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Progress Report

LLR VX Blog #12 (Two sides done, now for the final.)

ALRIGHTY, finally done another path in the game. Which now makes two paths. Now all that's left is the true ending path.

It is very exhausting doing more than one path for a game. I am still in the thought process of doing not just two different paths for the sequel, but two main characters as well. Two different sides, and then they meet up at the end and do more stuff. But that's just the thought in my mind right now.

In any event, I'm sendin' the game to my testers to test and then I'll upload a newer version for everyone to play. With two paths to go through.

Well, I just may have this game finished by the end of the year... hopefully.

Progress Report

LLR VX Blog #11 (TESTING TIME... again.)

Alrighty! I... am out of energy on working on this at the moment and would like some testers to do what they do best. Test to their hearts content. If anyone who would like to do some super testing of the great testing... that would... be... graaaand.

But in all seriousness though, the game is 70%ish done. So I'd like some input on testers, so if anyone would like to help test, that'd be great.

(Still would like that title screen thingie too...)

Progress Report

LLR VX Blog #10 (Finished one side.)

Alrighty! I now finished Lost Land Ruin VX... well... not really. I finished one of three endings. But, in regards to how far, let's just say aside from the ton of extra shit I've put into the game. The game's ending ends pretty much the same way it ended in the original game, but depending on what choices you made during the course of the game will change it up slightly.

Now I have an alternate story to work on and a true ending to work on. I'll be thinking of whether or not to release a new demo of the game. I'll be adding New Game Plus to this as well, so it won't be as stressful going through the game a second time and you can blitz through parts of the game to make things more easier the 2nd time around.

Progress Report

LLR VX Blog #9 (Near finished one side.)

Well hell, it took some time but I'm finally at the point of the game where it ends in the original Lost Land Ruin on rm2k3. But as mentioned, there will be at least 3 different endings this time around. If players who beat the original game remembers how it ended, think of it as one of two bad endings to get.

Luckily, depending on what choices you make you can make the ending feel... more bittersweet than just saddening. At least that's my plan anyway.

I'm just started on the Final Dungeon of said path. I wanna input as much as I can during the final dungeon stuff, y'know, puzzles, bosses, sluts, blackjack... maybe ignore the blackjack.

HA HA, I'm kidding I'm kidding don't go closing the page now.

Anyway, I'm on vacation at the moment so maybe I can build up some momentum to finish this path and release an updated game in a near future setting where people will download the game some more and give me the oh-so wonderful critique I enjoy. (I wasn't being sarcastic, I do take most critique seriously, some more than others mind you, ha ha.)

What else... how about that E3 stuff, eh? Pretty coooool... ... ...I'll get back to work now. :P

Announcement

LLR VX Blog #8 (Updates n' shtuff)

Yay, no one has mentioned some of the exploitable bugs people can use on the Crafting system, so I'll take this wonderful opportunity to update the game.

It'll fix some of the following:

-Few tileset issues.
-Panacea Bottle's easy crafting.
-Mack's passive Groggy ability changes to Nervous once you talk to the merchant in the refuge.
-Fixes a few bugs that were on Mt.Doom.

And the following that will be added:
-Gretch will get a new attack: Dispel Shot
-Once you reach the area on the top left and it mentions the demo ends, a powerful optional boss will be available to fight, be forewarned, it's incredibly hard.
-A few new items to craft.

The download will go down at 5PM Mountain Time, and will be back 10:30PM Mountian Time.

The save files that exists on your copy will fix the bugs in the game, however, for some of the new stuff like Gretch's new attack will require starting over.

(Open to suggestions on how to add it so no one will have to restart their game just for one little attack though.) :3

Progress Report

LLR VX Blog #7 (Demo coming out soon, like, hours or so soon...)

Yup I finally got a demo ready for playing with, there may be the odd thing wrong here or there, but I fleshed out a lot of the more lethal stuff.

Special thanks to the testers who've helped locate the more nastier bugs of death. But hey, y'know small steps, small steps. Hope to get it ready by the end of the day.

Request

LLR VX Blog #6 (2nd Call for testers, and title screenz.)

Just in case it was missed before, but I am still in the process of wantin' a few testers to come and test LLR VX before I release my first demo of the game. To the couple who are currently testing, I've updated a lot of the stuff that you've told me about that was a mistake previously and I've also added a few things here n' there as well.

And still requestin' some kind of a title screen to go with this game. Thanks muchly. :D

Announcement

LLR VX Blog #5 (Testing time. Requesting Beta Testers.)

Alright, I'm out of juice, I think my adrenaline ran dry upon making this, it ended roughly a couple weeks ago, and now I just add a little thing here or there, which means it's time for the testing phase.

It's only a demo though, so, yeah, if you want to test you can either PM me or add me on Skype to make for better discussion and easier to locate problelems. And. Yeah, TESTING~! :D

Progress Report

LLR VX Blog #4 (Item Creation, and new type of nifty items.)

Another fun aspect of RMVXAce is the so many different ideas you can come up with in items/spells with crazy effects in battle.

I made an available item that enables a character to act twice during that next turn, but it only lasts that one turn, so the character has to make great use of those two turns.

It will certainly make up for the lack of certain recovery spells or items, I never was one to have items that heal all characters, I found it too cheap.

I mentioned there will be item crafting in this too, and that is a blast, though I won't lie it does get a little hectic going back to old locations to farm items or kill enemies for ingredients. I may change it up a little instead of just one item you get from looting a ingredient spot you can get between 1 to 4 of said item, and/or a rare item. To make the trips less frequent. Because Item creation is going to be a biiiig thing, since enemies in this game don't drop money, except for human enemies.

And on a side note: I think I may be ready to release a demo of this thing, but it'll need to be tested 4, 5 times again before that comes. Annnnd what else...

Oh yeah, I wish I could figure out to change that battle screen layout, and have like faces or something appear on the side or some other kind of cool lookin' layout instead of some boring layout like the current one on the battle HUD or whatever it be called. T_T

Anyhoo, that's enough from me and my updating goodness.

Game Design

LLR VX Blog #3 (Passive Abilities are fun, your thoughts?)

So now I've been working on putting on Passive abilities for all the characters. (Yes, even the robot gets passive abilities.) Two of the characters have phobias one of mice and the other of bugs, if any of them are on the field it'd be wise to dispatch them or you're not going to have a fun time.

The goal is to have one positive and one negative passive ability for each character, the main character I'm a little iffy on, it gets two negatives, but he switches them at the beginning of the game until a certain point then he gets a different negative passive.

But for his main negative, I'm tryin' to think of a good thing to have, right now, I have it at if his HP is below 25% his accuracy decreases. I'm up for suggestions on that.

If anyone has good ideas for positive passives and negative passives, I'd like to hear opinions. :D
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