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Miscellaneous

Messing around with item descriptions.

Anyone who knows me knows I'm big on flavor and worldbuilding type things, and the potential in that with items and whatnot are no exception. Nothing big, just messing around with expanding the game world through that avenue. Disregard the lack of stats to some of those weapons, I'm getting to that, most of the meat of that is in the background for now!


Progress Report

It took me a while to figure out (and to find out how to create) my skill system. Introducing the Virtue System.

It took me a long time to figure out what sort of skill system I wanted to use for Chronology. While classic, I wanted to do something different than the 'gain level, learn skill' mechanic, but I didn't want it to deviate too far from classic RPG gameplay, either. So I decided to go for the classic skill tree variation with some tweaks, and thus the Virtue System came about. This way, players can gain skills in a relatively plannable way, while still allowing them a degree of choice on where they want to spend their skills.



The premise is simple; upon gaining a level, characters receive Virtue Points, which are then used to follow along a tree to gain skills or traits.

Physical Skills-Represented by the sword icon, these are skills that are physical in nature, or more simply, those where magical stats have a minority contribution or no contribution. These are not always offensive skills.

Magic Skills-Represented by the ball icon, these are skills that are magical in nature, or more simply, those where physical stats have a minority contribution or no contribution. These are either general 'magic spells' or other magic based abilities.

Traits-Represented by the triangle and the 'T', traits are passive skills that enhance the abilities of a character in concrete ways. Examples of 'Traits' are...

Shellcracker-Critical hits lower defense
Ignis Et Glacies- Fire and Ice damage increased 25%
Blood Rage-Attack increases as HP decreases, up to 125%
The Dauntless-Offense increases by 5% per enemy in battle

Things like that.

What you're looking at on the screenshot represented about 80% of what the in game product is going to look like. Besides some minor issues, it works very well, and I am thinking about spilling up the Trees per character so that each character has two sets of trees to give the player even more choice where to invest their Virtue Points.

So yeah!

Game Design

My approach to doing Letters and Notes, for easier player interaction.

Throughout a lot of RPGs, the player comes across non dialogue sources of text, such as letters, notes, books, and other things like that you'll discover around.

Initially I wrote these out like regular text boxes, but I found that odd to read and it didn't 'flow' with the default text boxes like regular scene or NPC dialogue does. So I decided to do this instead;



This is sort of similar to what games like Dragon Age does with letters and notes, and I think it's much cleaner for the player to digest and read, especially since notes/letters/books are focused on just the text, and not the person speaking, a scene, or the environment. It allows the player to focus on just the words on the scene, similar to how the characters must also do the same with words on the piece of paper they're reading.

Request

British English speakers of RMN, I need your help! How do I write a 'British' speaking character?

Before you answer 'uh, obviously as a person, British people aren't aliens', yes, true, but that's not quite what I mean!

One thing I'm pretty okay at is giving my characters varying differences in verbal habits and mannerisms; it's a great way to have your characters stick out and stand apart from one another. One of my characters is from an area of the game world where British English is spoken, and thus she has that manner of speaking as well.

I'd like to adopt that as I write it, but alas, I'm American, and thus while I've been to Europe and personally know a few British folk, I'm not British myself and have never spent enough time over that way to get an intrinsic grasp on the British verbal tic. Most of my knowledge just comes from reading and TV! So can anyone help me out? Here's some points, and what I do know.

-This character is the only major character with this manner of speaking, so the player won't be visiting her home region of origin, saving me some work on that front.

-My game is all text and no voice acting or anything, so I'm writing out an accent.

-This 'accent' will be reflected more along the lines of vocabulary and verbal habits than a thick brogue or something. Chrono Cross totally laid it on thick with the accents and that's not what I'm going for.

-I am aware that there are several different British accents, from Queen's English, East End, to Cockney. I'd be going for a relatively 'standard' British accent, but if I had to pick an accent, I'd figure it's definitely not a high class one, as the character is a thief from middle class origins.

-If for some reason Sera from Dragon Age Inquisition comes to mind, please don't. Her voice work was done well, but she's so Derbyshire/Cockney/East London it hurts. My brain would melt trying.

And maybe anything else I forgot. British posters, any tips!?

Announcement

World Map complete! Special thanks to Elder71!



After a long while waiting for the dream to be fulfilled *sheds tear*, awesome RMNer Elder71 offered his talents and exceeded by expectations by delivering me an awesome world map! Just want to present my game world, and extend a special thanks for Elder71 for his talent and time!

Miscellaneous

A Thought on Save Points.

Recently I've been thinking about giving my save points a feature that restores 50% of all characters HP and AP.

-Resource management is a big part of my game (consumables are limited to only 15 per item, and most healing items cannot be bought in shops, only crafted), so this keeps with that spirit.

-Discourages risk free grinding and 'heal scumming' in a dangerous area.

-'Rescues' a player who is balls deep in a dungeon, finds a save point, but is still bone dry on AP and close to dying.

I'm also looking into having a one slot 'Quicksave' command to allow the player to save anywhere, at the cost of having only one slot to do so. Having a quicksave AND save points reduces the chance of a player saving him/herself into oblivion, as someone like me has done many times.

Game Design

An RPG without some of the JRPG.

Full Disclosure; with some exception to account for taste and timing, I more or less love JRPGs. That's why I'm here.

