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Progress Log... 3?: Oh Boy.

So uh... Hi there!

It's been waaay too long since I was last on here. Heck, I won't blame you if you don't remember who I am. Too many things just kinda piled up on me without notice and honestly I got overwhelmed by it all. I think I got past most of it somewhat, and now I only have my thesis to put up with before I'm free. But enough of that.

Concerning the game, it I regret to say that I have lost it. In fact, I have lost everything, as my laptop, then already nearing a decade old, has finally surrendered.

However, this does not mean the project is cancelled. I can't say for certain right now as to when or how it'll be done, but I have all intention to remake this game from scratch. I have done nothing but academics and all that nerdy jazz for the entirety of my absence, so I intend to cope up, so to say.

Well...

Have a nice day!

Progress Report

Progress Log 2: Karins_Procrastinator

Hi again! It was about time I put up another blog, so here goes:

I... actually haven't done much. Well yeah, I was sick, but there were times when I felt better and could have worked on this, but chose not to in favour of playing Recettear or Type-0. That would be why I don't have screen caps to show. Sorry :(

That said, I've actually made several tweaks here and there, especially to the rage system (since it seemed a bit too OP). The attack bonus has since been removed, and the rage gained by taking damage is now equal to the stamina lost (instead of the original 1 rg : 1/2 st).

After some experimentation, I discovered that you can indeed add actors in the middle of a battle, and that led to the addition of summons into the game! Yeah! It's still rather unfinished, and it'll need a lot of polishing to be remotely presentable. Right now, all it does is "summon" a familiar by adding an actor to the party, along with preventing the caster from "summoning" another using an icon-less state.

Currently, a skill upgrade system is in the works. Supposedly in this system, you'll be allowed to upgrade skills, increasing effectiveness, raising damage, lowering costs, improving cast speed, increasing target scope, and what-not. I may not be able to implement all of these, but I'll try to have as many of them applied as possible.

Finally, I've finished making the intro sequence.

Pertaining to that, I've compressed the project, allowing you to see the intro for yourself and, (to a *very* limited extent) get a 'feel' of what the rest of the game'll be like.

You can grab the project here:http://rpgmaker.net/media/content/users/46909/locker/proj_fml_20160114pub.rar
Be sure to read the NOTES.txt!

I guess that's all. But, it feels so short, so I'll throw these on here as well. Woo! Such excite.

First, bios of the playable characters (so far)!
Warning: Might have spoilers!
(honestly I couldn't tell what counts as a spoiler and what does not, since it's my own game, and I supposedly know everything)
The following are taken from Order's personal files.

I, Order, have found some rather curious people. Each is unique, special in their own way. And yet, they all share a certain 'factor'. A 'factor' that enables them to be a cut above the rest. I doubt even they themselves know, but I do. If only I can get my hands on all of them, then maybe, just maybe, I too can take a share on this 'factor'.

Name: June Fault (f)
Age: 24
Ht/Wt: 170cm, 53kg
Descript: June Fault. Just the mere mention of her name is enough to send chills down even the bravest man's spine. Well known for her ruthlessness in combat, and even more so for her lack of sympathy, June is the best at what she does.

I have started to become aware of her 'factor' when she was a mere child. Not wanting to act rashly, I contented myself to observing her from afar. But, after a certain chain of unfortunate events, June has somehow found her way into my doorstep. Such luck, you might say. I immediately took her in, and treated her like my own flesh and blood. It has been over a decade since, and her loyalty remains with me. Perfect.

Name: Victor Agus (m)
Age: 52
Ht/Wt: 185cm, 75kg
Descript: Victor Agus is a former member of Draconia's famous shock troops, known far and wide by their enemies as the 'Red Reapers'. A misunderstanding between Victor and an influetial high-born led, not only to Victor's expulsion from the Reapers, but to his entire family's indefinite exile from Draconia. To further punish him, his family was sent to neighbouring Aikon while he was shipped off, along with deportees and illegal immigrants south, to the other side of the world. Straight to the island nation of Gairin. Straight to me.

What is curious about Victor is that, unlike the rest of the subjects, he appears to have only recently acquired his 'factor'. Where? How? I have yet the answers. Regardless, I have convinced him to join me, to serve under me, after promising to find his family. Too easy, I must say.

