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Progress report for September
VideoWizard- 02/18/2009 01:51 AM
- 220 views
Tuesday, September 30
I added events for the Frog Icon and Ghost Icon. There are a couple of places in the first cave where you need to jump and hop and walk through a phantom wall.
I also fixed battle events up to B2 of that cave, and added battle events from the start of B2 through to the exit of the cave, and thus the end of Episode 1.
Monday, September 29
I added four new enemies to the Dragon Kingdoms: Birth of a Legend roster.
They are Bumblebee- annoying bees that shoot fire from their stingers, Mushy- mushrooms with a temper, Worker Bee- same as Bumblebees but use ice, and finally, Queen Bee- the first real boss of the game.
That's not all I did, either. I also readjusted the enemies' stats to be better balanced. I had to fix the Angered Slime's spell usage. Before, it was an instant kill for a party member. Now, it shouldn't be.
Weekend of September 27-28
I didn't do very much, honestly. I did, however, poke through the code of various places I've made already, and adjusted the monster difficulty a little bit.
In summary, it was a weekend to reflect on the past 10 years of the series before jumping in to start year 11.
Friday, September 26
I added a lot of items that cast magic spells, and the first "timed treasure" events. If you get something like a chili pepper in the wild, it will be another part of the day/night cycle before you can get another one.
By the way, today is the 10th anniversary of the Dragon Kingdoms series. It all started on September 27, 1998, on RPG Maker Super Dante 2.
Thursday, September 25
Yesterday was fairly decent as far as progress goes.
I fixed the walk-through walls bug (the passability thing lies with the empty tiles on Tileset A).
I added an enemy level scaling system, albeit one I found.
I did the variables bug fix, as I was wondering what was going on when any variable with the character stats involved stayed at zero.
Wednesday, September 24
Added some more town events. Not the best day for progress, but better than nothing.
Tuesday, September 23
Fixed monster movement events. Actually, no, they're not fixed anymore (fixed as in stuck in the same place). They're either Random, Approach, or Custom Path.
Also imported some town events from the older RMXP version.
These will be done around 10AM or so each weekday and Saturday (5PM on Wednesday) and will show the progress I've made in Dragon Kingdoms Birth of a Legend each day.
Monday, September 22 (Late)
Released a demo for Release Something. Added monster events to Swamp of Disappointment, West Lakel & East Lakel.
Added story events to West Lakel, Lakel Cave Entrance and Beekeeper's Cabin.
Added monster groups for Slime, Angered Slime, Batty & Mad Batty to database.
Added items for Healing Leaf, Healing Herb, Healing Salve, Healing Elixir (and Magical equivalents).
I added events for the Frog Icon and Ghost Icon. There are a couple of places in the first cave where you need to jump and hop and walk through a phantom wall.
I also fixed battle events up to B2 of that cave, and added battle events from the start of B2 through to the exit of the cave, and thus the end of Episode 1.
Monday, September 29
I added four new enemies to the Dragon Kingdoms: Birth of a Legend roster.
They are Bumblebee- annoying bees that shoot fire from their stingers, Mushy- mushrooms with a temper, Worker Bee- same as Bumblebees but use ice, and finally, Queen Bee- the first real boss of the game.
That's not all I did, either. I also readjusted the enemies' stats to be better balanced. I had to fix the Angered Slime's spell usage. Before, it was an instant kill for a party member. Now, it shouldn't be.
Weekend of September 27-28
I didn't do very much, honestly. I did, however, poke through the code of various places I've made already, and adjusted the monster difficulty a little bit.
In summary, it was a weekend to reflect on the past 10 years of the series before jumping in to start year 11.
Friday, September 26
I added a lot of items that cast magic spells, and the first "timed treasure" events. If you get something like a chili pepper in the wild, it will be another part of the day/night cycle before you can get another one.
By the way, today is the 10th anniversary of the Dragon Kingdoms series. It all started on September 27, 1998, on RPG Maker Super Dante 2.
Thursday, September 25
Yesterday was fairly decent as far as progress goes.
I fixed the walk-through walls bug (the passability thing lies with the empty tiles on Tileset A).
I added an enemy level scaling system, albeit one I found.
I did the variables bug fix, as I was wondering what was going on when any variable with the character stats involved stayed at zero.
Wednesday, September 24
Added some more town events. Not the best day for progress, but better than nothing.
Tuesday, September 23
Fixed monster movement events. Actually, no, they're not fixed anymore (fixed as in stuck in the same place). They're either Random, Approach, or Custom Path.
Also imported some town events from the older RMXP version.
These will be done around 10AM or so each weekday and Saturday (5PM on Wednesday) and will show the progress I've made in Dragon Kingdoms Birth of a Legend each day.
Monday, September 22 (Late)
Released a demo for Release Something. Added monster events to Swamp of Disappointment, West Lakel & East Lakel.
Added story events to West Lakel, Lakel Cave Entrance and Beekeeper's Cabin.
Added monster groups for Slime, Angered Slime, Batty & Mad Batty to database.
Added items for Healing Leaf, Healing Herb, Healing Salve, Healing Elixir (and Magical equivalents).