However, I find myself on thinking about how some of my tastes have evolved and how the genre has been throughout the years. Moreover, how do these things relate to my game? When I work on my game, I'd ideally like it to be a great example of some of the old school things I enjoy about those games, even now. Challenging turn based combat, sprite based graphics, exploring spells and weapons, and so on. None of these things I've found conflicts with my enjoyment of current games. For example, I can and do like both The Witcher 3 and Final Fantasy IV.

But as time goes on, there's some things about the genre that eh... Things about many, even modern JRPGs that I don't like, mostly in its presentation. Teenage protagonists, with anyone over 30 being 'old' (and as someone who's 27, I feel anything but old). Lack of challenging combat. The whole 'moe' or 'cute' trope. General differences in Japanese and Western culture that don't translate well. These are flaws that don't prevent me from enjoying JRPGs as a whole, but definitely dent the experience for me in some more than others.

Basically, there are a lot of cultural, and some gameplay, factors in many JRPGs that don't really vibe well with me. My hope is that my game picks out and avoids some of those things that I, and probably many other people don't like, mostly via my Western origin viewpoint.

Specfically, when I think; "What is a cool atmosphere from a JRPG that I really enjoyed?" I turn to Yasumi Matsuno's works; Tactics Ogre, Vagrant Story, and FFXII's worlds, dialogue, and atmosphere are examples I look up to.

I dunno, just ranting!

Progress Report

bestiary on fleek, bruh.

A while ago Craze inquired, and I quote;

author=Craze
Do you have a bestiary where people can look up loot?

edit: not saying you NEED one but i know you MOG, i know you at least WANT a bestiary


And the answer is, yes, I do! An in game bestiary exists and is accessible from the status menu from the beginning. Every enemy encountered will have an entry in the bestiary. This system is still sort of in late beta (and being actively refined), but this is what I have so far.




As you can see, pertinent information is available for the player to know everything they need to know about the enemies they may encounter, from elemental weaknesses to status resistance. On Page 2, there's also a list of the skills/magic that an enemy can use. Currently, the potential items they carry and their drop rates are ???? out (until those items are dropped), but I am probably going to change that to make them visible for total transparency purposes.



However, in the case of 'one time' encounters such as bosses, you need to know important info right then and there. This is where the 'Scan' feature in battle comes into play. Either from skills or the 'Gazer' item, players will be able to scan out an enemies' stats and such in battle as well!

So basically, it's just something in my game to add some playable depth (and potentially some fun worldbuilding in the enemies' descriptions!) and make it more interesting and useful to the player. So yeah!

Game Design

Dolla Dolla Billz, ya'll. (money talk!)

So I've been thinking about the role of money in my game recently from a gameplay perspective. What role should money play in the eyes of the player? How should I manage it? Of course I could make it nontraditional and not have money at all, but I love economics too much to do that, so I mulled my thoughts a bit.

I like money in games, and not even just RPGs. However, there are some common pitfalls. One situation is that the player never makes enough money, or never acquire the means to make enough money to feel comfortable spending it, so that player hoards it. Another situation is having too much money than you know what to do with (I'm looking at you, FF8), and not having anything meaningful to spend it on. A cash flow is important, earning it, spending it, and having it.

Here's some things I'm doing in my game revolving that.

-Only 15 consumables are possible to have in the inventory at one time. This, combined with the fact that healing items must (generally) be crafted instead of bought (they can still be found) avoids the entire "buy 99 potions and call it a wrap" scenario. There are still some consumables that may be bought, but not basic healing agents. Don't worry, there are other ways to heal in the game, this doesn't make it especially difficult. This is more of a financial decision.

-Enemies don't drop shitloads of cash. Enemies DO drop money, but not enough to live on. You won't be able to make all of your purchases on cash that enemies drop, but it'll be enough to mean something.

-Cash is also acquired through chests and mostly selling loot. While there are some items that are purely loot, this isn't FFXII's Bazarr; mostly what I mean by 'loot' are items that also double as crafting items. So you have to make a decision, do you want the 500 gold for that Dragon Scale, or do you want to use it as one of the ingredients for that armor you're salivating over? You can't have both.

-Equipment can bought, or if you have the ingredients, crafted for a nominal fee. The crafted stuff is usually a step above what you can buy, but it costs you the components if you have them. Equipment is expensive enough where you will not be able to completely outfit your team every time in one shopping trip.

More or less, I want cash to be a useful tool to supplement the player's gameplay decisions on how to progress through the game. I don't want it to be a handout, but I don't want it to be rough going, either.

Game Design

Oh Agility, what to do, what to do?

I've been mulling about this for a while. For those of you not in the know, my name is adopting Yanfly's Free Turn Battle system (with some variations). Basically what this means in this context, is that the player will be able to choose what characters will go on what order in a turn, making the AGI stat mean something different fundamentally than you would usually expect (in traditional turn based combat, AGI usually determines turn order)



Unaltered, this kinda makes the AGI stat out of a job. To circumvent this, I made AGI factor into Evasion and Accuracy. However, missing and hitting are too fundamental in combat to rely entirely on AGI, a stat that I would expect to differ between characters, equipment, and position in the game.



In that end, I'm implementing AGI effect EVA and ACC to a smaller degree, but as a whole, the stat will primarily be split three ways (not entirely evenly) to also affect the probability of a critical hit. In turn based games, critical hits can be wild game changers in combat, so this chance will never go too high, but implemented, this game give AGI a purpose, meaning, and an edge, especally for character types that are high risk, high reward and speciality, like rogues.



Thoughts?