a small (half) update to the Early Access Version has been uploaded. It pretty much lets you continue, there may be a bit of issues during a tournament branching so it's recommended that you win fully.
There's a new version of the Early Access Version available.
This fixes a couple of things, as well as go up to the finals in the tournament, and give Matsuko her own abilities instead of the ones in the default RTP.
I did a lot of things, from an earlier version of the game due to my main PC being dumb and wanted to do nothing but just die, so I had no choice but to restart a bit of progress. And needless to say, I did good. A new Overdrive Ability, for Akiko, has been added, the quotes the characters say after their Overdrive Ability has been used are removed too. Story got progress, and some random NPCs.
Kita has gotten a new sprite, though I had yet to reveal her before the new sprite. She is now shorter than the other characters.
An Early Access version of the game is available. This will replace the regular updates planned for the demo. There are various reasons for this.
Throughout the first time developing the game, There were times where I was unable to continue that development version due to dying HDDs, Viruses in PC at one point, as well as some.... issues. There were a lot of things cut from it, for example - Pets and a PC from within the game. The Early Access version of the game will allow you to play the same progress that I am at in development.
Without further ado, The Early Access Version of Memorie is now here, have fun... Until you are at a stopping point.
My main PC, which has the drive containing the project in it, is dying, and I forgot to get the project uploaded regularly, so there's that reason. Other than that, I will try to get the files out, if I can't then I will use what I have uploaded in my MEGA account.
In the meantime, I will be doing some Concept Art, mainly because I never did it in the first place, and try to get them in a digital sense, instead of a mess like last time. Lastly, though I am going to download the full folder from my MEGA account, I will be doing some side projects that will be short, but playable. They may revolve around the world of this project. Alright, I think that'll be all. Thanks for keeping tabs, if you have. I mean...
Being probably in development hell since 2011... There's every reason not to. Expect more concept drawings while I'm dealing with personal things (like moving), no matter how unprofessional the drawings may be.
When I rushed the demo in, I decided to update it during the development of the game, and add some more content after the beginning portion. I am currently working on a couple of things.
The first thing is the Request board in the Waiting Room. I had this locked from the demo, mainly due to the fact that I am thinking of script hunting for that to work instead of a common event. If I did a common event, then it'd do the ones that you've already completed. That's the main reason why it's locked.
The second is that Suri, the main city where the game mostly takes place, is locked and you can't get out of the base. I haven't completed it due to the tileset(s) I will be using for the map(s). And that will take a bit so yeah... I'm not quite ready for the character to go into that map yet as one hasn't been created. So you're stuck in the base for a while clocked in, or out due to completing the demo.
Final note, I have made a bit of progress, but not much in terms of an update. I will make more later. I have plans to extend the beginning portion somehow, and change some maps too.
I finished the beginning portion for the game, and had released a demo. However, as I develop the game, I will also be updating the demo, for more things to do and to see if I can extend the beginning portion. This will also make the demo's saved game compatible with the full game.
I started a couple of side Requests via, people in the waiting room.
Since the last cut scene video, Kado says that it was an order instead it was "my order". Some dialogue from the said cut scene has changed as well. The screen will fade to black instead of tinting purple-ish.
All that is visible in the demo. In the future, I will be allowing the player to leave the Base, and take a look at the Request Board in a future update of the demo. I have not made a better Suri yet, and therefore cannot have you exit the Hunter Base just yet. There is no BGM yet, so you'll only be able to hear sound. Sorry...
That's pretty much it. I hope you enjoy the latest demo. This will be the last one, but it will also be updated to have it's save files to be compatible with the full game.
Well, Prepare to have your questions answered! That Green Herb is a Material Item. Material Items will be used to craft Regular Items and maybe certain key items, as well as weapon Elemental Upgrades for certain weapons. Right now, I'm not in the process to adding these NPCs, nor have found a RGSS1 script to enable Item crafting and upgrading at the moment, but I may have certain NPC characters craft certain Items for you, given that you have the materials.
I've also reverted to the RPGXP's default menu script at the moment. I may not actually change it, unless it's the menu commands that is since I can do that almost easily with the default menu script. Another map was made as well, and the story had been developed a tiny bit, a lot more to go for now.
Sadly, I haven't the time to be making the game as much as I done lately, as you know. This project started back at 2011, and had been going on my head for years, however over time, I have been planning sequels while developing (uh oh). However, I'll try to finish this game before making a sequel.
Well I did it. I took out some things. Here's the list.
- The sunbeam and screen tint for new maps are removed. I didn't think it would've went well with the maps that were copied and pasted.
- The custom menu script is removed. I'm going to find another one though, either that, or find the one script thing that's false in one of the Takentai configs to show the default one again.
- Pets are removed. Sorry about this, but I couldn't re-implement it back into the game.
- Exploration and Challenge Arena has been cut. However, the 3 minute survival mode will replace these.
- Random encounters are gone, bit the enemies are on the map.
- The Ability Grid is gone. Instead of the grid, you are able to use the Orbs by themselves to learn new Abilities, for example - the NEW ability Elixor.
- I removed some Images in the images section of the game profile. I am going to try to reveal this to not only rpgmaker.net, but also to Youtube now.
- Alternete Outfits option has been removed. However, there may be a time or two where Akiko will be wearing a winter coat in the winter time.
- A lot of screenshots and all of the demos were removed from the game profile. This is because most of them are from earlier attempts.
Although without the losses, there were some gains.
I have started continuing on with the story and made a new map during this change. I've added a new ability called Elixor. This Ability will recover the ally and give them no bad status effects, given you have the MP to use it.
When I started back in 2011 (the same year I graduated high school btw), I thought I could do all of this myself. Well... Apparently I was dead wrong in my tracks, and am trying to do everything myself, which it seems near impossible due to only using RTP music most of the time. What I should've done is ask if they could help out back then (mainly for character portrait matching the character graphic and personality, music, and mapping). Well, too late now. However, I don't really know how to ask to make a team for this game only as of right now.
That aside, here's some good news. I've recorded my desktop with OBS Studio, to make a progression video. And I will upload it to Youtube Channel (KDC705) and then show it here, like I did the second progress footage. Just to let you know, the video will use whatever license free music Youtube provided as I don't have a sort of Soundtrack for this game officially.
I also removed any sources of the rpgmaker.net music pack from the project, though I will admit each piece of music was really good and a few of them actually matched what map I had in mind.
I also managed to make Akiko attack up close and personal with her initial Dagger. That will be shown in the upcoming video.
Lastly, I altered the victory motion config part of the Takentai Script. Now the characters will just stand there... for now.
Anyway, that's all I have for now. If anyone wants to help out for the rest of the game development, though I may not answer immediately, PM me on this site.
This is going in the Progress Report Section due to actually showing progress.
Ever wondered why there is no release date shown on the site?
I had one planned, and it took too long. Based on that plan I should've had the game completed by then. But I changed my mind. I couldn't do it on time, let alone a small slice of it. I like to take my time on things without the need to worry about target dates. That way, I can be as thourough as I want, or completely ruin the game. I'm not here to ruin my project, more of I'm trying to get into more detail in the story, not to mention trying to have the gameplay better.
That's all you need to know about the lack of a release date for this game. Time to go back to work on continuing the story, then releasing a small demo.