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Beaten and left for dead, the wanderer wakes up to find his family slaughtered, their bodies strewn about. One of his children appears to be missing. He can't find her body anywhere. Arming himself with a couple pistols, he sets off to find the man responsible for his family. He follows the steps leading away from their home toward the desert. The footsteps lead him further and further north, almost in a perfect line until finally, he loses sight of the footsteps thanks to the constant wind that sweeps across the desert, blowing sand all about.

For a time, the wanderer was able to stop for supplies at small settlements that he found scattered about the desert but it has been countless days since his last stop and he is growing tired and dehydrated. This is where our story begins.

NOTE: If you wish to report any bugs, please do so at this page.
http://rpgmaker.net/games/3990/bugreporting/

This game requires you to have the RTP for RPG Maker VX Ace installed. Please make sure that you have that before playing. You can download it for free at the link below.
http://www.rpgmakerweb.com/download/run-time-package

Latest Blog

Hindsight and Evolution

I will admit this much: being a solo game developer is tough. I literally sit down on the weekends when I'm off, I either feel extremely creative or I just want to sit back and grind some stupid World Quests on World of Warcraft and get my druid prepared to do some raiding. On the days that I do feel creative, I feel more like learning new things, and man have I learned so much.

This said, I haven't started the official work on the framework for the RPG, and work on the Metroidvania has been halted because I couldn't think of a justifiable reason to work on a Metroidvania game related to this game (but I'll eventually migrate that over to a different universe entirely and I'm keeping the files so I can work on that later). I have however taken things I've learned from working on the Metroidvania (save systems, user prefs, etc.) and started the planning stage for the RPG framework. I want to make this as organized as possible because if I just start throwing C# code at it, that'll end up being a mess and there is nothing more that I hate than a mess (and believe me, with the Metroidvania, I'm going to need to set aside a few weeks to refactor some code because it is vomit inducing).

So what HAVE I done in the meantime? Well, I haven't exactly sat around doing nothing. Mostly prototyping, for the most part. I did start work on a 3D Zelda-like engine with my own 3D models, I started doing work on top-down shooter stuff based on Enter the Gungeon and Monsters and Monocles, which I used as a way to understand Raycasting better. I've even done a little work on a character customization screen similar to an MMO character creation screen. I'm not saying all of these things will be present in my RPG Engine, but with every new thing I learn, I've got more to bring to the table, and I'm excited to work on an RPG game without the limitations of an engine like RPG Maker (and I say that with all the love in he world, because it is like a vacation to play around with my lovely collection of RPG Makers).

At any rate, this blog post has gone on for too long, it seems, but I wanted to stick with my promise to have an update at least every other month (and if I promised every month, then I have a really bad memory and should learn to re-read my old posts), so hopefully soon, I'll have at least a writeup of something to share with you.
  • Production
  • sicksinz
  • RPG Maker VX Ace
  • RPG
  • 04/14/2012 07:09 AM
  • 03/15/2018 10:29 PM
  • N/A
  • 58378
  • 9
  • 335

Posts

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author=BareGamer
I noticed that Pistol Whip isn't used in combat all that much. Most battles were over before I could build up enough rage to use it. Perhaps lowering the cost would help a bit.

I might consider that. I've been considering it for a bit but didn't want to go with an "omg better move to use every other turn!" approach lol. I've actually been considering giving it a state to where once used, it will cause bleed over time damage and lower their defense by 1 for a few turns.

Thanks for the feedback everyone. I will be reviewing it and doing some changes before the next demo release and hopefully address most of them.
Well I'm going to finish up the demo and post a list of things I noticed. I'll have them up in about an hour or so. :)
author=BareGamer
Well I'm going to finish up the demo and post a list of things I noticed. I'll have them up in about an hour or so. :)

Sounds great. If you notice any bugs, report them in the bug reporting section so I can keep them slightly organized but otherwise, any other feedback can go here or in the mailbox :)
author=sicksinz
I will admit that it might be slightly dark tower based but only the desert scenes because I haven't read much past the beginning of the book lol.


No problem. You've officially read all of the good stuff in that series, then. :p

author=sicksinz
Items will all have fairly different stats and whatnot. What you see now really only gives you that base stat due to the difficult nature of the boss in the tunnels.


