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Progress Report

Blog 6: Happy New Year!

Hey y'all. I haven't done one of these for a while so I thought I'd go ahead and talk briefly about some things that are going on, and a few small (I think neat) changes to the game which I thought were neat and add a teensy bit of depth.

Anyways, I'd like to wish y'all a happy new year and I hope you had a lovely holiday. Great news, my liver made it through.

With that aside now I'll talk about some thing that are being implemented or changed! First big change is that I re-mapped the world map. By re-map I sort of mean tree-map (note: that was a pun.) Basically while initially I tacked the trees on the thing and was like "Yeah that works" I recently came out of my delusional state of believing giant-ass world trees to be all right. With that being said, I took the opportunity to remove a ton of events off the world map and improve lag immensely while traversing it. I know, most of you may not have noticed the performance as I'm sure you're all running super computers, but it was a tad laggy for some machines and there was good reason for that. You see, in my infinite wisdom when I initially mapped it I pretty much lazily used the wrong sort of tileset and ended up with like 500 events running on it, not to mention the parallel processes for variable checking and things of that nature. You're probably thinking to yourself that I'm an idiot, and if so I'm going to let it slide this time. Was hella' dumb. So, yeah, went from like 500 to 13. That's a 97% decrease. It's astounding how dumb you have to be if you can reduce the size of something by 97% and have the same effect. It'd be like if the original iPod was the size of a car and then they came out with the Nano right after. Ok, I'm done talking about that now ha ha.

Second thing I'd like to chat about briefly are some things regarding the battle system and gameplay. The change to the battle system is the implementation of "GUTS." For those of you unfamiliar with said system, it was an intangible number in Breath of Fire which could be randomly activated when a character's HP dropped to zero, ultimately reviving them with a small amount of health and reducing the GUTS number by a certain amount whenever activated. Think of it like an auto life without having to cast auto life. Which is also in the game to a small extent, but that's besides the point as like one person has an ability that applies it and it's not readily available. The reason for this is that I like to give second chances. Nah I'm kidding, I think it just adds to the drama a small bit. Like you think you're going to get mopped up and then *ZING* you've got a chance! I know what you're thinking, "But what if the enemy is faster than you and they just kill you again?" Excellent question, two part answer. Firstly, whenever GUTS activates I'm putting a one turn buff onto a character that will allow them to act first. Secondly, any time a recovery item is used the system prioritizes that anyway. Basically gets like a huge CT bonus. So unless you're just mashing the enter button like a stooge the general idea of strategy comes into play here. If you see the enemy has like one hit left and you want to go balls-to-the-wall you can totally do so. Or you can play it safe and heal. Is it new? Not especially. Have I seen it that often in RPGs? Nah.

Onto the other change to general gameplay, will be a challenge system of sorts. I was mulling over the idea of achievements initially, unsure of whether I wanted to implement them. I may still do it as the script is all ready wired in and it would just be a matter of implementation, but with that in mind I started to think about Tales of Vesperia. The 'Battle Trophies' in that game gave me an idea. Why not put those in? While I strive to give my boss fights unique mechanics that make them more difficult, why not make it a challenge to out-smart or out-muscle me? Ha ha basically I'll give you an example. The first boss, for instance. Oh, you know, I should put this in spoilers just in case.

The boss of Liet Forest, The Alpha, has two wolves with it when the battle initially begins. With the use of the 'Bait' item you can distract the boss's minions normally. However, if the boss is not distracted he will use a self buff and then summon another wolf! This can happen once for each wolf, with him summoning a replacement and applying a buff to himself. A 'Battle Trophy' would be earned by defeating all of the wolves and never using the 'Bait' item. It adds a small amount more challenge to the battle, much like it did in Vesperia (I'd clearly like to state that I am not attempting to make a game nearly as excellent as that, unless Namco wants to give me large amount of cash and a Japanese staff.)


