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GET CRAFTING!



The Journeyman Demo is LIVE. Please read the (rather extensive) release notes or the readme included in the download. THE IMPORTANT PART IS TO PUT THE FOLDER CALLED GRAPHICS INTO THE FOLDER THAT IS CALLED JOURNEYMAN DEMO.

You might notice that my awesome art has arrived courtesy of the amazing AprilsChild. Treat these inks as "concept art"--full color art is coming soon.

This release contains around 30% of the final game. This means that it has 3/10 locations, one out of three game types (the smallest of the three) and 30% of the components, items, weapons, armor that the final game will have. It does, however, contain closer to 80% of the FEATURES & SYSTEMS the final game will have, and in that regard acts as a kind of "tech demo". Of course, those FEATURES & SYSTEMS will probably change a lot between now and final release.

The release is at a slightly awkward place regarding my bug-fixing crusade. There are still some known glitches in there that I really want to resolve between now and the final release...which will be a long journey, so I'll have plenty of time.

I plan on releasing between 0 and 1 additional demos of this game before the final build, which makes for 1-2 more major releases of this project TOTAL. Both of them will hopefully be even more polished than this one, which I've been fussing over a lot lately. I don't want to fall into the "storm of demos" mindset where every time I manage to add another hour of gameplay I upload another demo. While I'm sure there will be numerous (attempted) bug-fixing patches for every major release, I'm trying to keep the number of content releases small.

The short version is: from here on out I want to be laser-focused on completing the project.

Lastly, I'm sure it goes without saying, but I put a lot of work into this one. It would be great to get a lot of downloads and a lot of (non-malicious) feedback. I certainly want to improve the project, I just hope that none of the feedback I get is so negative it prevents more downloads. I really, really want people to SEE this one. I'm rather quite proud of it.

-MM(DTO) Out

Posts

How much wood would a woodchuck chuck (given that the wood merchant retails kindling at an alarming price and the woodchuck is on a strict budget so as to avoid debtors' prison)?
Max McGee
with sorrow down past the fence
9159
Welp, 61+ posts. I must be doing something right. : )
Or wrong. Just kidding!

Anyway, I'm rather enjoying the demo thus far.
CONTROVERSY!

I think I've played all there is to play of the demo (day 2 clear with the optional boss defeated. I guess I could try a make maximum money run next, but that just seems kinda grindy,) so I'm just waiting on more content.
Max McGee
with sorrow down past the fence
9159
Kumada, Gourd, etc. thanks for all the halps so far.

Before I get the long slow grind toward more content started, I am gonna reupload the current demo with at least the following changes:

*Credits sped up.
*Added Quick-Start option.
*Pressing Escape on Trade Skills menu now returns you to the main menu.
*Harvests now display exact quantity when quantity >1.
Max McGee
with sorrow down past the fence
9159
Hey Versalia, do you perchance know how to make Evasion work like I thought it already was? I know it's around line 821 of Game_Battler but I'm not sure what to put there and I am scared of breaking the game.
Actually, before you bugfix, one more request for minor content adding.

Could you implement a trigger, maybe in the hero's house or the inn, the lets you jump ahead to the game win/lose screen? If you finish ahead of time and clear all the content, it's a lot of just running around waiting for time to pass.

The inn would be a pretty good place for this.

Step 1: Make 10,000 royals
Step 2: McSorley's
author=kumada
Could you implement a trigger, maybe in the hero's house or the inn, the lets you jump ahead to the game win/lose screen? If you finish ahead of time and clear all the content, it's a lot of just running around waiting for time to pass.


Well, you could just sleep in your house, couldn't you? °°
Max McGee
with sorrow down past the fence
9159
That's a good idea but yeah, I feel like just sleeping in your house (a few times) would kind of solve that problem.

I'm not sure just how far in advance of the deadline it's possible to finish. Surely not more than a couple of days?

EDIT: Monster repellent is in fact working on the first level of Bloodgully, but it is still possible to trigger battles if you run forward too incautiously and collide with them. I will consider changing the activation trigger to "Action Button" while the Repel Monsters switch is on. That should keep you from running into them faster than they can run away.
author=Max
EDIT: Monster repellent is in fact working on the first level of Bloodgully, but it is still possible to trigger battles if you run forward too incautiously and collide with them. I will consider changing the activation trigger to "Action Button" while the Repel Monsters switch is on. That should keep you from running into them faster than they can run away.


