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Miscellaneous

Ideas and possible upcoming thingies!

Ok, so some new things to add into this:


*Possible new command abilities:

**Magic Charge (Patchouli): Restore 20% Max MP to one ally/Restore 20% Max MP to one ally at the cost of 20% of Patchouli's Max MP

**Souleater (Remilia: Sacrifice 30% Max HP to deal damage to all enemies (haven't decided on Multiplier. Might be based off of a % of Max HP lost. So if HP was 9999, and multiplier is 33%, damage would be 6666 then)


**Mad Rush (Momiji): Gives party Berserk + Haste + Protect.


Can still use Command abilities for other characters that do not have them yet, if they can be done that is.


And as of now, Suwako now has 4 additional abilities:

*Brave the Elements (Grants Regen to party at the cost of 70% Max MP, up until level 5 where it grants both Regen and Bubble to the party)
*Seven Stones (Cost: 5% Max MP. Chance to inflict Disable on one enemy up to 50% at level 4, then 50% at level 5 including moderate Earth damage)
*Full Sakura Blizzard (Cost: 5% Max MP. Cures Curse at level 1, Curse and Disable at level 2, Curse/Disable/Heat at level 3, Curse/Disable/Heat/Disease at level 4, and then finally Curse/Disable/Heat/Disease/Sap/MP Sap/Power Break/Armor Break/Magic Break/Charm/Fear at max level).
*Frog God (Self-target buff, costing 10% of Max MP, that grants positive statuses up to level 4, starting with just Protect at level 1, then Protect/Regen at level 2, Protect/Regen/MP Regen at level 3, and finally Protect/Regen/MP Regen/Power Up/Magic Up at level 4.


Some gameplay changes that may occur:

*Party members might be fully customizable in that you will be able to choose anyone for your party, instead of having one character always in your party (for instance, you could switch Reimu out at any time instead of having her in the party for 3 full betas). In addition to this, depending on who the player chooses as the "leader", the battle theme will change accordingly.

*Skill shops will probably be done differently, in that the player will no longer have to buy skill books and spend forever using them to learn skills in the item menu. Instead, a shop will be set up much like the Synthesis shop, which will give details on the skill the player can buy, including the price, before automatically giving it to the player according to the skill levels. Monsters that drop skills...well, that'll be worked out later.

*Custom EXP system may also still be implemented as mentioned to deal with the EXP/Yen ratio problem (some don't think there's that much of a problem with EXP, but I think there's a problem with both)


That is what's new so far. Feel free to give feedback, suggestions, etc., since I'm in need of it on these ideas. I still need to give command abilities to other characters too, just to make them more unique. To make it easier, here's the following details on that.



Characters with Command abilities:

Marisa: Steal
Aya: Intel (Scan)
Meiling: Chakra (can be upgraded with character-exclusive weapons)
Nitori: Stock (FFX-2 Alchemist command)
Nue: Morph (Changes target into item if target's HP is less than 10. Needs changed to something more reasonable...)
Sakuya: Time Stop (100% Escape from escapable battles)
Komachi: Yen Toss (Gil Toss ability)
Sanae: Miracle (Think of it as a random effect, like in Earthbound. Needs revamped though...)
Byakuren: Pray (Restores 10% of Max HP to party)


Those without Command abilities as of right now:

Reimu
Patchouli
Remilia
Mokou
Reisen
Youmu
Momiji
Hope
Koishi
Yuuka
Advent Cirno
Yumemi
Yukari
Alice
Utsuho
Keine
Suwako

Miscellaneous

Bugfix #2!

http://www.mediafire.com/?uujwl214v88uo8l


Yup....because I sure know how to code things, right!? This was due to me implementing a Sprint Shoes type system, as a passive for a character. Still even after fixing up a lot with it, sometimes things like this slip through the cracks somehow...

Miscellaneous

Bugfixes!

So I have to release a patch due to screwing up fixing an error I did in a maze in my game. So here's the patch to that:

Update Patch: http://www.mediafire.com/?9655uxiuc8feq6t

Note, for further reference, I will have a blog for each update patch so that people know when the latest patch is out. This also adds a couple other things, but what they are, I don't remember now. @_@

Game Design

Updating Blue Magic and adding new skills?