So, yeah. That's the plan at the moment. I'm always looking for input/comments/suggestions so feel free to drop me a message if you are feeling chatty. And as a final note which I will probably (eventually) create a second blog post for is that I'm looking for more beta testers.

TL;DR - Re-mapped world map, GUTS, Battle Trophies (Challenges).

Hope y'all collectively have a lovely weekend!

~JedahXII

Miscellaneous

Blog 5: Of Features & Feedback

Greetings to all the people who happen by this modestly designed game page! Fond(er) greetings to all of my loyal followers.

As you are all aware, or oblivious to, a little over a week ago I released the first in a series of demos for my project. I say series, because obviously there will be more demos out in the future in order to iron out details and produce feedback. While I am pleasantly surprised by the amount of downloads, as who wouldn't be considering that I did very little to pimp my game and so far 91 strangers have tried it, I haven't gotten a modicum of feedback apart from my dear, dear friend Noel Kreiss who faithfully played through the first dungeon and expressed his opinion on the things therein. Oh, and that the file size may be daunting to those looking to just try the game out. That being said and looking at methods of compression, I don't necessarily know what my options are in regards to the latter due to the fact that I did it without need for the RTP and the music is formatted as small as it gets. Anyone with ideas in that regards, feel free to let me know what to do.

On to other things. I know I didn't pimp my game as much as I could have, obviously. I could have went to a myriad of other sites and fashioned a fancy graphic and implored an even larger sample of enthusiasts to give it a whirl, but I haven't found the time yet. That being said, I'm just posting to ask for y'all to offer me some feedback on what the game has in it so far. The demo itself doesn't contain a large amount of the overall story, as I feel that beating you over the head with the early 'save the world' stick is unnecessary until you come to clearly understand the motivations of the characters. That in mind, I saved the stick for the next iteration of the demo. On the plus side, your saves will work in it as I don't have plans to implement any other crazy scripts as I all ready have a ton that weren't used in the release. In short, the stage is set and it is more or less piling through the fine tuning of events and perhaps adding in the little accents that will be the majority of work done from here on out.

ANYWAYS. Primarily the things that I'd like feedback on are the challenge curve, what things you'd like to see work differently if any, and what it is you actually expect out of something aiming to be a traditional style RPG. I tried to maintain a tone of difficulty in the battles stemming from the fact that if you were not prepared you couldn't just plow through them. Mashing enter doesn't work outright, some fights have mechanics in them that aren't readily apparent, and while there isn't a preposterous amount of branching at the beginning I'd say there is a rather large difference in the character development. My aim is to make an RPG that people will enjoy, and I can't *know* they are enjoying it without feedback. Is it too difficult? Is it too much of a chore? i can't say, I've played the game so many times that I am aware of how to play it and I haven't been annoyed yet. Anything I've encountered that resulted in anger I've nerfed or revised, and it's set up so while challenging it's relatively failure proof if you follow instinct and directions. Or I could be totally wrong on that, feel free to share.

As for what's planned for the future, that's relatively easy to answer. More. More characters, different party mechanics, branching quest lines, optional recruitment, optional dungeons. The most challenging of these things are the optional dungeons, the first of which was actually going to be included in the demo but I decided to hold it back due to a few lingering issues. And a bit of remapping as I changed the visual style of towns and interiors upon review. Anyways, optional dungeons are a bit of a pain to balance because if they're opted into they can make balance wonky. Though I don't want to gimp the players ability to 'feel strong.' I feel I can accomplish that through preposterously complicated experience curves, and the alluring nature of encounter skipping, so it is lightly less daunting than I originally figured. You're probably thinking to yourself, "but why not just make the dungeon mandatory?" My reply is fuck that, I like options. You *could* do the slime quest and get the synthesis recipes for better healing items, or you could skip it and be stuck with what the shop offers you. That feels so much better to me than forcing it down your throat. The incentive is there, so you feel like you actually accomplished something from doing a side quest. It's RPG 2020 at LEAST.

