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Progress Report

greetings from the void

hello! i barely show my face around here and have actually kept this game page hidden for a few months... but i would like to make known that i still work on this game on a regular basis. that being said, it still isn't within short reach of being released :(

i have been battling perfectionism and not-good-enough-ism in various aspects of my life and especially with my creative endeavors, and so during the off days that i do work on it i have been going back through to test things and make sure that i would be proud to release them to the world. so expect a few updates here and there as more things start to materialize!

::begin rant::

even though there are games that aren't polished or refined that don't attempt to break away from the rpg-maker style in any way that still have success on the community in spite of this, i myself don't want to play safe and let the project drop too far into the mediocrity typically associated with the engine. even if my hobbyist project never breaks outside the realm of RMN, i would want it to be seen as one of the higher quality games available, and so i work with the intention of making it true.

i continue to work with VX Ace in spite of MV's or generally superior game engines' existence because Ace is what I started this project with, and any sort of engine change would inevitably spell out doom for the project. i have already done enough to make the engine suitable for my game, it will be finished with this game engine.

i have been working on and off on diabolica for years and as i become more mature and competent, i realize that there is potential to release a decent project as my first completed game. as such, i hope that i will receive a lot of harsh feedback as i begin to show more aspects of the game, as i need the views of other people to put the game in the right direction. expect demo testing requests and the like!!

::end rant::

Progress Report

Yes

I am still working on Diabolica, albeit slowly the last few months due to a number of other things. Though here this last week I've been working a good amount, specifically on the class/skill/progression mess that has been a prominent mess in my project for a long while. A lot of information on the game page is also outdated / misleading, so I ought to update that soon.

the premise of the game still remains the same, though i got rid of character classes in favor of learning skills from equippable items specifically meant for learning skills (and nothing else), what exactly that idea will be like will be elaborated on later, of course once i can get it to actually WORK

i am becoming more satisfied or less perfectionistic about this project, especially now that i have the desire to work on other games that diabolica is taking my free time from. though given that i go to school all week and then work 7 days a week i am pretty short on free-time nowadays,,, but i have been saying i'd finish this game for years and i am determined to get it done

once i finish a few more things, mostly the skill system thing, and skill fusions which i will also explain later, all that remains for me to do is map out the dungeons, create the enemy and boss battles, execute the story in there somehow, add in a few easter eggs and other little details, and then do rigorous bug-testing and play-testing for balance. which is actually a lot of work, but

things are going well! sorry for lack of updates!

Game Design

Diabolica Classes

Hello everyone! I have posted the information regarding Diabolica's class system. You can find it HERE.

In other news, today I made it to the fifth floor! That's been 3 floors down in one weekend!

Progress Report

Still Working

I am indeed still working on Diabolica. Floor progress is slower than intended because I decided to re-do parts of the database again, which takes a lot of time and effort. I finished all of the classes, which I will soon post descriptions of in another blog post. The crafting system still needs recipes for many equipments, but that is pretty much all that remains of database work!

But I have made it to the 4th floor (out of 95), which means that I'm almost done with my first branch. I am rather satisfied with the results thus far, so it seems that years of perfectionism-fueled redoing this project are finally going to pay off. It takes at most about two days for me to complete a floor, meaning if I worked every day until I finished all of the floors I would be done by Dec 06 2016.

However, once I finalize database work I will be able to work at a much quicker pace, possibly churning out 2-3 floors in a single day. So fear not! Though I want to make a polished game, I am quite frankly ready to move on to a new project, so I will not be taking years more to finish this.

Wish me luck!

Progress Report

So Close! (Yet So Far)

Hello everyone! I'm pleased to inform you that the vast majority of the database work, scripting, audio, graphics, and story/planning has been done in Diabolica! It's been around 2 years of building up and removing chunks of my project, but now I can finally see the light! Diabolica should be done by this year's end. Hopefully. I need to finish it before I'm 18.

I have made so much progress, not only just as to what's been done in Diabolica, but in my skills as a hobbyist game developer. I have so many ideas for future endeavors, and I can realistically say that my beloved Diabolica will be done someday soon! This project essentially started as a little VX game called Stonesearch, yet has drastically transformed to an unrecognizable project that I am proud to call my own, and am so excited to share with you all!

That being said, there's still a lot of work ahead of me. I am not 11 anymore, so unfortunately I can't devote all of my time to RPG Maker anymore. That's been the case for the last 2 years actually. I have 95 floors to complete. Not to rush through. I want to make sure that all the battles, puzzles, storylines, and everything are perfect. This is a daunting task, so I still project that it might take until late July of this year at the very least to finish it.

I know I've kept some of you waiting for ages, but I promise it's coming! Thank you all for your dedication, no matter how passive. I appreciate it dearly, and look forward to delivering my first completed project to you all!

Game Design

Miss & Critical Buffs

Hello my devoted followers~ (and goodbye my lost subscriber :\)

After floating around in RMN's Slack channel I was inspired by a discussion there to play around with the mechanics of missing and scoring a critical hit!

