• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

LLR VX Blog # 17 (Final Notes)

  • J-Man
  • 04/04/2015 08:28 PM
  • 363 views
This will probably be the last blog that will be posted here in regards to the direction of LLR1. Anything else from here on will be mostly if big updates occur and such.

Anyway.

This game, hoo boy. It was really fun to make, and it's my first VX Ace game made no less too. The MULTITUDES of advantages that VX Ace gives you, it is easily my new favorite RM by far. With 2k3 in second. I did have a few stressful points when making this, and there were actually a few things I cut due to my patience running low for the game.

One of the big things that cut was a bonus optional dungeon that would be unlocked after you beat the game and get one of the endings, and it would unlock for you to enter to help with your crafting and quicker exp building and such, but by the time I got to the final dungeon's design, I was getting tired.

I think half of it was because I needed a new change of scenery. I worked on this whole Post Apocalyptic/Sci-Fi/Fantasy setting for two years, I desperately wanted to finish this up before last year, but with my job, and other distractions like Pokes, and too much Team Fortress 2, my attention would be easily be swayed.

There were a couple other things that also impacted the release, the other was my patience with the battle system. Half of this was due to the creator of the script, Victor not replying to some of the problems I had with the script so I had to make due with alternate ways to make things work, and that in tune made my patience go through the roof at times, I wanted to have all the characters have at least 8 skills each, but I didn't have the capacity to make new skills for all the characters. Hence why most have 5-6 skills, with the exception of a few characters.

My only other major regret is the music. This one was partly responsible for the delay as well as I am reaching the point of uncomfortableness of using commercial game music. I want to be using original music, I've been buying a lot of the soundtracks that has been shown on Steam/RPGMakerWeb. But only a handful really catch my ear. Y'see, I'm VERY picky with what I use for music, because I need it to fit the atmosphere with what I'm making, it's either I have that or I leave it with silence, and as well all know, a game with silence just doesn't do it justice. I heard a lot complaints about that in regards to my older games.

The next game I have in store is going to be using original music this time around and no more use of commercial games, that ship has sailed, and LLR is going to be the last I do that. I assure you.

What else. Oooh oooh, I have to say though, doing this project helped me a lot with my spriting. You can easily tell with my more larger sprite works like the Epitaph Demon optional fights amongst many others. Now that I'm trying to animate the monsters, it's going to make spriting 10x more stressful. But I'm seeing it isn't as hard as I originally thought it would be. I'm beginning to understand how developers made their larger enemy sprites by making different parts and then combining them when they finished up what they wanted done.

I learned a hell of a lot while making this game, and I hope to learn a lot more with the next project in store. Go easy on me with the review, and hopefully there's no mistakes on this one. I did use less tilesets in this one in comparison to the Phantasia games, so there's less to click and manage on that one, ha ha ha.

Well, thanks for reading folks and hope to see you all again next project.