Name: Alter Skyfall (m)
Age: 19
Ht/Wt: 166cm, 56kg
Descript: Alter is a member of the House Skyfall, a once great clan whose domain encompassed the entirety of East and West Zakhran. The Zakhran Fracture, a war waged by all the other clans against Skyfall, put an end to their centuries-spanning dominion. Now, Skyfall is but a relic of the past. It's remaining members hiding in the shadows; weak, and afraid. Except Alter.

Thanks to the 'factor', Alter gained more than enough power to challenge entire clans in single combat. But in exchange for this, the 'factor' slowly siphoned his humanity away. I decided that it was best if that were not to happen, and so sent June and Victor to apprehend him. After which, I offered him a way out. Using my superior intellect, I have concocted a serum that will neutralise his 'factor'. Of course, I made sure it was temporary, to make him dependent on me. The plan worked out so far, and now I have three of them in my grasp.

Recent events pertaining the Grimmault clan's capture by the Archenon led me to believe that their youngest members, the twins of Kallen and Miyo, possess the 'factor'. I have yet to be certain, but it seems promising enough. I will have to set off into the field to acquire more information.

Name: Mikallen "Allen" Grimmault (m)
Age: 13
Ht/Wt: 147cm, 42kg
Descript: Allen is a mystery. His ability to gather large amounts of energy and mould it into an animate being might just be bestowed upon him by the 'factor'. But other than that, he appears to be an ordinary boy. If anything, he's a complete weakling; hiding behind his sister's back at the slightest rustle in the darkness. There might be more to him than just this, so I continue my observation.

Name: Mikailya "Ilya" Grimmault
Age: 13
Ht/Wt: 150cm, 40kg
Descript: If Allen was a mystery, then I do not know what to call Ilya. For her, I have no doubt that her ability is the work of the 'factor'. It was her ability, after all, that allowed her and her brother to escape from the Archenon. Ilya can perform any technique, cast any spell, just by seeing it being used at least once. Interesting, I say.

But there seems to be a missing piece. Her ability, extraodinary as it may be, can not possibly explain her impeccable reflexes; her strikes always hit, and her dodges never fail. And during their escape, it almost seemed like she knew exactly where to go. She avoided every single trap and ambush prepared by the Archenon. She even knew exactly which paths each of their hunters' would take, laying her own traps there, and completely annihilating all their pursuers. Could it be coincidence? Just a lucky roll of the dice? Or is it the 'factor's doing? I have to find out.


Second, a poorly drawn world map!


Last, random trivia (and other stuff)! Woo! No Spoilers, promise!
(00)> The title, 'Dinach Meutro', is actually completely irrelevant to the story. It is a bastardised version of the phrase: "Di' na ko mo-utro", which means "I shall not repeat". Basically, that's just me trying to make sure I don't up and dump this project to start another one on a whim; a loop I have been stuck in since way back after I released Lyra.

(01)> June Fault, Victor Agus, and Alter Skyfall are all based on characters from a previous project nicknamed 'proj_lib'. These were: Setymbre Sala, Winston Rush, and Chen Jirein. Their names are actually just me playing with the originals.

-> Setymbre, is June + 3 months (September); Sala, in our tongue means either 'Sin' or 'Fault', depending on usage.

-> Winston - 'ston' == Win, Win == Victor(y); Agus means 'flow', and to an extent, 'rushing' water.

-> Alter is Chen Ji (change); Rein => Rain, and rain 'falls' from the 'sky'.

(02)> Mikallen and Mikailya, on the other hand, are based on characters from another project nicknamed 'proj_ily'. They were Len and Ilya. The 'Mika' part of their names came from a fusion of their parents' names: 'Miyo' + 'Kallen' == 'Mika'.

(03)> Parts of the story are based on yet another project of mine, nicknamed 'proj_ftm'. 'proj_ftm' is an rpg set in a post-war period where mage-clans of conflicting views... threw fireballs and what-have-yous at each other because... their views conflicted. 'Mages' in this world are not like the usual mages common in rpgs. See in 'proj_ftm', two worlds coexisted parallel to each other. One was of the humans, and the other was of the so-called 'monsters'. Mages were humans capable of creating bridges between the human world, and the monsters' world. Simply put, one group of mages want to monopolise the bridges, and utilise the monsters as inexpensive slaves; while the other group is against such an immoral act. And so they fight.

