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Progress Report

Onward and.. onward.

So the RSW event is winding down, I still have people sporadically downloading the demo but I'm not getting any more feedback. I know how it goes though with such things and consider that no news is definitely good news.. not great news but I certainly feel that the demo release was successful in a number of ways. First of all it was successful in proving that I could get a demo released to a schedule, it also was a success in that it the game itself was received well and wasn't an abysmal failure.

So what's next? When will I be releasing more? What am I working on now?

Well, I don't think I will be releasing any more playable content for a while, probably not until the game is getting much closer to completion. When things are getting close, I'll likely be asking for people to be play testers to test the game out for me before I do a beta release and so on. In the meantime, I will definitely be releasing more gameplay footage videos and more screenshots as I go along. In fact, I should be ready to show off a small snippet of the game by the end of this week. It's only a very small section of the game but it looks pretty nifty. :)

Currently I am working on finishing all of the fortress maps that leads up to the second boss battle, however there will be a couple of mini-boss battles along the way and some puzzles to solve too. For the fortress area alone, there are at least 22 maps planned (included the throne room and the 4 dungeon maps already shown in the demo).. so it's quite a bit of work to get everything looking not only good but also consistent as well.

In addition to this, I am designing some backstory side-quests that will be optional mini-stories that the player can use to find out more about each character in the game. They will likely not involve any actual combat/battles but instead be purely story-based with a little puzzle solving included. They will be flashback mini-stories to before the game starts and will not give any experience points, treasure or gold. They will, again, be optional and clearly marked as such and additionally will have points within the mini-stories where the player can exit from the mini-story and go back to the main game.

Further to the above, I have been working with the composer of the Cinematic Soundtrack to create exclusive, custom tracks for the game and a pixel artist to create some custom enemies as well. As I release more gameplay videos and screenshots, you'll be able to catch glimpses of these custom tracks and artwork.

Anyway... onward! :)

Progress Report

Demo v1.01 has been released

Demo v1.01

- Lucien: Given MP-based skills at level 2 and 4.
- Juliette: Has been given TP based attack skill and a better Heal later on.
- Ignatius: Dual wield is still possible but extra attack per weapon removed, replaced with chance to do Dual Attack.
- TP: Put random TP start back but smaller amount than default (max 15, min 8)


- Allow dash on all maps except those that really need it disabled (e.g. maps with physical puzzles)
- Increased chasing speed of enemies now that player can dash (you should still be able to outrun them)
- Moved the first save crystal to just after first cutscene.


- Added another save crystal within the Mountain Lair area.
- Added much more interactivity with objects and NPCs within the game.
- Added sound effect to all item collection events.
- Added elemental resistances and weaknesses to all enemies and rebalanced all enemies.
- Added lighting to Farmyard level 1 and 2, including interactive lighting (experimental).
- Added instructional hints/help at key points in game.

- Fixed secret room entrance graphics.
- Fixed various music queues.
- Fixed odd text messages related to item collection events.
- Fixed appearance and disappearance of key NPCs in cutscenes.
- Fixed bugged item collection on Village maps.
- Fixed flash of brightness at start of game.
- Fixed grammar and typos (still might be some in there)
- Fixed gates/doors that close after the character goes through them.
- Fixed gate on fence to cow pasture.

Plus many more little things...

Progress Report

Demo v1.01 Almost Done

So far I have made the following changes to the demo:

Major Changes:
- Allow dash on all maps except those that really need it disabled (e.g. maps with physical puzzles)
- Increased chasing speed of enemies now that player can dash (you should still be able to outrun them)
- Lucien: Given MP-based skills at level 2 and 4. This should solve some of the less than interesting rounds 1 to 3 of battles. I've done quite a bit of database work to make the new skills useful at all levels.
- TP: Put random TP start back but smaller amount than default. That's right! You'll be starting with some TP in every battle, it just won't be the potentially high amount of 25 like the default can allow you to have.
- Moved the first save crystal to just after first cutscene. Some feedback suggested the first save point was too far into the game, so this has been moved much further towards the start of the game.

Other Changes:
- Fixed bugged item collection on Village maps. There was a flashy item on the village maps, south of the river that was no able to be obtained. This has been fixed.
- Added sound effect to all item collection events. When you picked up one of the flashy item collections, there was no sound effect; now there is!
- Ignatius: Removed dual wield. I never actually intended for Ignatius to have two weapons. The intention was to allow him to equip claws and that he would always get two attacks with the standard attack.
- Added another save crystal within the Mountain Lair area. Again it was pointed out in feedback that a save crystal may be needed at the beginning of the Mountain Lair area, this has been added.
- All enemies have had elemental resistances and weaknesses added.
- All enemies beefed up a little to make combat a bit more challenging and strategic.

Minor Changes:
- Fixed flash of brightness at start of game.
- Fixed grammar and typos, however there may still be ones I have missed!

To be Done:
- Added much more interactivity with objects and NPCs within the game.

This last one, the only one left to complete before I release a new version of the demo is the longest one to complete as I have to write many lines of dialog and descriptions for all the little items and NPCs within the game. I want to make sure that most, if not all, of them are not just throw away lines and are either humorous or interesting.

Should have a new release in the next couple of days.

Progress Report

Initial Feedback on Demo

I've had a bit of feedback already and started to make some changes to the game but I really need people to provide as much feedback as they can. Even if you feel it has already been said, try to put it in your own words as two different people might have a different way of seeing the same thing.

Things I am changing and/or considering changing and/or thinking of ways to change:

- Save points: some people have suggested that the first save point in the game is too far in to the gameplay. So I am looking at placing the first save point much earlier in the game.
- Interactivity: It's been brought to my attention, both from feedback and watching people play the demo, that there needs to be a lot more object and npc interactivity (eg. turning lights on and off, examining interesting looking objects, talking to npcs and so on). So I will be looking at ways to increase this interactivity with all the existing maps and future maps.
- Round 1 to 3 of battles a bit dull: I want battles to be challenging but also interesting. I believe I have the first bit pretty well established but the first 1 to 3 rounds of combat can be a little uninteresting, based on the feedback I have received, so I will be looking into ways of improving those first few rounds of combat, to make it more fun.

There are a few other minor things that have been changed to make the game more aesthetically pleasing as well but not really worth mentioning at this point.

Anyway, keep the feedback coming in.. the more feedback I get, the better I can make the game.

Progress Report

Creating the first demo release..

So this is my first RPG Maker project and I'm getting ready to release the demo for the RSW event (May 4th/5th 2013). Making the actual game is one thing but having to package it so that it is not only playable for people within the community who would already have the RTP but also for others who don't, is another thing altogether.

I've spent pretty much every day for the last 4 weeks or so working on the game: mapping, eventing, story writing, database editing and so on. The last few days has been spent play-testing from the beginning to end of the demo and working on the bugs and cosmetic changes that need to be made. Now that I am reasonably happy with everything, it's time to release the demo....

Over the next couple of days I will be working through the file structure and optimising the archive so that it is as small as it needs to be for the RTP version. Without the RTP the archived game is around 32MB, which is not too bad but currently the file size of the archive with the RTP is around 226MB. There are many files that the game simply doesn't use that need to be removed to get this file size down, so that's what I will be spending my time on.
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