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Miscellaneous

Biography - Thieme

FADE - Character Biography



THIEME

Age: 18
Occupation: Adventurer
Alignment: Neutral Good
Strengths: Good sleeper. Brave. Tactical mind.
Weaknesses: Has a hard time waking up. Remembering appointments. Bad loser.
Likes: Travelling, Sleeping, Games (especially chess), Sports.
Dislikes: Waking up, Unfairness, Losing, Burping sounds.

Thieme is Roth's younger brother. Together they've lived in Beta Town for as long as they can remember. Despite being brothers, the two aren't much alike. While Roth has always been more into adventuring; helping out people in return for rewards and beating up stuff, Thieme is more into just travelling and exploring. To see more of the world, to experience things that can't be found at home and to learn about foreign cultures. Thieme is the only of their group of three (the others being Roth and his best friend, Rage) who has been outside of Beta Town before they embarked on their grand adventure.
In his free time, Thieme enjoys playing board games, but chess is definitely his favourite. Unfortunately for him, neither Roth and Rage are great opponents, with Roth being too impatient with waiting on Thieme taking his sweet turn thinking about every turn and Rage lacking the intelligence to even know how the pieces are supposed to be moved. Outside playing board games, Thieme also likes physical activities, including most sports. Baseball is a favourite amongst their group of three. And by baseball I mean hitting stuff as far as possible with a piece of wood. When Thieme is not winning in a chess game or mindlessly bashing objects into orbit with wooden bats, you'll most likely find him sleeping in someplace comfortable. Sleeping is what Thieme does best, and once he is asleep, it takes a lot to get him to wake up again. It is not uncommon for Thieme to skip whole days, simply by completely sleeping through them.
Despite Thieme and Rage being best buddies, Rage has a talent for striking Thieme at his weak points (unintentionally, mind you), such as with unfair play in games, loud burping and with his barbaric behaviour in general.

Thieme joined Roth's adventure after he saw the huge airship Roth had managed to obtain. It would definitely make for an easy way out of Beta Town, towards new, unexpored places. Unfortunately for Thieme, the party was forced to make a crash landing in the middle of nowhere; not exactly anywhere near places that would be of interest to him. Still, Thieme is willing to follow Roth on his grand adventure, wherever that may lead them... at least for now.

In combat, Thieme prefers a solid defence over offence any time of the day. With the ability to grant extra defence to his allies, Thieme can help mitigate the enemy's damage output, allowing the rest of your party to focus on doing the damage. Besides being defensively built, Thieme also sports the highest speed of the party, making it easier to get initiative in battle, as well as make his equipped Aura activate more often.

Miscellaneous

Biography - Roth

FADE - Character Biography




ROTH

Age: 20
Occupation: RPG Adventurer
Alignment: Chaotic Good
Strengths: Helps out people. Determined. Not easily scared by most things (definitely not by skeletons).
Weaknesses: Helps out people only when offered a decent reward or if he feels like it. Lazy at times. Scared of spiders.
Likes: Adventure, Daydreaming, Drawing, Baseball, Hitting stuff.
Dislikes: Books, Reading, Waiting, Spiders, People making fun of his hair.

Roth is a born adventurer. Despite having lived most of his life in one of the most remote and boring towns in existence, Roth has somehow managed to still get into plenty of trouble over the years and experience more excitement in a single day than you and I will have in a lifetime.
With both his parents gone, Roth has been forced to take care of himself since he was a child. At young age he started to take up the job of Village Adventurer, completing tasks and jobs for the people living in Beta Town whenever they were too lazy to do stuff themselves. This has gotten him into some strange and unexpected situations, such as pushing people into tar lakes, fighting off flipping ninjas, journeys through space and time, racing on cows, and more.
In his free time, however, Roth likes to take it easy and he gets easily lost in thoughts as he daydreams away. And suddenly wakes up hours later, realising he has been sitting in the same spot all that time, doing absolutely nothing. He also likes to draw comics and cartoons that he secretly sells. His comic series "The Battlers" is crazy popular and there are entire stores dedicated to selling solely Battler comics. Though these places are often mistaken for empty warehouses, as the comics are completely sold out before they are even released, resulting in permanent empty store shelves.
Needless to say, this has caused his ego to grow out of reasonable proportions. He now likes to call himself the "God of Thunder" even though he isn't able to cast more than a puny electric spark. His friends have to keep reminding him that he isn't really the God of Thunder. If only Roth would listen to them.