I guess the problem is that the place is made of small corridors and sometimes the monsters instead of running away just stay there (maybe because there's an obstacle or something) blocking your way. :/

The problem is that the monsters in the mine are too strong to be beaten without a good weapon/armor, but at the same time you can't dig enough ore to craft yourself some without running into monsters.
Max McGee
with sorrow down past the fence
9159
You can beat the monsters easily enough with partial leather and a quarterstaff, club, stone axe, flint shortspear, or a shortbow UNLESS you happen to get a triple-spider battle in which case...fuck. Even then, with potions and/or magic you should be able to win.

(And I am generally okay with...

1. RNG Does Something
2. Fuck!

As long as it isn't keeping everyone from playing the game. This one-two punch is something I've gotten very used to from playing tabletop RPGs/FFT.)

Anyway, I set the monsters to trigger on Action Key while you have repellent on so it should be impossible to trigger them accidentally by brushing up against them.
author=Max McGee
I'm not sure just how far in advance of the deadline it's possible to finish. Surely not more than a couple of days?

Finished all content on day 2.

Cozzer, there is a trick you can use to advance into the mine well before you can take on the monsters in there, and I heartily endorse its use. It is not an exploit or a bug, it requires skill, so please, Max, don't fix this.

I call it looping.

Find a monster that's in your way. Get his attention, and then kite him back into an open room with an object in the middle. Run behind the object. Wait for him to come after you. Run back around the other side of the object and book it into the monster's now unoccupied room. You won't be able to get all the way into the mine with this, but you should be able to explore half of the first floor, which is enough iron and coal for a piece or two of equipment.

If you make heavy, high-end armor, you don't even have to worry about needing to kill bears and boars for the leather.
Max McGee
with sorrow down past the fence
9159
Finished all content on day 2.


@kumada: Howwwwwwwwww?

Also, I know about kiteing, I noticed it and used it while testplaying and intentionally left it in. : )
@Max

Day 1:

-collect resources around town. Get alchemy quest. Make some cotton goods. Sell them. Get fishing rod.

-Travel north to other town. Buy milk. Gather resources.

-Travel to cave. Get pick. Gather all easily available resources on first level.

-Travel back to southern town. Alchemize all available herbs and fish into saleable goods. Purchase some iron gear. Save 330 royals.

Day 2:

-Back to northern town for the farming patch and more fish, also some ill-advised wholesale food purchases, back home for more alchemy. Make two paralytic thingamagummies.

-Dip into mine, just to second level, for enough resources to complete iron set.

-Dive straight to bottom of mine, slaughtering ancient demon contained therein (paralytic thingamuffin, weak poison, frost spell to offset agi disadvantage, full iron set.)

-Gloat.
It sucks how close I was to beating it EVERYTIME I played it! The only difference is I didn't go back into the mine. Oh, poop...
The mine really isn't a dungeon you play once and then clear (unless you spend a few days camping alchemy ingredients to buy an iron set, and then you conceivably could.) You have to take it in stages, and it is worthwhile. The gems towards the bottom, if mined and mixed with malachite ore, make enough jeweled scepters to catapult you well within the winning financial threshold.

The demon, on the other hand, isn't quite guarding enough loot to make its destruction worthwhile, so you don't have to worry about beating it (although the exit portal can save you a lot of steps on the return trip.) In any case, if you're going after it, you want either some good spells or alchemical resources.

I typically kill it with poison stacking and stun-locking, but you could probably even get away with a defensive buff, a couple philters of regeneration, some healing potions, and a rather big shield by guarding until it runs out of mana to cast that damn regenerate spell with.

Confusion is still a problem, and a spell or item that lets you preemptively ward off status effects for a few turns would be a magical thing indeed.
author=kumada
and a spell or item that lets you preemptively ward off status effects for a few turns would be a magical thing indeed.

Wink wink nudge nudge Right?
Max McGee
with sorrow down past the fence
9159
That has absolutely been planned since Day 0.

The mine really isn't a dungeon you play once and then clear (unless you spend a few days camping alchemy ingredients to buy an iron set, and then you conceivably could.) You have to take it in stages, and it is worthwhile.

This is how I intended it to be, so I'm glad it came through that way.
I just had an idea: if you want to add some variety to the "getting things" minigame, you could keep the mechanics but change the layout.

For example: harvesting plants could have a round layout with the cursor circling around it; mining ores could have the cursor going back and forth between the extremes of a shorter line (instead of restarting everytime you click); something like that.
I don't know if I made myself clear, it's kinda hard to explain it without images.

I think it would be pretty easy to implement, it wouldn't change the "core" twitch mechanics you like and would help to break the monotony a bit.
I...was going to suggest that...No, really! Oh, and I finally won the game once! VICTORY! I deserve a cookie for being the LAST person to beat this(probably)