• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

The hiatus ends. Back to working on this.

  • sjmorgan
  • 07/13/2016 07:42 PM
  • 491 views
WQM was on hiatus to make and complete the much less time consuming DotDL. (Which is available for download and play here on RPGMaker.net) With that project done, it's back to WQM. I'm pretty sure this is going to eat up a lot of hours, but i'm ready. Here's some things I'll be tackling early.

Adding monster hearts. These are extremely rare drops that are accessories granting skills of the monster that drops it. Usable by allied monsters. Have stat % changes like a DQ7 psx job. The goal is to have the player able to somewhat expand the functionality of the monsters they choose to travel with. Also obtainable via one of the three medal types, occasional chests or searches and as a consolation prize for blundering certain situations.

Looking at reducing total enemy counts per battle during day light hours for certain random encounters in the first few areas to not overwhelm the player before better gear, party members and allied monsters become available. The larger battles would still be full threat at night.

I have implemented the day/night encounter differences. Example. Outdoors in Burninghams lands, you will find Blue Slimes don't come out at night, but; Mad Ravens and Fire Spirits do! (This change is not in the old demo.)

I found DWM2 sprite sheets I'm going to comb over later and convert some of the non DWM1 walking sprite monsters to 16 bit. I just worry since I haven't done that since October that I may be rusty from doing the GBC quality edits for DotDL for so long. Hoping my instincts of where to drop what pixel or edit it how are on point.

WQMs has a lot of behind the scenes work that I have not finished but will be making it a priority to do so. Example. Finishing events that process each individual recruitable monsters functions in the ranch. Party chat was done enough to carry through the demo and then some, but I'll be tackling it as I go since it is HUGEEEEEEEEEE. The big thing is doing it for the available monsters and party in each area as I go, and then going back as I go every so often to add the newer monsters and new dialogue options that may trigger as story progresses. It's a time consuming nightmare, but will be finished for sure.



I've been thinking and the idea of getting a team together to finish this project is tempting. A person to lay out town maps and a person to lay out dungeon maps. A person to contribute sprites and/or music. Note, I'm not willing to recruit eventers, database or script people or people who have creative control beyond volunteered tasks.