well, probably the one reading this already knows, I changed to XP. And so with it, comes scripting. That's in what I'm focused for now, at least for the main systemathics. And so, I'll put a changelog for the week. The thing is to fill it with a lot of stuff, since I'm a pro and I'm fast BD. Just kidding. But I'm pretty fast to do stuff when I put my mind on it.

Anyway, here's the list of changes as it goes by now. I'll put a "starting point" this time, just for filling it properly, because there is the code that inspired me to even start with this.

STARTING POINT: Ccoa CBS EX edition Demo. So thanks goes to Ccoa (CBS base), MOG (graphical tweaks), XMS (CP stuff), Risefield (shadowed text), PARA (cursor).

September 8~9
- Started and finished the menu.
- Made some changes at the battle (double attack, etc).
- Incorporated the map wrapping from Dirtie.
September 10~12
- Database trespassing. Some battle testing regarding general formulae. General refinings at weapon's atk get methods.
September 13
- Made the vehicles stuff. Fully functional. Car, ship and aircraft.
September 14
- Group changes menu. Day/time.
September 15
- Target/scope changing. Back/pincer attacks partial support (needs some tweaks here and there).

TODO List:
Database, synthesis menues.
Revise Game_Party for Database.
Do synthesis extra definitions.

Acreditations list.
CCOA - Custom Battle Script
MOG - EX Version and Damage "System"
Midge - Double Sword/Shield Support
Wachunga - Multiple Message Windows
ForeverZero - MMW Optimizations
XMS - CP Stuff I think =D
PARA - Cursor add-on for windows
RiseField - Shadowed texts
Dirtie - Map Wrapping

For taking whole map "screens"
Bitmap to PNG - Cycleby
SephirothSpawn - Tilemap Class rewrite.

I'll be mantaining this log for now with this kind of info, just to have it by here. I already have a personal log inside the scripts hehe >_>, but in case something happens to it, this is here as a backup, and for anyone that wants to see... the changes as they get done hahaha!

Thanks for your time,
Orochii Zouveleki

Announcement

THE Captain's Log #10.5 - D gam is on XP now you rest here til new advice

I still love RM2k3. But I have my own reasons.
This week I had been doing some... script tests with RMXP. I didn't noticed that I now feel much more competent! THAT much, that I've made some stuff I never thought I was able to do someday, since I'm not a coder! Uwahahaha.

So, that, and some other reasons, like having bought the RMXP yay!. RM2k3 on the other hand, is on status of unbuyable for me! (and RMXP is cheaper BTW!).

So, RM2k3, I'm pretty damn grateful with you. This game is going to continue being the same in terms of "concept", and all that game concept/planning comes from the things I did on RM2k3. I still have some other extra minor things available to do, like more custom skills and stuff, but the main aspects are going to be the same.

Graphics by the way, will be 2x too. It can be argumented with "retro-feel", but the real thing is because I'm not in the mood of redoing all graphic material I've been doing all this time!

So, that's the news, wait for the demo, it will be sooner, and hopefully prettier than what I expected to do because of "time limits" and eventing lazyness. Ah..hahaha...

Salut,
Orochii Zouveleki

Miscellaneous

THE Captain's Log #10 - What if...?



I think the cheese has been synthesized for the sake of buddha.

Salut,
Orochii Zouveleki

Progress Report

THE Captain's Log #9 - Synthesizing stuff!


"Welcome back", says this man.


Today is a day to sniff daisies. May you be here in May? And don't forget May.
Arnold Whatsoever


By now there's not more than the "theoric part", but here it is. It is there just to vary how you get stuff...

Upgrade weapons, that's the main idea. You can buy stuff at stores as at any RPG game, but I wanted to add a different way to get things. Also, I thought about cooking, alchemy... a lot of synthesizing names after all. "What I'm going to do?" said to myself. And what could those things, common in Elder Scrolls, would give to the game?

Well, first I thought it's not necessary to divide them into that lot of subcategories. After all, inspired by Legend of Mana, it will be common to use food while making/improving weapons, for instance. (as ingredients). Using herbs in a weapon... using the "system" for random stuff, without having to do a new "system" for one or two uses in the game. I like to do minigames, but that's not an excuse for cluttering the game. Also for minigames I have dungeons.