So, I've decided that Koishi's Blue Magic list needs revamped badly. She just seems too generic really (and she needs to be more unique). So, I'm going to post all of her Blue Magic spells here, and you guys can help decide which goes and which stays! And then afterwards, I shall post what I have in mind for the new spells. So, the current list is as follows:


Flare Breath (Base 400 Fire damage to all enemies)
Flame Star (Base 700 Fire damage to all enemies)
Flame Stone (Base 1200 Fire damage to one enemy)
Salamander Shield (Base 2000 Fire damage to all enemies)
Ice Storm (Base 400 Ice damage to all enemies)
Diamond Edge (Base 550 Ice damage + Berserk to one enemy)
Judgment Bolt (Base 800 Thunder damage to all enemies)
Lightning Orb (Base 1100 Thunder damage to one enemy. Ignores Defense)
Heaven & Earth Press (Base 500 Earth damage to one enemy)
Six Earthquakes (Base 200 Earth damage to all enemies)
Wind Sickle (Base 400 Wind damage to all enemies)
Tsunami (Base 500 Water damage to all enemies)
Dragon Bullet (Base 2200 Holy damage to all enemies)
Pandaemonium (Base 4000 Holy damage to all enemies)
Paschal Moon (Base 2900 Shadow damage to one enemy. Drains HP and ignores Defense)
Chaos Drive (Base 600 Shadow damage to all enemies)
Doomsday (Base 800 Shadow damage to all enemies)
Poison Mist (Base 45 damage + Poison to all enemies)
Pollen (Base 20 damage + Sleep to all enemies)
Ink (Blind to all enemies)
Gathering Oni (Death to one enemy)
Offense Down Omega (-20 Attack to all enemies)
Defense Down Omega (-20 Defense to all enemies)
Death Lance (Base 2500 Ghost damage + Death to one enemy)
Fireworks (Base 1500 physical/magical damage to all enemies)
Scarlet Weather Rhapsody (Base 3000 damage to one enemy)
Flare (Base 1500 Fire magic damage to one enemy)
Freeze (Base 1500 Ice magic damage + Freeze to one enemy)
Bio (Base 500 magic damage + Poison to one enemy)
Bioga (Base 1500 magic damage + Poison to one enemy)
Heal (Restore 200 HP to party)
Aura (Restore 5000 HP + all statuses to one ally)
Full-Cure (Restore all HP to one ally)
Holy (Base 4500 Holy magic damage to one enemy)
Shadow Flare (Base 4500 Shadow magic damage to one enemy)
Drain (Drains base 300 HP from one enemy)
Drainra (Drains base 600 HP from one enemy)
Drainga (Drains base 1400 HP from one enemy)
Meteor (Base 4000 magic damage to all enemies)
Ultima (Base 5500 magic damage to all enemies)
Mighty Guard (Regen + MP Regen + Blink + Protect + Haste to all allies)
White Wind (Restores HP to party equal to Koishi's HP)
Nova Storm (50% chance of reducing any target's HP in battle to 1. Works on allies and enemies alike)


That's that for her Blue Magic list. As you can see, it's pretty....well....not THAT diverse really. These are the ideas I had in mind (borrowed from the FF series of course):


Angel Whisper (FFVII version, give to Hope (Full-Life + Mini-Esuna). FFTA version, give to Mokou at multiple levels (Restore minor HP + Auto-Life)
Death Claw (Reduce to 1 HP and inflict Paralyze).
Vampire (Drain + Sap)
Angel's Snack (Give to Hope?. Uses a Faith item for each party member in party. Or give to Koishi, and make it cure statuses that cannot normally be cured by other abilities?)
Hastebreak (Slow on non-Haste characters. Stop on Haste characters)
Rippler (Trade statuses with one target. May become Enemy Only)
Traveler (Deals damage equal to number of steps taken / 32)
Night (Sleep on all targets in battle)
Angelsong (Regen on all allies)
Destroyer (Increases ATK/DEF/MAG)



In addition to Blue Magic skills, there are also a chance of me making passive/equipment abilities. Also borrowed from the FF series, but ideas on these would be nice too!


Gil Snapper (Receive Yen equal to damage taken. Make % chance. Possibly Marisa innate)
Replenish MP (Regain 20% of damage taken as MP)
Unscarred (Attack/Defense/Magic +50% if HP is at full)
Critical abilities for equipment (Such as Critical: Haste, Critical: Berserk, etc)
Moon Flute (Turn into Mad Rush for Momiji's command. Moon Flute inflicts Berserk on the party. Mad Rush would inflict Berserk + Protect + Haste on the party).



In ADDITION, here are some new enemy skills that'll probably be seen in-game! Not all though possibly mind you!


