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Progress Report

Progress Report 006: Back on the Horse

Well it has been awhile since I was posted any updates on this project and with the university year comping to an end the project is coming back off of its annual hiatus in preparation for my summer development season.

Despite the lack of new postings there has been a bit of work going on that I do not believe I have shown namely two of the primary menu systems of the game. These systems are completely custom built by me to give me the flexibly and the minimalistic visuals that I wanted.

Essence:


The Mage's Familiar has no standard equipment system as seen a lot of typical RPGs instead it uses what I am referring to as the Essence System. Essence is a unique systems that allows you to equip Runes to augment your stats and even . The main difference between standard armor equipment and the Essence system is that the position of the Runes matters. Place two unique runes side by side on the grid and perhaps you'll discover a new combination and learn a new skill from it.

Infusion:


The Infusion system allows for monster drops and other materials to be fused together into new items. Items can be formed into potions that provide interesting status effects and Runes from the Essence system can be combined into more powerful ones. It is important to be careful though because a Infusion gone wrong will leave your items wasted so it is important to search the world for hits to what the right recipe might be.


Personally I am very excited to have these system up and running. I have no experience with coding in RGSS so both of these systems were built solely within the confines of the eventing system of RPGMaker. The systems themselves are complete I simply need to populate the game with the various recipes. I would like to get a video of the systems in action posted soon but that will be a little more time.


Demo:
I would like to end this progress report by saying that I am hoping to have a small demo up and running within the month to illustrate some of my progress so far. The demo will likely be the first of the dungeons, unpopulated with monsters and chests, to test the random generation as well as a few default recipes and runes show off the new systems I have been working on.

Progress Report

Progress Report 005: Multiple Actor System

So finally I have some progress to post on, its been a long year at university but as things come to a close I have finally had some time to work on my project and have made some progress that I am quite proud of. I have finally finished my system for actually controlling your two different characters separately. I am not a scripter but I consider myself fairly competent with events and have managed to set up the entire system via that.
The system allows you to press a key(currently SHIFT as I am not using sprinting) and separate your two players.



From there you can move about freely leaving your partner where ever you were at that time. You can then repress the key to swap between your two player characters each of which will have unique abilities.



Each of the two players can roam freely around the dungeon interacting with the world in different ways though you have to be careful as combat is much for difficult without your partner. There is no limit on how far the two of you characters can stray from one another.



When the time comes to team back up to face more difficult challenges simply find where you partner is waiting for you and interact with them to join back into a party. All boss fights and other major events will give you the option of instantly summoning your partner if you happen to stumble into them.



Being able to take advantage each different character's unique on map and in combat abilities is critical to making it through the difficult dungeons of the game. Thanks for reading I hope to have these out more regularly now that I am back into the swing of things.

~Sincerely Tom_

Sorry, I would like to have made a video showing it off but I couldn't get it to record clearly.

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Other Progress:
Event Based Crafting - 80% Complete - Finish Eventing Display
Dungeon One Mapping - 100% - Still need to Populate it with Monsters

Progress Report

Progress Report: Menus and GUI

Hey everyone one, give a quick update on some of what I have been doing these past couple weeks. Time has been slim so there isn't much but I figured I would share it anyway. The game itself is going for a very classical theme with a few original difference but because of this I wanted to try and keep everything as simple as possible on a GUI level while still being a step above the standard. Basically I am going to I clean and simple look but doing my best to make it look well done.



Personally I feel that the menu accomplishes this wonderfully. It is simple, displaying what is needed and nothing more. It doesn't have all of the flashy features that are present in some menus; I believe in this case less is more.



This simple layout is something that is my desire to transfer through out the entirety of the GUI for the game. It is my goal to get away from the dreaded defaults that are present in the engine without straying into the realm of the excessive. In my opinion the hallmark of a solid game is consistency to the theme even in simple things like a GUI.


Thanks for taking the time to read through this all have more information and content up in the near future.

Progress Report

Progress Report 004


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Hey everyone, I just wanted to let you all know that
I have made quite a bit of progress and it seemed appropriate
to let you know how everything is coming. The first dungeon
is to the point where is can be completed but is lacking a
large number of its features. What it does have is its general
layout, with all of the possible variations for the paths but
is still lacking the vast majority of its secrets and such.
Despite its flaws a very large portion of the mapping of it is
done so that is a huge piece for me. There is still a lot more
to do so back to work I go.

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Accomplished Since Last Update:
  • Fully Functioning Evented Character Select Screen
  • Expanded Mapping and Dungeon Variance


Planned Additions Before Next Update:
  • Side-Objectives Introduced into Dungeon
  • Functioning Battle Encounters
  • Randomized Loot for Dungeon Chests

Progress Report

Process Report 003

Hello to the very few people who have kept an eye on this game I just wanted to let you know that this game is finally coming off of its unofficial Hiatus. It has been a long time since I work on the game any but recently I have had a new found resolve to make some progress. With this new drive also comes a desire to go in a slightly new direction and a lot of the pieces of the game that were already complete have been redone but luckily I have finished them much quicker this time. Here are a few of the various things that have been/will be changing.


~ New art style that more reflects the classic dungeon crawler feel that I was going for which means that all of the maps will have tobe re-done.

~ Event Based on map item usage system that allows for items to be used on the map to activate certain events.

~ Custom event based crafting system that allows you to repurpose items into stronger ones.

~ Character select screen has been reworked to show all available characters at once and better match the new style.


Thank you for taking the time to read this update and I hope to have more progress to show in the near future.

Announcement

Progress Report 002

Hello to the few of you who have been watching this thread I thank you for that. I just wanted to inform you that I have returned from a temporary Hiatus and that The Mage's Familiar is going under a visual update and a some gameplay changes. My attempts are to make they game more fun for me to create and I hope that people would in enjoy playing the new iteration more than anything I would have created in the past. Thanks for taking the time to read this I hope to start switching over the Art in the gallery and adding new artwork soon.

EDIT: After I posted this entry I figured I should come back through and explain exactly what this visual update entails and why I am doing it since there is not currently much to update. The feel I am going for with this game is retro dungeon crawler with a twist so I thought it would be appropriate to use more retro graphics now that I have access to them. On the note of what exactly this update entails there are a few things. All of my maps will be redone and a few things will be changed about them the first thing is the blocks but The random dungeon generation will be made smaller serving two purposes. The first being that the world will seem more random and secondly it makes it easier to map instead of making 40 some large maps in the same style each map will be smaller allowing me to map more faster. Thanks to the 6 or so of you for subscribing.

Progress Report

Progress Report 001

Hey Everyone thanks for taking a look I my project I know there are not many of you but I am going to go ahead and make this anyway partially for my own benefit as much as for you guys. I am almost finished with the very basics of the first few levels worth of mapping and progress on that front is moving fairly steadily. It takes quite awhile as since the floors are going to be semi-randomly generated there is a lot of mapping to be done. On the topic of other progress I have been working furiously the past few days to get a couple of the on map evented systems operational I wont go into the details but the randomness of the maps makes assigning coordinates and event ids difficult as I have no idea what those will be when the map generates itself. This has been a very informal and general progress report just to keep myself on track I hope to get information and screenshots out more consistently in the coming weeks as summer is approaching and I will have a break from classes. Thanks for taking a look at my project and take care.
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