Before he set out on his grand adventure, Roth lived in the SMASH-HOUSE. A wooden shack large enough to fit him, his younger brother (Thieme) and best friend (Rage) inside while still having room left for a TV, several holes in the floor leading to underground caverns, a stove and a long wooden table. The SMASH-HOUSE was his base of operations and was where he spent many a day with his buddies smashing TVs, playing baseball with whatever object they could find, punching and kicking Jiggs, arguing with Henk & Jan (two talking skulls) and competing in burping contests.
One day, while on a job for the local mad scientist who needed a test subject for his new dimortation device, Roth had managed to find blueprints of a huge airship, powered by four mythical Essences. After somehow managing to collect all four required Essences, Roth had convinced the scientist to build him the airship as shown on the blueprints to allow him to leave Beta Town and set out on a grand adventure.

After finally leaving Beta Town, together with Thieme and Rage, Roth was just happy going wherever and doing whatever comes on his path. But while shooting cannonballs at birds to collect meat for Rage who was hungry, he managed to anger the Prince of Darkness, who then destroyed Roth's statue of himself in a fit of rage, and then proceeded to set their airship on fire, forcing Roth's party to make a crash landing in the middle of the Dusk Woods, far away from civilisation.
While Roth's adventure didn't start off particularly well, he isn't going to feel bad about it. After all, he's still on an adventure, and whether that be in the air or on the ground, that shouldn't matter. An adventure is an adventure to Roth. Losing his airship is merely a setback, one that the Prince of Darkness is going to pay for some time.

In combat, Roth is a competent and well-balanced fighter, not sporting many weaknesses. Roth wields the powers of lightning, and even though he can't cast more than a puny electric spark at the start of his adventure, he's bound to learn many more. Utility-wise, Roth focuses mostly on helping to restore mana to either himself or his friends. This can be of great help to accelerate the party's damage output through the use of spells, which are typically stronger than physical attacks.

Miscellaneous

FADE - Demo V1.5.1 - Patch Notes

=FADE - Demo V1.5.1=

-The game should now run without the RTP installed.
-Fixed a few encounters in which Magic Trick would not disappear.
-Fixed an encounter with a Worm that refused to appear after using Burrow.
-Robots make noises again when interacting with them.
-Made an invisible door visible again.
-Made a few slight changes to battle messages.
-Reworked a piece of Dusk Woods map to make it look nicer.
-Added a bit of dialogue for Rage when during Firaea's boss battle encounter.

It is not recommended to continue playing on save files from previous FADE demo versions. If you wish to continue from a later point in the game, please download the "FADE - Save File Archives" on FADE's game page on rpgmaker.net.

WARNING: Apparantly there is a slight chance for the game to crash upon an enemy encounter. I do recommend saving frequently to avoid possible loss of progress. If your game crashes at the start of an encounter, close, and restart the game to fix the issue.
(I need to start looking into what causes this... it has never happened during my own playthroughs...)

If you come across any bugs or glitches, please report them to me on here or e-mail me at: battlers_forever@msn.com

Progress Report

FADE - Demo V1.5 [Changelog and Update Notes]

FADE - Demo V1.5

-Added one new area, dungeon and house.
-Added multiple new monster encounters.
-Added 2 more mini-boss fights and 2 more boss fights.
-Added skills for higher level Heroes.
-Added additional equipment pieces.
Auras are introduced in this version. Auras go into the helmet slot, and while equipped, they will grant your Hero with a power that will activate itself during combat. The activation trigger is determined by the Hero's Speed stat, so the higher Speed your Hero has, the more likely it is for their equipped Aura to activate.
-Added additional animations to some monsters.
-Added signposts, now readable from any direction!