Miss & EVA
Thanks to Craze's Accuracy Overflow, there is an incentive to acquire more HIT%. All hit rates exceeding 100% will work against the target's evasiveness. An enemy with 50% EVA will practically have 0% EVA when attacked by an ally with 150% HIT. This means that buffs to HIT% are more useful!

In addition, the Miss buff has been implemented! When any battler misses when attacking a target, they will get a buff applied to them until their next turn is over. This will boost their attack speed, their critical and hit rate by 10%, and their ATK by 25%. This way misses don't completely ruin a battle, yet aren't the best thing. (The buff doesn't stack)

Critical Buff
Similarly to the Miss buff, the Critical Buff is applied to target of a critical strike that successfully hits. This brings Critical Evasion to 100% and their Evasion to +10% until their next turn. This prevents chain criticals from occurring.

Let me know what you think~! I haven't much feedback in the last few months unfortunately :( I wonder if my participation in controversial forum topics is to blame?

Announcement

Battle Cries Added

Hello all~!

I've just finished adding in battle cries. Now each actor cries out in their own voice when they are damaged, deal damage, get healed, at the start of battle, and are knocked out. None of these are verbal words, just grunts, cries, and shouting.

This also applies to enemies! Each enemy makes their own sounds too! I feel like this is a nice touch in battle.

Only a few more things left to do before I record and upload a sample video for battle! It demonstrates everything I've worked on for the battle system so far. Be on the lookout~!

Progress Report

Hella Updates~!

Yaaayy!! I've finally gotten to implementing all the changes to the battle system and other things. I am super satisfied with the results for sure! Here is a list of things I've done:

• Implemented new battle HUDs. Now, busts/portraits are used to represent each character in the battlefield. Each portrait has a box for status icons, HP and MP bars with numbers, and a rectangle indicator for the Crisis system. All selectable windows appear in the middle of the screen and move to the right as you choose the actions for each actor.

• The Crisis system has been implemented. Inspired by Valkyrie Stories' Lifeline system, the crisis waves become more drastic as the user acts in battle. There are various modes configurable in the skill menu that can change how one gains crisis.
(Crisis is based off TP) Whether the Combatant crisis mode, which gains Crisis as you fight in battle, or the Mender crisis mode, which gains Crisis as you heal allies, once your Crisis has reached the peak, indicated by the drastic blue wave, your "Solution" command becomes available.

Similar to the former Astral Projection system, once a character uses the Solution command they must put in one of several possible combos to execute a special skill.

Additionally, when any character reaches max crisis, they have a chance of gaining one of four states; Divine Favor (doubles LUK for battle), Persistence (50% of not dying from a fatal attack), x2 EXP, and Treasure Boost (doubles gold and drop rates for the battle).

• Transitions between maps and scenes now use crossfading, similar to battle transitions in the engine.

• Transitions into battle now have a blurring swirling effect. (Demonstration will be shown later)

• Some battlebacks are now animated to a degree.

• The battle system is now completed.

• Advanced camera control will be used for scenes.

• Item rarity has been implemented.

Now all that's left to do is message busts and reconfiguring sprites and I will be able to work on the playable game (maps, specific battles, etc.) Things are looking quite good for Diabolica!

Progress Report

Mechanic Descriptions Pending

Sorry all for the slight delay in letting you know about the newly implemented mechanics! I do not want to re-design and re-implement anything again, so I want to get everything the most perfect it can be before I put my stamp of approval on it and release more screenshots.

You can be sure that these mechanics are final, and I will try to have screenshots and a descriptive blog post within the week! I am starting to really like the results!

I just pushed a screenshot of the Inventory menu with the Item Rarity colors. A very minor detail, but still a cute little thing to show.

Announcement

Some Changes & Mechanic Shedding

A new series of battle changes has just been implemented! In a sense this has made most of my old developments obsolete, but that is okay! I have felt that recent implementations have over-complicated the game, so these changes are just condensed forms of somewhat convoluted systems. I know these changes will produce better results. I will get to writing about this in detail after a job interview, but a quick list of changes here:

• Astral Projection has been rehauled/removed. It has been replaced by the "Crisis Mode" system, the only similarities are the Combos to execute skills.

• Battle Favor has been removed, and is also in a sense replaced by the "Crisis Mode" system; distinct crisis mode statuses can be gained, of which affect gold drops, experience gain, persistence, the LUK stat, and item drops.

• Animations now properly center on their actor targets.

• The Crisis Mode system has been implemented. This is intended to replace the convoluted Astral Projection/Battle Favor system to be both simpler and more effective. There are similarities between Crisis Mode and the old astral projection which will be covered in a later blog post.

• An animated display for the Crisis Mode system similar to Valkyrie Stories: Escallion Rising's "Lifeline" system has been implemented in the Main Menu and in the battle.

• The number of playable characters has been reduced to the 4 crucial characters, and the battle members size has increased from 3 to 4. The Reserve system and the party backup mechanic have been removed.
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