Anyway, before I ramble on more about things, I'll just ask one last time to those of you who have tried the game and those of you who have yet to (and please do, for my sanity) that all I ask is your opinion. Good, bad, indifferent, what makes you want to play it or what makes you not want to. Don't make me regret not making a game about a cat who likes to surf.

Announcement

Blog 4: Of Addendums and Apologies

Hey y'all.

Just want to start out with an apology about the late upload and demo release. There were some glitches/bugs/thingsthatpissedmeoff lingering in the game, which I was unaware of. Fear not, though, I powered through the trials and have emerged with a product of reasonable quality. There are a few things that are slightly wonky, but those are due to a few slight incompatibilities. As far as I can tell, there are no crashes/game-breaking bugs in the release so let's just all cross our fingers and hope that it will run smoothly as I had to recompress it about 10 times in order to ensure everything was in there without the need for the RTP.

Anyways, I'll be around so if you have input be sure to post on the fancy new Demo Feedback section which will surely become the bane of my existence.

GLHF

~JedahXII

Progress Report

Blog 3: Blog strikes back.

Since I last posted a blog, I've gained some subscribers. I'd like to take a second to thank all of you for subscribing, and having a general interest in whatever it is that I'm doing.

So! I thought a little update would be in order as, yes, I will be releasing my very first demo in about a week. I know I said like four months ago that I'd be doing that, but I did some things. Random things, some related to work on the game, some related to life, and some related to falling off of a boat. Anyways, I've nailed down just what I'd like to have in terms of scripts, so I'm happy with it. As in, I won't be adding any more than I have with the exception of one aspect which is slightly up in the air right now. That has to do with the 'TP' system and whether I want to add 'limit break-esque' type abilities. As of the moment of writing this blog, I've arrived at no, no I do not want them. They'd be cool, but I think it takes a bit of the strategy out of games. I don't want you to have an 'oh shit' lever that you can pull and win. And I've done so much tweaking in terms of balance so far that it'd make it like ten times the work just to adjust everything and add it in. Characters all have their skills, utility, niche, strengths, and weaknesses all panned out. Which with a larger cast can be a slight challenge as you can only have so many things that apply poison without it being retarded. That being said, only like one spell applies poison.

I'm rambling. Anyways, I've been doing quite a bit of reading on what the length of the demo should be, how to curtail it, present it, etc. etc. Originally I had planned for a length of about three hours. Then I realized that it's far too long for a first demo. So I shortened that to about two hours. Nothing too heavy in terms of plot, just kind of lays a foundation for the story that will be told. Introduces you to a few of the characters, applies general bits of foreshadowing, and allows for slight development of personalities. The more work I actually do on the project, the longer it is seeming to become. Finishing the first dungeon, knowing exactly where everything is, the strategies that can be employed in battles, and just how to go at it I clock myself in at about an hour to an hour and a half; the demo will contain two dungeons and a small amount more of plot, which I am in the process of finalizing. Now, granted, I could release much more than what I am, but as I've stated before I like to make sure things are as perfect as I can get them so until I'm comfortable with it you won't see it. Basically if there's a screenshot of it it's done, just to give you an idea of overall progress.

I know the RMN breeds a fickle audience, and I hope to appease you with something palatable. The TL:DR is that the demo of the game will be up within a week. I'll more than likely be creating a feedback page for you to direct all criticisms, bugs, suggestions, gripes and general opinions. Though if it's, like, really awful please just send me a message. If not for me, then for the children.

Also, if you have any questions about the the game, or the demo, or anything like that please feel free to ask. Answering questions is my pass time.

