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Let's Play - Master of the Wind Episode 7 - Ask the Right Question

  • Volrath
  • 08/01/2016 09:43 PM
  • 4406 views

Posts

Pages: 1
NeverSilent
Got any Dexreth amulets?
6299
Dican is a nasty boss, so it's no wonder he was giving you a hard time. When I first understood what his "Purge" ability did, I got really mad at him, because I use "Intensity" constantly. On the other hand (no pun intended), it's a good way of tricking him into wasting a turn once his mirror images are gone.

A name for the "Bible" of Arcadius... Hm, it might depend on whether there is more than one of those kind of scriptures. I could imagine followers of the Gallian dogma to follow the word of "Gallius' Visions" or "The New Revelations." For some other suggestions, how about "The Word (of Arcadius)," "The Arcadium," "The Book of True Will" "The First Truths," etc.

I agree that a spin on the supervillain trope would work particularly well for the Hand, as they are a secret undercover organisation already. Especially the three Lieutenants already have a lot of the typical attributes of a "Terrible Trio," for example. Also, the Sparrow already set a precendent for those types of masked villians in the Solest universe, and it was received quite well. And that scene with the changed perspective indeed gets rid of a lot of the suspense and possible dramatic irony, so keeping the true role of the cult hidden for a longer time could definitely add to the mystery/detective aspect of the game. However, I think it'd also be important to be careful how far to take the supervillain idea, as those kinds of character concepts can easily begin to either look ridiculous or seem like they were specifically modeled to form counterparts to the heroes, rather than being people on their own as well.
I can't use Book of True Will? Heh, Arcadium sounds kinda cool. Religious scholars in Solest divide the human texts about Arcadius into two categories - the older stuff (once referred to by Ariel as "the First Age Scriptures") and the stuff published during Gallia's rise.

Got a Legacy need that's come up if you're able to help - is there a script out there that creates those little pop-up windows when you get items? We had that in MotW and I always liked it. I've looked for a while already but I thought maybe you'd have a better idea where I could find something like that.
NeverSilent
Got any Dexreth amulets?
6299
Well, that's just your own fault for abandoning XP and jumping ship like a common mercenary.

I'm just kidding. After some searching, I found two possible scripts that kind of do this. But I'm not entirely sure how well they fit your needs, or what the compatibility with other scripts looks like.

https://galvs-scripts.com/galvs-event-pop-ups/

http://forums.rpgmakerweb.com/index.php?/topic/13835-popup-window-with-queueing/

As an alternative, you might also be able to find scripts that allow you to adjust the position and size of message boxes similar to the Advanced Message Script for XP. Then you could just have one of those display above the player's sprite every time they pick up an item, and set it so that it disappears on its own.
And of course, if all else fails, you can also always make a topic right here on the forum and ask if anyone can help.
Common? I am an excellent mercenary, sir. Actually, I think I switched due to the character generator (having to populate a world without something like that is tough, it was tough enough on MotW and I didn't have the entire city of Gallia) and the overall simpler mapping. People were always giving us shit about the maps not being pretty enough so I figured might as well lower their expectations.

Galv script seems to be working, thanks!
NeverSilent
Got any Dexreth amulets?
6299
Cool, I'm glad to hear it works!

There are character generators for XP out there, although they probably aren't as convenient to use as VX Ace's. Not to mention that Ace generally has superior functionality and a larger scripting community. Personally, I will however always prefer XP's characters over Ace's weird chibi style.
"Ace's weird chibi style" *shudders.* This seems to be the direction most 2d turn based RPGS have gone lately. KIDS THESE DAYS.
Solitayre
Circumstance penalty for being the bard.
18257
Just wanted to chime in that I am watching and enjoying these.
Ah, glad to hear. You never really know who's in the "audience" for this stuff.

As mentioned in the video, I've also got some footage of Legacy that shows the first few scenes and a few mechanics for anyone interested:

NeverSilent
Got any Dexreth amulets?
6299
Thabks for posting this, Volrath! It's definitely very different from other projects made by you that I've seen so far. The element of life simulation becomes clearly visible right away even at this obviously very early stage of development, so that's quite impressive. I already wonder what kinds of tasks you are planning to set up for Bradley to fill his days with, if you're going for a system similar to Homework Salesman. You might have to consider disallowing access to certain parts of the city during the first bits of the game, though, so that the player doesn't immediately get lost before the game has properly started.

I realise that a lot of the writing in this project is already quite old and hasn't been touched for a while now, and it's still very much a prototype. But I do have to admit that I found most of the dialogue to be... how to describe this... more artificial than in other projects of yours, I guess? By which I mean that to me, it seems many of the characters talk like classic RPG characters rather than actual people a lot of the time. There's a lot of lore conveniently thrown into their discussions right away, and the way they react to certain events around them (especially the skeleton attack) seems a bit off to me. This probably just sounded way harsher than I intended it to be...

Oh, one more thing: The fact that you were able to reuse the camera movement script in VX Ace for this project is a nice touch, but you can probably already tell is has some issues. It has a tendency to push around animations when it moves the screen, so that those animations don't center on their targets any more. In addition - and this is more of a personal problem - I'd consider trying to change it so that it only moves around to center on enemies, but not player characters. It worked well enough for the full battlers in MotW, but with only the face graphics for party members, the zoom-in on them doesn't make much sense, and in fact it's even giving me a little motion sickness.

Thanks again for sharing some of your work on Legacy! I hope you keep us updated on your progress. Good luck!
The battles are still very messy and may be that way for some time. A big part of the reason MotW was completed was that we kept making new stuff even while knowing existing stuff had problems. If we could fix it, we did but we couldn't hold up the project based on that. I hope everything flows better in the final version but there will be plenty of time to address it, I'm sure.

Bradley won't be able to explore the whole continent on that first day. He probably won't even be able to leave East Gallia actually. I think it will be like 4 "days" in the game's story before that becomes possible and the time passing system won't activate until then. I still have to introduce Peri and get her where she needs to be, so plenty of early stuff before the world opens up.

As far as the daily routine, there will be a certain amount of time/energy Bradley has to work each day (this was represented by the bar and percentage in the case of Homework Salesman). The lectures and weapon/magic training will eat some up and the rest of the day can be used for exploration. There will be "weekend" days where there is no school and you can just do whatever you want. Solest has four day weeks, three for school and one day off. There is a certain amount of days in the game's storyline (not sure how many yet but I hope enough to see all over the continent if you so desire) and some important story stuff will happen on most of them. Walking from one region to another will wipe out a lot of a day's energy, so once you "unlock" a place once, you can use a carriage to get there next time and save yourself some time.

Regarding the exposition, I am finding it difficult to balance. Even though it's safe to assume anyone interested in this game has played MotW and perhaps even seen the Clean Slate LP, I can't necessarily write the game that way. I have to cater to new players and each new Solest game brings more material to communicate. Right now, I'm not happy with the Korina Gallius conversation. I may have to move some of that to the second interaction with her so it's not the whole tale right away. But I also felt the need to explain why her last name was a big deal and why she isn't ruling Gallia instead of teaching at the Academy. These are the kind of complicated exposition needs that come up a lot lately.
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