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Final stretch

  • Marrend
  • 04/06/2014 09:59 PM
  • 1441 views
The time is right, and the moons are in alignment.


Wait, no. That's what I say when the game is DONE! For this blog, I mean...


...it's high-time I get off my butt, and finish this game with a grand finale!


I'm fairly confident I can get the last areas in the game okay, but, I'm a little worried about the "grand finale" part.


This is mostly because I have no idea how I want this game to actually END.


One thought I've had was to have a sequence involving a final boss fight with Ryoko as an ally. You know, as a way show why the old bat is the Master, and Okiku is the Apprentice. Another possibility is showing that Okiku has grown beyond what Ryoko can teach her. Or, more likely, Ryoko cannot get Okiku to sit still long enough to teach her anything useful. There's definitely options that I can choose from.


Anyway, I guess this is the beginning of the end for this game.


I think... I think I will miss working on this.


Bah! No time for sentimentality! Let's GET THIS DONE!

Posts

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Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Oh man, I can't wait to see it done!
unity
You're magical to me.
12540
Hooray! Looking forward to this! :D
Marrend
Guardian of the Description Thread
21781
I'm a little fuzzy on these volcano interior maps I'm making. May want to upload some specifically for feedback.


Though, I guess that means I'll soon be setting up the regular fights and bosses of these areas?


Regardless, man, I am seriously whipping through this! The only thing that I still have to figure out is the ending.


Speaking of, I've yet another possibility that I could feasibly see myself doing. It involves fighting, but this fight I've got in mind will not be using the default battle engine. It'll be using my dueling code that originated in Matsumori Days, and made slightly more efficient in Chance Encounter. I believe I can make it even more efficient.


For instance, since I use the SCRIPT event command a lot (Like, more than I would care to admit), how hard can it be to turn at least SOME of the processing into, you know, script function calls? However, I may decide to stave off that thought for a project where it's the central focus.


But, uh, enough about possible future projects!


Let's focus on THIS game, shall we? Eh-he-he.


*sigh*
Marrend
Guardian of the Description Thread
21781
It has recently come to my attention that I should seriously consider having the Wand do things outside of flipping switches, getting preemptive strikes, and getting different (yet very similar) commentary from the NPCs.


So, stream-of-consciousness time. We have this mechanic of being able to activate events of any kind at range.


One thought that surfaces in my head is a push-block puzzle.


I remember how I implemented such a puzzle in Matsumori Days, and it was not particularly happy. Maybe I can be smarter about it now, but I'm not looking forward to doing it again.


Though, can't Okiku just push blocks on her own? I mean, Okiku DOES like her wand, but, yeah, it's not absolutely necessary to be able to push blocks from afar.


Well, I suppose I can finagle it so that one or two blocks needs to be moved with the Wand. Though, isn't this, mechanically, the same thing as a switch that can only be hit with the Wand?


I just don't know about this one. However...


...apparently, SOMEBODY *cough*Red_Nova*cough* figured out how to implement bombs using the Wand as inspiration. Which is pretty damn awesome, if you ask me!


Is this fact information that I can use for THIS game, though? Maybe. I have a dungeon with obstacles that are blown up (off screen) when a certain combination of switches are enabled.


So, why NOT be able to blow up obstacles with the wand directly?


She can't blow up just any obstacle, though. The ones she can blow up would have to look different than the permanent obstacles. Like, a mark, or a glow, or, I dunno. SOMETHING.


Something like this is ultimately not all that different than what's been done before, but, the situation in how players are utilizing the Wand may make it SEEM different.


So... I guess I have a plan?


Seems so!
Marrend
Guardian of the Description Thread
21781
I think I'm about ready to do a playtest. There's still the ending sequence to figure out, and, probably, a graphical face-lift to the towns. However, these are not matters I'm necessarily WORRIED about right now. If my initial tests of the new dungeon was any kind of indication...


If my initial tests of the new dungeons were any kind of indication...


...there shouldn't be any problems in regards to Wand events.


I'm a bit worried about the difficulty of these monsters, though.


With this set of dungeons, I'm guessing that players would have the third evolution of Okiku's skill, and have plenty of Geld-Pasil at their disposal to purchase whatever status removal items seem to apply.


What worries me most is what status conditions these critters can apply: poison and disease. They are both pretty tough to deal with for different reasons. I don't how it's all going to play out.


Which is why playtesting exists!
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