Progress Report

Blog 2: THE RECKONING

So I thought I'd update my twelve loyal followers, as I love you very much and appreciate your absolute devotion. That's not to say that I appreciate anyone who's perused the game's profile and not felt the urge to flame me any less. But I do. For a while when I was working on this thing, I'd peruse the 'games' tab on this lovely community and look at things and be like "Way to express yourself, but I'd totally do that differently!" Then there were times when I'd look and see projects that make anything I'm doing look like absolute dog shit, and I'd be like "MAN! I have a fucking job! I can't pixelate my own grass!" What that ultimately means is that I've seen the best and worst of what the community offers in terms of visuals and the effort (so far, obviously something new always comes along) that is expected if you want something to be played. That being said, what I'm ultimately trying to do is find a happy medium. Something like Star Stealing Prince, for example, had just absolutely awesome mapping, and an excellent story with defined characters. That thing gets a Misao, you see. I don't need the Nobel prize of RPG making, but what I do want to do is make a game that people will want to play, and will enjoy. As we all do, I believe. So let's get to the nitty-gritty of what I'm asking of you, the people who read this. What better source to go to than the people? Why not ask them what they'd like to play? What their experiences were that made them fall in like/love with RPGs? What this preludes is my rolling out of a few tabs on the page that will be coming shortly. Namely, the characters and features. The features will obviously detail the features that I will be implementing from explaining the combat and mechanics, to how encounters will function and what the game will offer in terms of playability. Characters will detail some of the cast you'll be trudging along with in the world. Now, with the characters, I want to explain a little about what I want of them. I don't necessarily like the idea of a protagonist and an antagonist. I'm more of a deuteragonist type of guy. I don't want to place the singular focus of evil on one particular "enemy." Will there be a conceived threat? Certainly. But I more or less want to emphasize the motivations of these characters, more so than just use them as a vehicle for the plot. Why do they want this? Why do they want that? I want you to have those questions, and I want to give you the answers through the script. Sounds amazingly complicated of an idea, I know. The challenge is to do it via small text filled boxes and cartoon faces. "CAN HE PULL IT OFF??!" you ask? No idea, but I'm damn sure giving it my best shot. I've always been a writer. It won't be convoluted or cliched to the best of my ability, I promise. Anyways, that just speaks to the 'duality' that I mentioned in the summary. Your choices will determine who your characters ultimately become, and what story is ultimately told. As for how it's told, I have the privilege of doing that for you. All right, I'm through rambling for now, I'm off to try and make pretty graphics for y'all to fawn over.

Miscellaneous

In the beginning, there was blog.

So I haven't a clear idea on what it is I'd like to say in this particular entry, but I do know that a journey of like, say, 58,000 steps starts with the first. I feel like a million is a bit far-reaching at this stage of the process. Anyways, I've actually been working on this game for a while now and just recently got the motivation to create a page for it on here. With the many alterations, additions, omissions, and revisions all halting my progress at various times.

What I ultimately aim to do here, is obviously release something that I'm not only happy with, but that perhaps a few others can enjoy along the way. That being said, I'm not seeking out to be a trailblazer here who seeks to rock the very foundations of our homy little community, I just want to give people that warm fuzzy 'I'm playing an RPG' feeling we've all gotten from time to time. I have an original story, it's not a fan game or blatant Final Fantasy derivative, and I certainly don't have you battling an evil wizard to save the planet from a meteor. Now, while I reserve the right to at some point integrate an evil, princess-kidnapping wizard who wants to destroy the world with a meteor, that will only be in the case that someone is threatening to assault me with a hammer unless I release the thing immediately.

I also would like to clarify that I am actively looking for feedback. So if you see a screenshot and have a comment, whether positive or negative, please feel free to offer me any form of input. As long as it isn't something like "U R QUEER."

Furthermore, I will try and post more detailing the story and characters available during the game. I have all ready actually designed all of them, their skills (including individual animations using Yami's lovely Symphony Battle Engine), their fancy opening cut scenes, individual motivations and personalities, graphics when applicable, equipment(s), etc. As I said, I've been at this for a while.

Well, I bet that big ol' wall of text got you guys excited. I know I'm FUCKING PSYCHED. Please, please, come join me in my descent into madness as I make sure the my trees don't overhang cliffs improperly or that my slimes are of appropriate strength.
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