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Progress Report

November Pirate Progress

Okay, so I've been slack and busy learning scripting and other things so haven't actually done much on Pirate Rush. I decided to release the updated version of what I have done anyway, even though it's not that much more gameplay. Total time it took me to do a test run of version 8 is 2 hours 15 minutes (not bothering getting any of the secrets etc.

VERSION 7.1 TO 8 NOTES:

Visual:
- Volcano boss added "Time left" display text animation to help players notice there is a timer.
- Added some environmental effects such as splashing in shallow water.
- New water effects in all maps with water.
- Added "Graphics" option - if your computer is struggling with these new effects, change this setting to "low". This setting disables some scripts that hog the most processor use.

Gameplay:
- Added a quick tutorial for Aryll.
- MINI GAME ADDED: "Sailor's Luck" - dice gambling.
- MINI GAME ADDED: "Vexboarding" - sailboarding action sequence
- Further advancing the story.
- More maps to explore and another dungeon/puzzle.
- Added a few more skills (still more of them to come)

Version 8 has now been uploaded

Progress Report

Pirate Rush - August Progress Report

So apparently people were still getting crashes in V6 download. I have spent many hours trying to work this out and think I may have solved it. (Here's hoping!)

If anyone playing the latest V7 file uploaded 27th August 2012 get the 'RGSS3 stopped working' crash, please let me know so I know that my efforts were not successful. (Or maybe don't so I can stay happy... (jokes of course!)).

Changes from V6 to V7:
Visual Updates:
- Removed special effects such as falling leaves.
(unfortunately the above feature was suspected to be the cause of game STILL crashing for some people)
- Added new fog effect
- Added new sunray effects
- Updated flowing river effect
- Updated enemy hp bars

Gameplay Updates:
- New maps, puzzle and boss and further advancing the story
- Aryll joins
- Tweaks to enemies, skills, items
- Can now save the game anywhere, not just save points

Bug Fixes:
- Vex no longer turns into a zombie when pushing objects at certain times
- Object pulling bug fixed (when trying to move away from having pushed an object could make you pull it before letting go)
- Ketrop intro graphic glitch fixed
- Other minor graphics glitches and typo fixes.
- Can no longer use shovel to dodge enemies (v7.1)
- Some missed code that caused crashing (v7.1)

V7 to V7.1:
- Fixed crash in volcano orb
- Fixed stall in fishing for medallion
- Fixed some other minor issues

The next puzzle I fear people may not work out what to do, but this is my only avenue of finding that out, so please - feedback is welcome :)

I hope you enjoy the next section of the game!

Progress Report

Pirate Rush Development

So I've never actually blogged before. Never really had the desire to.
The main reason I started this blog was so that the 'blog' page in the Pirate Rush game profile page wasn't empty! I decided I might as well use it to keep a progress report.

Welcome to Pirate Rush!
So after aiming too high for my very first RPGMaker VX Ace project, I decide to scrap it and start again with a smaller goal. Turns out it was only going to be smaller in game length and a lot bigger in actual work!

In my first project I learned all about RPGmaker and how to use it, so I don't regret the time I spent on it. I put in probably 60 hours into it before I scrapped it (a lot of that time was attempting to create complex events). The game was using purely RTP graphics and went for a good 3 hours or so.

I decided I wanted to be unique. RTP looked like everyone else's game out there. That's when I got the idea to mix the battlebacks and try my hand at overlay mapping. I created my first forest map fully in Photoshop by cutting up, cloning and mixing different RPGMaker XP and Ace battlebacks and tilesets. After getting a good response from it, I decided to make the game.

I started building Pirate Rush in April 2012 and have spent probably well over 200 hours setting everything up that you see so far with the main goal to be for you guys to get some enjoyment out of it. If that's been a success or not, that is yet to be determined!

Happy gaming, everyone!
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