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Progress Report

Version 16 Change Log

Version 16 Change Log
-----------------------------------

GAME PLAY
- removed alternate fuse boxes from Communal area, Sublevel 33 - their presence was confusing.
- widened the scope of visibility when using the miner's lamp.
- condensed and streamlined Sublevel 32.
- removed countdown timer.
(It's been a recurring point of contension and I've resisted removing it until now. It fits within the context of the opening scenario, but ultimately doesn't really add anything to game play while creating an unwanted sense of pressure for some players.)
- changed the girl's running speed during Vent chase.
- removed random encounters and replaced them with on-map enemies.
- added 'exit indicators' to minimap.
- updated Balloon icons.
- added " ? " indicator when near and facing hidden/obscured key items.
- updated Note Log entries 1a and 1b.
- edited some maps to make direction clearer.
- added to custscene to 'broken stairs'.
- altered Window skin.
- Fixed transfer player error in Doll Town.
- altered several lines of dialogue.
- increased zoom on mini-map, making it clearer.

BATTLE
- 'Party Command' window no longer displays automatically on each turn.
(It can still be accessed by pressing Cancel.)
- reduced spacing between Damage Popup digits.
- added 'Boost Attack' and 'Boost HP' skills to Watcher enemy.
- added 'Cover' skill to Verdamm Grunt.
- added new battleback (section 33-C).
- adjusted position of target arrows.

OTHER
- Updated in-game credits.
- Fixed Sublevel Theme looping delay.

Progress Report

Update on Version 16

I'm running behind again. It comes from not being able to ignore even the tiniest thing I don't like once I've noticed it.

Version 16 will be up in a few hours (compressing now, starting the upload soon).

The BIG change in this version is that OMNIS is at last free of random encounters. Enemies appear as sprites on-map first and can be engaged or avoided at will. Though, in some instances, you'll have to be careful not to get caught in a pincer:



Reforming the way battles begin involved creating 6 new sprites, figuring out the best way to have the enemies move/respawn/remove once defeated. There're probably some new issues arising from such a drastic change, so if anyone spots any I'm immensely grateful in advance for the heads up.

As a side note - I went ahead and removed the time limit from the first section. Opinions of it were extremely mixed - with some suggesting it was a brave inclusion, others suggesting that it just added aimless pressure.

Either way, I'm forced to concede that, while the countdown fit with the opening scenario, it didn't add anything to game play and was responsible for inflicting unwanted and distracting pressure on some players.

It's gone now - but it could always come back. As usual I'm keen to know what people who've played before and can compare with/without think about it.

Cheers all. I'll be posting the Version 16 change log along with the new download.

Progress Report

Version 16 in the works.

I've just had some more feedback and I've got some great points to be working with, primarily regarding how easy it is to get lost on Sublevel 32. A process of streamlining in underway.

Also, unless there is strong opposition, I'm going to remove the countdown timer. Too many players have been put off by it or have been made to feel unpleasantly pressured, which runs counter to the whole point of OMNIS.

Game Design

For the curious

This is what all of the parallax map resources I made look like cobbled together into one huge compilation (and shrunk down, to keep the dimensions sane).

There was a time, stretching over three or four months, where I'd spent so long making pixel art chairs and cupboards that my eyes started registering everything in pixel form and I caught myself wondering how many 32x32-pixel squares every object I encountered would take up.

Extremely good times. Can't wait to get back to them.

Announcement

Version 15 finally up..

Every version improves on the last in some way, but version 15 constitutes the most amount of work I've done on an update since finishing version one. Here is some documentary evidence of that - a long lost of changes.

OMNIS - The Erias Line

-----------------------------------------
Version 15 - Change Log
-----------------------------------------

- reduced duration of opening credits sequence.
- added encounter types to Sublevel 32 for more variety.
- substantially reduced length of 'waits', from 60 - 180 frames to 30 - 100 frames.
- where appropriate, removed instances of having to wait for 'move routes' to finish.
- amended/further amended several lines of dialogue.
- included a breif, optional 'combat skills' tutorial in first battle.
- removed 'Cover' as an initial skill, since it serves no immediate purpose.
- improved usefulness/effectiveness of 'Steal' skill
- corrected error on Solis Save Point screens - (None Citizen to non-citizen)
- Drill Depot - changed event from Parallel Process to Autorun.
- added 'Tunnel Closed' doors on Sublevel 34.
- added detailing to Terminus Walkway.
- added detailing to Terminus parallax background.
- added several clusters of 'Squatter' NPCs throughout Sublevel 32.
- edited size of save slot icon to make them individually more distinct.
- adjusted BGM volumes.
- removed background window from Dillon's crafting tutorial.
- replaced missing icons.
- added 'Resident' NPC to Bailey 86.
- added new cutscene/NPC to Bailey 87.
- extended/developed "Aunt Neeve" section of game.
- added encounters to first and second area of Sublevel 34, to give the option of grinding.
- added enemy - "Ink Snail" (Sewer Snail recolour and edit)
- added enemy - "Tunnel Chaplu" (Wild Chapla recolour and edit)
- Grunt will now 'Subsitute' (i.e Cover) critical allies.
- updated optional firedoor 'quest' information and added second/third
instances of optional fuse boxes (easier to find).
- reduced pase before Knife Skill 'Leading Edge' executes.
- added 'rush' SE to maglev battles.
- now receive complimentary Save Coupon when entering the Saloon Car.
- increased AP (a.k.a "TP") limit from default 100 to 255.
- edited BGM fade out (several instances.
- added item chest to Neeve's bedroom.



Progress Report

Slight delay.


A quick note - I wanted to have Version 15 up and about a few hours ago, but some new bits and pieces I've added in have taken longer to work out and play test than I anticipated. It's compressing as I type, and I'm determined to get it uploaded before I retire for the night.

Won't be long.

Game Design

Another new enemy (not an edit this time)

After the last one and a half months focusing on getting the word out, I decided today to treat myself to four hours of designing a new enemy - complete with fully animated battler.

It's called a "Miner's Plague", because these giant moles wreak havoc with the Sublevels' power cables.



Version VX should be available tonight sometime. ASAP, really.

Game Design

Added a New Enemy

A few comments about the demo have suggested that there should be some extra opportunities to fight enemies (to grind if stuck). With so much to be busy with, I don't have time to start a new enemy animation sheet from scratch, so this enemy is a recolour and edit of an existing one.

So, here they are. Sublevel 34's new residents. The Sewer Snail's inkier cousin...the "Ink Snails"...

(forgive the slapdash presentation, this image was my final exhausted twitch before collapsing into sleep last night)

Progress Report

Amazing

It's amazing to have the Dev Spotlight, just wanna say thanks to everyone involved in getting OMNIS up there.

There's still so much to work on and improve - it feels like an especially good time to have the spotlight since so many things are being looked at and reworked for Version 15.

Like this, for example:



It was suggested to me that having the Grunt appear to tell you that you shouldn't explore the tunnels was a bit of a cop out, so I've installed these doors to get around that problem. I want OMNIS to include a sense of exploration. The locations are large and sprawling and I've avoided arbitrarily closing routes off wherever possible. Having said that, it is sometimes necessary to encourage the player to head in a certain direction - hence these tunnels being off-limits (for now, anyway...)

Progress Report

For the future -

Following two great reviews (thanks guys) I have a lot of points to work on, which is exactly how I like it. Version 15 may take a while to get ready, but I'm confident that it'll be the biggest leap in quality yet.