-Updated and further stabilised the combat system.
It's so stable now that you'll be able to fit horses in it. Seriously, try to break it now. Spoiler: you won't succeed.
-Updated Speed stat on all Heroes, and Attack stat on Eldin.
Speed stat update was required to balance out the activation of Auras at higher levels. Eldin has been made slightly (very slightly) stronger.
-Removed empty frames on battle animations.
A lot of the battle animations had empty animation frames, causing a delay in queued up actions. Having removed these empty frames should help speed up combat a little bit.
-Lowered the HP on some monsters.
-Lowered the amount of monsters in some encounters.
These two changes should make encounters in the Dusk Woods go by a little quicker. To players who are still frustrated by encounters that take too long, I have 2 tips:
-Use your skills to deal more damage and to accelerate your damage output.
-Use Smoke Bombs to flee from an encounter.

-Animated flowers and bushes to make the world feel more alive.
-Fixed some of Rage's dialogue to make it more in line with his character.
-Made it easier to hit the birds with the cannons in the intro mini-game.

The Book of Combat has NOT been updated in this demo version. It should still be functional throughout the current demo, but does not include new pages. An overhaul of the entire feature is planned for a future demo version to make it less cluttered and easier to edit.

It is not recommended to continue playing on save files from previous FADE demo versions.
If you wish to continue from a later point in the game, please download the "FADE - Save File Archives" on FADE's game page on rpgmaker.net.

If you come across any bugs or glitches, please report them to me on here or e-mail me at: battlers_forever@msn.com

Game Design

Game Over

My game's original Game Over scenario wasn't quite as good as I thought, so I have made some changes that should make it better.

What the original scenario did was pretty much restoring the party in an equal state as it was at the start of the battle in which the party got defeated. The problem with this, however, was that in some cases the player could get in a tough spot if there was only 1 character still alive, and the player did not posses any revival items.

So, what the new scenario will do at the start of every battle:
-Check which party members are downed and which are alive.
-On the party members that are alive check their individual HP and MP values.
Then in the scenario of a Game Over it will do this:
-Any party member that was downed prior to the battle in which the party got defeated will be revived with 25% HP and MP.
-Any party member that was alive with less than 25% max HP and/or MP prior to the battle in which the party got defeated will have 25% of their HP and/or MP restored.
-Any party member that was alive with 25-50% max HP and/or MP prior to the battle in which the party got defeated will have 15% of their HP and/or MP restored.
-Any party member that was alive with 50-75% max HP and/or MP prior to the battle in which the party got defeated will have 5% of their HP and/or MP restored.
-Any party member that was alive with more than 75% max HP and/or MP prior to the battle in which the party got defeated will have none of their HP and/or MP restored.

This should hopefully make going Game Over a little less punishing in bad situations without making it completely abusable as a way to completely heal up the party. This change will be added to the game in the next demo update.

Progress Report

Details and progress

It's been a while since I last wrote a blog entry, but I've been on a break from my game for some weeks and haven't gotten much done. But after this break I'm feeling refreshed and ready to get back to my game for a while again, and I just feel like writing something.

So, in this blog I'll write a bit about a part of game design I really like. It's the little details in the game world. When working on my game, I often focus on the big and important parts, since they take the most time and energy to create. And it's easy to forget that what makes an RPG really fun isn't necessarily, or only, the main path, but it's all the little details hidden in the world around.

This is where my friend, Rage, comes in. I tell and show him everything I'm adding to my game. I let him play through every new part I create, and he helps me come up with ideas to fill up the spots and corners that feel a bit empty or boring. I'll admit that at first I really felt it to be better to create everything myself, but as he started to suggest really good and funny stuff, I've been giving him more freedom to add some stuff to the game himself (through me, of course) It helps creating a more varied game world, with little surprises around every corner, and fill up the empty places.
Even by just talking about my game with him, it's much easier to think of new things to add, rather than trying to come up with everything on my own.
When I created BETA, my first game, I kept development almost completely to myself, and worked completely alone. I'd planned on doing the same with FADE, but it's so much larger and more complex than BETA ever was, it really does help to have someone else come up with ideas as well. Even though I'm still doing all the game making myself, it's definitely starting to feel more like a co-op project now.