-> The 'Archenon' subjugating the 'Grimmault' is (almost) a word-for-word transfer of 'proj_ftm's 'Wyvern' (against slavery) being exterminated by 'Alphonse'(with slavery).

-> June's group hunting down the last living members of Grimmault is based on 'Raiser Alphonse', 'Irina Alphonse', 'Akise Eutho' and 'Yuno' hunting down 'Beryl Wyvern' and 'Reina Wyvern'.

-> The elite division 'Red Reapers' is based on 'Celestial Wings', a group of weird, but terrifyingly effective mercenaries modelled after power rangers. It's members are: 'Seraph (koo-koo) Red', 'Cherub (oh shite) Yellow', 'Archangel (tsun-tsun) Blue', and 'Jazz (the jazz-o-mancer) Black'

(04)> 'Tango' is actually a fusion of three towns 'Sarsuela', 'Alicia' and 'Tallenburg', all from previous projects of mine. It's name is not actually from the dance, but from a word that means 'stupid' or 'idiot' (this word, and this may sound strange, is not actually used as a negative. Rather, its usually the remark one recieves when they make a sarcastic joke or statement). That word, though, is pronounced as 'Ta-ngo' and not 'Tang-go'.

(05)> If you haven't noticed yet, all my projects are given working 'nicknames'. These nicknames are formed using: 'proj_' + three letters relating to the game. 'proj_lib' is 'project liberty' (not related to Liberty at all). 'proj_ily' is 'project ilya' (who is the protag of the game). 'proj_ftm' is 'project fight (of) the mages' (lame, I know).
Dinach Meutro is 'proj_fml', or: 'project formula'. What does that mean? Who knows! I know I don't ;)

(06)> If you have VXA, I implore you to look into my Random Rambles in KS Misc Notes (in the Script Editor).

(07)> I am actually a choco ukulele WHO PUT THIS HERE??

That... ended up much longer (and messier) than I expected it to be. Oh well. Thanks for your time, and see you in the next progress log!

Progress Report

Progress Log 1: June, and the menu that won't

Intro
Hi all!
It's been a while since my last game, that I'm feeling all excited to be doing all this again. I plan on doing this log regularly, maybe once or twice a month, so brace yourselves XD

Graphics
I've been experimenting on the eyes of char-gen sprites, and here's the result:

I'm editing the rest of the rtp sprites to match this style. It's quite some work, I know, but if it'll set the game even just *slightly* apart from the usual, then I'll go for it.

I'm working on the facesets as well, but they're not really a priority at the moment.

Mechanics
The game's mechanics are (for the most part) derived from previous not-very-successful project attempts of mine.
Most notable of which, are the 'rage' and 'stamina' systems.

Basically rigged versions of TP and MP respectively.
Both values are affected whenever a battler takes damage; Rage will rise, and Stamina will fall. I will explain both a bit further.

Rage is used primarily by 'Overskills', which are usually stronger/more effective versions of normal 'Special' skills. Rage rises by an amount based on how much percent the damage you took is, based on your maximum health. In addition, all your living allies' Rage will also rise by half that amount. Should a battler lose all its health, all its living allies will instantly gain 40 Rage. Aside from being consumed for 'Overskills', Rage also directly increases your ATK, up to a maximum of 110%. This makes it rather dangerous to fight large groups of enemies.

Finally, having 100 Rage (the maximum) will cause the battler to be unable to use anything except 'Overskills'

Stamina is used exclusively by 'Special' skills. When a battler is damaged, its Stamina will drop by half of the Rage it gains. Should a battler run out of Stamina, they will be Fatigued, and will be unable to move until they fully regain ALL of their Stamina.

These two, are still under observation and I might change them to balance the game after further testing.

Rambles
Now you might ask: What's up with the blog's title?
Well, it's like this:

I created a custom interface for this game. Complete with fancy sparkles, sliding windows, and stuff. All was fine until the fire nation bugs attacked. Little did I know that my oh-so-purty ui doesn't actually work. It's eye-candy, all right, but it just doesn't work. I spent quite some time cleaning up, taping the stuff together, praying it'll work out fine. Long story short, it didn't. Several days worth of work, thrown to the ground and spat on. So, I threw in the towel and settled with pre-built scripts.

And there you have it.

End
I suppose that's all for now. I hope this piqued your interest!
Until the next plog report, see ya!
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