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Progress Report

Gameplay Video

Wasn't feeling very creative tonight, so I'm just uploading a progress video that shows off what the game currently looks like. The recording software was a bit sluggish, so nevermind if my movement looks stilted or awkward.

Progress Report

To Do and Have Dones

My "traditional oldschool" game is slowly turning into a nonlinear sandbox. But hey, at least it's looking pretty.

Anyway sat down at work yesterday and made a check list of all the things I'd like to have done before releasing a playable demo. But First the have dones.

Have Done
Maps - 42 (includes 5 exteriors, 1 small cave, and 14 completed buildings)
Fog Overlays - 8 out of 42
Map visible enemies
Side view battles
Day and Night cycle
Message box skin
Battle Scenery - Woods & Cave

To Do
Visible Game Clock
Battle Sprites - May need help on this one
Fog Overlays - all 34 of them ugh.
Mapping - Academy interiors (I have 1), Weapon Shop Interior, and Church Interior
Menu System Overhaul
Ambient Animations - Roaming NPCs and Wildlife
Code "Level up" training system
Plug in missions, jobs, and Side Quests

Game Design

Timers Are Crap

Alright so my entire last post turned out to be one giant waste of time. I decided to go ahead and build my own "timer" using variables and not only is it more efficent code wise than the previous method, none of the bugs applied. So I applied all that troubleshooting for nothing. Well next to nothing- I did learn a valuable lesson. Which is, to think a solution through first before relying on other people's tutorials.

Game Design

Geeky Technical Blog - Shit Malfunctioning

ARGH!

Okay, so I set up a day and night cycle that adjusts the lighting/fog effects accordding to the time of day. No big deal, wasn't difficult and quite frankly - I followed a tutorial. I figure why reinvent the wheel if I can save myself some time?

Strangely enough the timer function didn't play well with my on screen enemies. If the timer happened to roll over during a battle it would cause the battle to exit and restart. Since I set the time to restart every 10 seconds for testing purposes this happened CONSTANTLY.

So again no big deal I figured I would simply pause the timer whenever a battle was initiated. This worked like a charm with one small caveat: the timer could only resume after the player either defeated the monster, or escaped the encounter. I had no way to flip the timer switch back on if the player simply outran the enemy on the map.

So again I figured I would just set a failsafe switch to turn the timer back on whenever the player exited the map. For the life of me I couldn't get this to fucking work! Because switches all execute at the same time I couldn't turn off the enemy encounter switch and have the timer switch "see" it before the player teleported to another map - without a functioning timer. AND if I tried to set a wait command to buffer inbetween the two it cause ANOTHER bug with my variable map teleportion that sent to player hurdling through space to a totally random coordinate!

UGH!

Couple hours of trial and error later I finally sorted things out though. Had to change a parallel triggering common event to one that called from within a map event. So instead of constantly triggering, it only happened exactly when I needed it to.

Only issue now is that the timer restarts after battles and when you leave the map. Not a big deal when it's only 10 seconds long, but when I set it to a more realistic 20 minutes or so it's going to be constantly prolonging my game days. So now I have to figure out if a. If that's a big deal gameplaywise and b. if there's a way to pause the timer or record it's setting and resume from a variable? Oh well at least the game breaking shit's been handled.

Progress Report

Not Dead - Just Sleeping.

So here I am nearly a year later picking up this project again. Started off small last night, nothing major just been plugging away at the indoor ambient lighting.



Also added some off the map, inaccessible houses to the foreground of my town. Thought it was a nice effect.



So nothing major, but a minor update's better than none at all.

Progress Report

It's not pretty...

...but side battles are a go! (Thanks to Atoa's battle scripts)



Now to draw up sprites, animations, status bars, and build a to scale model Taj Mahal out of match sticks. o.O On second thought let's revisit this project after I establish some actual, you know, gameplay.

Miscellaneous

Character Art - The Process

In keeping with the theme of RPT "prettified" I think I've found a solution for my in game portraits. Little side note about me, (Hi!) I'm an artist, albeit a crappy one that never practices and rarely produces any work. So aesthetically my standards are high, but I was getting very frustrated trying to draw characters that didn't look like ass personified.

So what I am doing is generating character portraits in VXAce and digi-painting over the facial features to create my own characters. This not only creates a stylized look unique to my own game, but also enables me to create characters relatively quickly (I probably put an average of 2-4 hours into each of these). Now for "before" and "after" shots.

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Still not totally satisfied with generic blonde hero male. But I can't put my finger on what's wrong with him.
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