One of those little details would be the gramophone, which can be first found in Ray's house. The gramophone lets me add some of the songs I really like, but wouldn't fit as ambient music anywhere, in the game. It's a completely optional thing, but hopefully players can appreciate it.

Game Design

Changing Magic Points

A short blog entry about the rebalancing of Magic Points (MP). Previously I had a pretty regular RPG system in which a character's MP would increase with each level up. But this would cause some problems, mainly with Skills becoming way too cheap to cast at higher levels (even if including my 5-stage Skill upgrades). Solutions for this could of course be to create even more versions of the same Skill, but with higher cost, or just make them cost a percentage of a player's max MP, but neither would make having more MP an advantage.
Which is why I decided to rework the way MP works in FADE. The MP growth is now severely limited to only +1MP roughly every 5 levels, while Skill costs will not increase at all (in some cases even decrease after some upgrades). This will make it easier to balance the costs of Spells, and gaining extra MP will still result in an advantage.
Character's MP can still be increased with Fruit consumables, but these are mostly hidden treasures, or very expensive to buy (not worth the cost, unless you grind).

Miscellaneous

Introducing the fleep race

A short blog entry to introduce a race unique to the world of FADE: fleep.

What are fleep you might ask. Simply put, they are sheep that fly. Well, they are in their most basic form, which is this... cute, innocent-looking thing:

You'll start encountering fleep on the Firaea Plains, the area just south of the Dusk Woods. Further in the game you'll encounter larger, weirder, and more corrupted versions of these animals... (not gonna spoil anything, mwahaha)

The art was done by my friend Rage, and animated by me. He has drawn quite a few monsters so far, his first ones will be making an appearance on the Firaea Plains, but there'll be much more by him in later areas. It helps that his pixel skills are pretty equal to mine, and that his style isn't too different. This helps keeping monster design fairly consistent troughout the game.

Miscellaneous

Update V1.4.1 and cool random FADE stuffs

Small demo update that fixes a few minor bugs. Also made a few slight changes to Thieme's and Rage's stats. V1.4 save files should be fully compatible with the new demo.

I also feel like writing a short blog about some stuff for my game. Recently I've been talking with my bro and friend about my game, and getting some new cool ideas to put in my game. My friend really helped me flesh out the story of my game some more, because I still had some huge holes in the middle part of the game's story. Well, we filled up those holes with a whole bunch of crazy stuff that's going to be a lot of fun - and also a lot of work - to make. We also created a new race, unique to the world of FADE. I'll write more about that in a future blog post.
My bro came up with the idea of allowing Roth to use Mind Read (which would be unlocked later in the game, to tie in with the story), which I actually really like. It's not that reading minds is super original (Golden Sun had it), but it opens so much possibilities for fun stuff, puzzles, extra story bits and learning more about NPCs.
When I started working on FADE, I had a few cool and fun ideas, but it was still missing so much. But recently a lot of empty space has been filled up with all sorts of cool, crazy and random stuff. It's gonna be exciting to create all of it.

Announcement

Demo V1.4 brings new content

The new FADE demo (V1.4) adds a new piece of content, the Dusk Woods dungeon. The dungeon is a way for the player to get comfortable with the combat system and learn how to use their skills effectively. Before entering you'll get a choice to let Eldin come with you, or to go exploring on your own. To go alone should be a little harder than going with Eldin, but either option should result in hopefully a good dungeon experience. The dungeon includes a few hidden treasures, an optional mini-boss that rewards you with your first weapon, and your first real boss fight. A full demo playthrough would probably take anything between 60-90 minutes.
I've had a few people play through it and their reactions were pretty positive, but I always appreciate more feedback and opinions.

For those who have played a previous demo version of FADE, I have added a seperate save file download that'll allow you to skip the whole introduction part of the game (up to the point right after beating the first mini-boss).
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