For me, he wasn't terribly hard. He was just kinda predictable. Lots of hp, hits for high damage. I had stocked a crapton of licorice roots, and I burned through those to survive the battle.

I feel like it's hard to make early bosses really exciting, but there are ways to do it. Even though the player will have fairly limited resources at their disposal early in the game, giving them a few options to shift a scenario in their favor (expendable temporary stat buff items, skills that drop field effects, etc,) or giving the boss a complex attack pattern (warm up and then strike, summon objects onto the field that can then be attacked, cast spells that can only be interrupted by high damage, etc) will make for a less brutally grindy but still challenging fight.

Also, re: pistol whip. For a 50 rp skill, it's pretty bad. Single target weak hit for something that costs half your gauge? I feel like dropping the rp cost to 15 would make it viable and introduce some rhythm to combat. Shoot, whip, shoot, whip, etc. It's better than shoot, shoot, shoot, shoot, almost ready to whip, shoot, encounter over. :p
author=kumada
author=sicksinz
I will admit that it might be slightly dark tower based but only the desert scenes because I haven't read much past the beginning of the book lol.
No problem. You've officially read all of the good stuff in that series, then. :p

author=sicksinz
Items will all have fairly different stats and whatnot. What you see now really only gives you that base stat due to the difficult nature of the boss in the tunnels.


For me, he wasn't terribly hard. He was just kinda predictable. Lots of hp, hits for high damage. I had stocked a crapton of licorice roots, and I burned through those to survive the battle.

I feel like it's hard to make early bosses really exciting, but there are ways to do it. Even though the player will have fairly limited resources at their disposal early in the game, giving them a few options to shift a scenario in their favor (expendable temporary stat buff items, skills that drop field effects, etc,) or giving the boss a complex attack pattern (warm up and then strike, summon objects onto the field that can then be attacked, cast spells that can only be interrupted by high damage, etc) will make for a less brutally grindy but still challenging fight.

Also, re: pistol whip. For a 50 rp skill, it's pretty bad. Single target weak hit for something that costs half your gauge? I feel like dropping the rp cost to 15 would make it viable and introduce some rhythm to combat. Shoot, whip, shoot, whip, etc. It's better than shoot, shoot, shoot, shoot, almost ready to whip, shoot, encounter over. :p


lol I'll agree with almost every bit of that, probably all of it XD. I'll go through and tweak it a bit. Might boost enemies HP some too.
I dunno, if he adds all that extra stuff to whip, maybe 30. As the game goes on im sure battles will last longer, and you dont want constant whips to dominate a boss. Plus then you have to think, whats more important going for a kill, or healing skill.
author=bigtime
I dunno, if he adds all that extra stuff to whip, maybe 30. As the game goes on im sure battles will last longer, and you dont want constant whips to dominate a boss. Plus then you have to think, whats more important going for a kill, or healing skill.


That is another good point too and the First Aid skill that Mikael gets at level 5 may get a little bit of a boost at the expense of a higher AP cost.
I burned through all 7 of those plants fighting the first world map battle. Am I just bad at this game or should their HP be lowered?
author=BareGamer
I burned through all 7 of those plants fighting the first world map battle. Am I just bad at this time or should their HP be lowered?

lol I might remove their poison cuz that poison causes me to go through a ton of potions myself.

(actually, which fight were you on?)
On the world map, before getting enough money for equipment, and items from the cave, i also died lol.
I love games that start out in deserts. I liked Breath of Fire IV for this reason, and it's why I'm liking this game so far.

My only complaint? The desert ended too quickly. :(
author=UPRC
I love games that start out in deserts. I liked Breath of Fire IV for this reason, and it's why I'm liking this game so far.

My only complaint? The desert ended too quickly. :(


lol I never really enjoyed desert scenes much. I do plan on adding another scene later in a different desert but that will be a dungeon area too XD
BOF series is freaking awesome. Yeah deserts can be fun. Shinging Force Neo or EXE had some fun deserts.
author=bigtime
BOF series is freaking awesome. Yeah deserts can be fun. Shinging Force Neo or EXE had some fun deserts.


author=UPRC
My only complaint? The desert ended too quickly. :(


If I get enough suggestions to do so, maybe I'll make the desert at the beginning longer. lol
I would kinda like a desert-y feel for the world, but maybe that's just me. I loved that part about the atmosphere of the first Dark Tower book. Everything was sort of this trackless, transtemporal wasteland.