Anyway, here is the rough idea.

-You use the main ingredients.
-For equipment, it normally asks for crystals.
-Lastly, for magical weapons, you feed it. With food.

Just obtaining the "base item" (normally synthesizing goes around a base item) unlocks you the recipe. You can check it, find the needed ingredients, and voilà.

And so now I'm doing the skill menu. I'll upload a video after doing it, just to show how it works...

That is all, thanks for reading, and images are coming, as I'm mapping too,
Orochii Zouveleki

Game Design

THE Captain's Log #8 - Doing uninteresting things

Sponsored by...


'Ello! Doing uninteresting stuff is fun. This week, I have devoted myself to balancing and re-balancing. I have been lowering numbers on my game, so I have to balance some battles, and also work on them to be less... stupid (attack attack attack attack attack attack attack attack attack attack).


This is part of my planning document for numerical stuff C:.


For example, I balanced the "double attack", making it still worth it, but also making viable using the normal weapons. Double attack has low damage input (little less than normal damage, counting both hits), but high critical ratio, in a two-hit action (if you get ONE critical, it could do like... 2 times the normal damage, and if you get 2 criticals... 3 or 4 times?).
I made it so obtaining at least one critical per normal battle were easy. It depends on the equipped weapons, but anyway! (also single weapon attacks, since they are skills, can't do critical, so it makes them to stay way more apart one from the other...).

Also, while balancing, I get to think of better skills. I hate that my game is a little plagued of fire45s. I still try to make them a little different one from the other, and I use "skill upgrading" instead of stacking all same-technique versions. But still, I want some more variety.

One of the new skills makes drain techniques to work inversely. It means, that if monsterX tries to drain life from characterX, and he "activated" the skill, the monster will give its life to its target. It works by using the elemental resistances. It's one of the great things in RM2k3 (dunno if RM2k too)... damage output can be negative x'D!.
Drain techniques are somewhat common in my game (decreases your potential damage while throwing you to the reds), so it will make some sense. Also, because getting to 0MP makes you faint (talking about mana draining).

The other thing is a Autolife-like skill. It's kind of easy how it works. It resembles more to the "Endure" skill from Pokémon, but it does the same at the end. If one character has "whatevericallthestatus" status, when receiving lethal damage, the character will end at 1HP. That will make me to worry less from doing absurd killing machines! MWAHAHAHAHA!!!

And so, I think that leaves some more stuff clear of how the game is going to be. Sorry I don't have anything more graphical to show this week, but planning and overall design work (and college) takes its time!

Salut,
Orochii Zouveleki

Progress Report

THE Captain's Log #8 - World is full of jealousy

You know, there is a time when you just start to see a lot of people that are like "aw yiah, I did what you just dream of doing". And you get on "kiss my shoe, eat my pants and die" status >=D. Eric Chahi (Another World), Amaya Daisuke (Pixel -Cave Story-), Joakim Sandberg (Konjak -The Iconoclasts, Noitu Love-), Derek Yu? (Spelunky, Aquaria).

Anyway, why do I cite those people? Because I'm jealous. I'm going to break my butt just to make this game, more than "for the sake of doing it and seeing it alive", as once I though of it. I want to make it so I get satisfied with my pixel-art. And my planning. Orochii will give it all his love (?) and will give it all of his best.

So, that's it. I'm fired up! Touch me and get burned (I'm too hot).
==
Getting back to progress stuff, I'm now doing the scenarios for the demo. Before, I did things in order. But I'm giving me "a break", and trying to get a demo. The demo doesn't starts from the "real start" of the game, it starts on a "random" mission. I'm going to make sure that it gives a little glance to what the game will have to offer...
Still, doing the things on a scenario, helps for the others. I "reuse" a lot of elements on my game (terrains, objects...). So doing a different kind of scenario gives me the opportunity to make more of those "reutilizable" stuff. Doing stuff is always good. Never bad. Bad is doing nothin'!

I uploaded some screens of the scenario I've been working today and yesterday. There were a LOT of new tiles, so it took some time. But I'm HAPPY as hell! (? whatever it means!).

The menu is still pending... but anyway, it will get done... someday...

Thanks for reading if you did,
Orochii Zouveleki