Level 2 Sleep/Level 3 Confuse/Level 4 Disable/Level 5 Break
Acid (Random status effect)
Aqua Bubbles (Water damage + Sap)
Bleed (Inflicts Sap)
Invert (Switch HP and MP)
Pox (Inflicts Disease)
Pulsar Wave (Non-elemental damage + Disable to all)
White Breath (Ice damage + Stop)
Judgment (Holy damage + Stop)
Bewitching Gaze (Charm + Slow to one)
L4 Suicide (Reduces HP by 9/10 if levels are equal to a multiple of 4)
Degenerator (Inflicts Instant Death and removes target from battle)
Level ? Holy (Deals damage to all whose level is a multiple of the last digit of Yen)
Prime Level Death (Instant death to all whose level are a prime number)



In addition, what does everyone here think of having 8-way directional movement in the game (since default is 4-way)? I've had this in the game since around beta1/2, but never put it into full use due to a bug with it, but now that it's (potentially) fixed, I could put it in for ya'll?



Do leave your comments on this! I really need help on this bit x_x;;

Request

What needs implemented and help requests

So since this game is only halfway done (and will be hitting it's 3rd year anniversary on February 4th), I'm trying to tie up loose ends on beta4 before actually starting on beta5 (it's been since around September the Beta4 v2.0 patch came out, and since April that Beta4 itself came out...). Here's all that needs done so far for beta4 before beta5 (as well as stuff for the game overall):

SPRITES
*Custom overworld sprites to match up with the current overworld sprites I'm using for the vast majority of the cast.
*Custom in-battle sprites for a few characters
*Status effect sprites/palettes for all characters (this has been a thorn in my side ever since my original status spriter left the project...)
*Custom enemy/boss sprites, mainly to avoid using so many Final Fantasy sprites and to have more sprites that's fitting for the game.
*Custom overworld sprites for various situations (such as KO'd on overworld, emotion sprites, and whatnot. These aren't necessarily NEEDED as badly as the others, but they'd be a nice touch I suppose).


Those are the main ones that -I- can think of off the top of my head. I do not think there are any other sprites that are needed at this time, but these should be more than enough I would think. If anyone is interested, do let me know, and I would greatly appreciate any help that I can get x_x;; If anything, it'd be nice to replace the Final Fantasy (and/or other game) sprites with fresh ones (ya know, to avoid any copyright stuff. Sure, I'm not going to be able to SELL this game per say, but still would like to avoid such things perhaps).



SYSTEM:
*Implementing the Field Abilities system (this is on standby until beta8. I'm not sure whether or not I'll fully put this in right now, since if I DO put it in, I have to make sure it doesn't mess with any other system in the game, as well as I'll probably have to heavily revamp current dungeons to implement the abilities).
*Implementing Split Party system (kinda like FFVI's Kefka Tower, but MAY have to be done via switch points instead of a button if the Field Abilities system is implemented.)
*Update Skill System? (I'm not sure if there's a better way to do the skill system in this game to where you don't have to constantly go into the menu to use an item to learn the next level of the skill...it does get tedious and/or boring)
*Updating/Balancing Abilities (This has always been a thorn to do, simply because this goes with balancing monsters as well, and well...since 2K3 doesn't go above 99999 HP for whatever absurd reason, this makes it a bit harder to do. Not to mention, balancing MP costs and whatnot)
*Updating/Balancing Characters (Perhaps with new abilities, or balancing out stats? I'm wondering if the Agility stat should be changed that much at all...)
*New statuses (still implementing Disease, Bubble, and updated Freeze, and PERHAPS Doom. Other statuses are pending)


Again, if anyone with coding knowledge (or just a general beta tester for some of this stuff) wants to help, drop me a line!


MAPPING:
*Updating maps (Several maps need redone overall, such as Bamboo Forest, Eientei, and Misty Lake. Granted, I'll leave the old maps in and throw them into the Debug Room for people to see what they were like originally but these maps need updated badly amongst others).
*New maps (Due to how much I hate mapping, this is why the game really has been taking ages to finish...)
*Dungeon gimmicks (A lot of the upcoming dungeons, as well as some old ones, feature some kind of gimmick to them, whether it be some kind of maze, trivia, or special restriction.)

I need help on this here as well! If ANY mappers would like to help on this part, do let me know!



There's more than likely other things that I'm forgetting (such as checking for text cut-off and/or spelling, wrong portraits, etc), but that's the gist of what all needs to be done for beta4 (and most of the game) as of right now. I may post later on what needs done in beta5 onwards specifically, for those who are curious on those and/or would like to help on that part ^^;