That said, if you have ideas that involve not-deserts, don't let the pro-desert lobby persuade you to abandon them.

Also, if you're going to HP-boost enemies, give them some variety to their skills. Group them in ways where their skills synergize. Put high-hp attack buffers with low-hp dodge-bats. You don't have to make them ridiculously hard, but I think it's better to make enemy difficulty a matter of strategy than a matter of chipping through a bigger block of hp.

I don't know if you've played Jude's "Necropolis", but there's an absolutely stellar example of a challenging early skill-based monster fight in that game. One of the first things you encounter is a rat that spams blocks of cheese onto the battlefield. The rat has extremely high hp, and can heal or raise its attack if it attacks those blocks of cheese, but you can do the same. In this case, all the player really has is elementary attack skills, and the battle is still somewhat complex.
author=kumada
I would kinda like a desert-y feel for the world, but maybe that's just me. I loved that part about the atmosphere of the first Dark Tower book. Everything was sort of this trackless, transtemporal wasteland.

That said, if you have ideas that involve not-deserts, don't let the pro-desert lobby persuade you to abandon them.

Also, if you're going to HP-boost enemies, give them some variety to their skills. Group them in ways where their skills synergize. Put high-hp attack buffers with low-hp dodge-bats. You don't have to make them ridiculously hard, but I think it's better to make enemy difficulty a matter of strategy than a matter of chipping through a bigger block of hp.

I don't know if you've played Jude's "Necropolis", but there's an absolutely stellar example of a challenging early skill-based monster fight in that game. One of the first things you encounter is a rat that spams blocks of cheese onto the battlefield. The rat has extremely high hp, and can heal or raise its attack if it attacks those blocks of cheese, but you can do the same. In this case, all the player really has is elementary attack skills, and the battle is still somewhat complex.


Strategy is fine and dandy but if the enemies don't live long enough for a strategy to be applied, it makes for a wasted strategy lol. As of right now, a player can essentially kill an enemy in two hits.

author=bigtime
On the world map, before getting enough money for equipment, and items from the cave, i also died lol.


Also, I'm not sure how someone can get to the first town and not have enough money to buy armor cuz the first boss alone gives you quite a bit of cash and you shouldn't be able to leave the bandit camp with less than $600 (or less than $500 for that matter if you are really lucky with not getting a battle from point a to b lol) so you should have enough to buy a new gun, some armor and about 15-20-ish herbs to heal yourself without touching the field :)
Agreed. I'm not against the hp buff. I just don't think only buffing hp is a good idea.

Also, there's no real hint in the starter town as to how critical herbs are. Maybe a quick line of "I should stuff my pants full of aromatic licorice" during the sequence in the inn room would help?
I actually didnt need to buy any herbs. I found all i needed in the first cave. Also i died because i accidently left town without shopping, and decided to look around lol.
author=kumada
Agreed. I'm not against the hp buff. I just don't think only buffing hp is a good idea.

Also, there's no real hint in the starter town as to how critical herbs are. Maybe a quick line of "I should stuff my pants full of aromatic licorice" during the sequence in the inn room would help?


lol We'll see. I may make it a point to remind the player that he needs to be re-supplied before he sets off again because the player is already told this once before in the story that he is running out of supplies :)
author=sicksinz
author=kumada
Agreed. I'm not against the hp buff. I just don't think only buffing hp is a good idea.

Also, there's no real hint in the starter town as to how critical herbs are. Maybe a quick line of "I should stuff my pants full of aromatic licorice" during the sequence in the inn room would help?
lol We'll see. I may make it a point to remind the player that he needs to be re-supplied before he sets off again because the player is already told this once before in the story that he is running out of supplies :)


Town folk (NPCs) are a good way to provide the player with tips and hints about what's happening around town or what kind of monsters are outside.
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