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Announcement
RTP (Ready to Proceed)
Red_Nova
27 post(s) 
- 12/29/2015 08:48 PM
- 10005 views
Well this was a bit of a miscalculation. I was hoping to make this announcement a big surprise, but then I had to go and ask for feedback and help in the screenshot thread. Since it's pretty obvious now, I might as well make it official: that super secret super cool addition I mentioned at the end of the last blog is that I'm gonna be making custom tiles for Prayer of the Faithless.
Why did I decide to do this? Well, I think it's the same reason why my mapping is rather bland: the RTP just isn't inspiring to me. Sure, you can create interesting maps with RTP, but it all strikes me as generic and impersonal. If I wanted to tell the story of this game visually and take better advantage of the medium, moving on is the only solution. Now that I can create what I want to, I've found all sorts of ways to tell the story and build the world of PotF without resorting to dialogue.
Here are a few examples, still WIPs, but it should give you an idea of what I'm talking about:
Here's Asala, just outside of the castle gates. The statues have been replaced with the knowledge and power statues because that's the creed of the Asalan Knights: as knowledge is just as powerful a weapon as any blade.
Commandant Vanessa office, seen in the intro. Now, her sword is attached to the wall instead of stuck in the ground. Also, the carpet and banner have been removed; She is a practical person and does not have patience for ostentatious displays.
This is the first room of the Brecellian Darkwood, which looks sliiightly different now. I removed the tree canopy in favor of just using trees, and the trees are a better size now than they were before! No wonky perspective issues! There's no hidden meaning behind this one, though. I just like this better than the canopy layer.
So yay! The game's getting a new tileset! ... Can you all at least pretend to be surprised? For me? Please?
But wait, there's more! The new visuals aren't limited to the tilesets! Thanks the hard work of a certain unity, the battles are getting an overhaul as well!
So check it out. Custom enemies AND a cool new battleback!
Just like Mia gets a new windowskin color, she gets her own battleback as well! No, this isn't an actual fight in Mia's story. This is just a sample.
You have unity to thank for the battle visuals. She made the battlebacks as well as offered to draw the enemies! I think she did a fantastic job on these, Thanks so much, unity!!
So here's the big question: How far will these new assets set me back? Well, the good news is that it won't be THAT bad. At the time this blog has gone live, I'm done with tiles for Asala, the Brecellian Darkwood, and some of the buildings of Honelleth, which accounts for about 50% of the tiles I need to include in the prologue. Originally, I just wanted to remake the RTP tilesets, but then I realized that there's really no need for that. The entire reason why I'm doing this is to break away from the RTP and be able to tell the story of PotF with imagery as well as with dialogue, and simply tracing the RTP tiles defeats the entire purpose of making custom stuff.
I'm currently on winter break from school, and I plan to take this time to finish the new assets for the prologue. I start school on January 11th, and I aim to have the new prologue out by then. As the available demo is still the RTP version, I'm keep the official screenshots as they are until the new assets are ready. In fact, I'm on the fence about just pulling the demo since it's about to become incredibly outdated. If you want to pick it up, now's the time to do it before I decide to take it down.
So that's where we stand as of now. If you'll excuse me, I'm going to off into hiding because I know that second paragraph is going to cause Liberty to hunt me down and murder me.
Why did I decide to do this? Well, I think it's the same reason why my mapping is rather bland: the RTP just isn't inspiring to me. Sure, you can create interesting maps with RTP, but it all strikes me as generic and impersonal. If I wanted to tell the story of this game visually and take better advantage of the medium, moving on is the only solution. Now that I can create what I want to, I've found all sorts of ways to tell the story and build the world of PotF without resorting to dialogue.
Here are a few examples, still WIPs, but it should give you an idea of what I'm talking about:

Here's Asala, just outside of the castle gates. The statues have been replaced with the knowledge and power statues because that's the creed of the Asalan Knights: as knowledge is just as powerful a weapon as any blade.

Commandant Vanessa office, seen in the intro. Now, her sword is attached to the wall instead of stuck in the ground. Also, the carpet and banner have been removed; She is a practical person and does not have patience for ostentatious displays.

This is the first room of the Brecellian Darkwood, which looks sliiightly different now. I removed the tree canopy in favor of just using trees, and the trees are a better size now than they were before! No wonky perspective issues! There's no hidden meaning behind this one, though. I just like this better than the canopy layer.
So yay! The game's getting a new tileset! ... Can you all at least pretend to be surprised? For me? Please?
But wait, there's more! The new visuals aren't limited to the tilesets! Thanks the hard work of a certain unity, the battles are getting an overhaul as well!

So check it out. Custom enemies AND a cool new battleback!

Just like Mia gets a new windowskin color, she gets her own battleback as well! No, this isn't an actual fight in Mia's story. This is just a sample.
You have unity to thank for the battle visuals. She made the battlebacks as well as offered to draw the enemies! I think she did a fantastic job on these, Thanks so much, unity!!
So here's the big question: How far will these new assets set me back? Well, the good news is that it won't be THAT bad. At the time this blog has gone live, I'm done with tiles for Asala, the Brecellian Darkwood, and some of the buildings of Honelleth, which accounts for about 50% of the tiles I need to include in the prologue. Originally, I just wanted to remake the RTP tilesets, but then I realized that there's really no need for that. The entire reason why I'm doing this is to break away from the RTP and be able to tell the story of PotF with imagery as well as with dialogue, and simply tracing the RTP tiles defeats the entire purpose of making custom stuff.
I'm currently on winter break from school, and I plan to take this time to finish the new assets for the prologue. I start school on January 11th, and I aim to have the new prologue out by then. As the available demo is still the RTP version, I'm keep the official screenshots as they are until the new assets are ready. In fact, I'm on the fence about just pulling the demo since it's about to become incredibly outdated. If you want to pick it up, now's the time to do it before I decide to take it down.
So that's where we stand as of now. If you'll excuse me, I'm going to off into hiding because I know that second paragraph is going to cause Liberty to hunt me down and murder me.
Game Design
Under Luke and Key
I'm been getting a bit of work done for PotF over the last month, but not much of it has been tangible: graphical, balance, and plot work. The least of which is that couple of characters have been edited to actually be more interesting to look at.
Still not completely happy with them, but I'll be an old man before I can reliably make everything perfectly the way I want. Anyway, I want to talk about the dude at the bottom. Luke Frazier: the first permanent party member for Aeyr's campaign.
Luke is, well, a very different character from the rest of the cast in terms of both story and gameplay. When I designed him, there's one word that I wanted to keep at the core of his character: Backwards. For one: he might be the first main character that isn't totally miserable (at least visibly). He's bright, cheerful, and energetic; traits that I admittedly have trouble capturing well. This is in direct conflict with the obvious tragedy that occurs in the past that ended up implanting a magical relic inside his body, making him Infused. In the next release, there will be much more insight as to what the Infused are and how a Relic implanted in a body can give humans magic power.
Luke's battle style turns the traditional formula on its head in that he is very weak physically. To the point where, at the time of this writing, he doesn't get any Drives from weapons. To compensate, he focuses on magic attacks since, as an Infused, he can use magic without needing to equip a Relic. You know, because he already has a Relic equipped to him. Permanently.
However, one thing I noticed upon testing in battle: Luke absolutely demolishes everything. If an enemy has an elemental weakness, Luke can keep pumping that spell into the enemy and wipe it out before it even has a chance to react. And since his primary role in battle is a heavy damage dealer (you could say, a Luke Nuke! I'm sorry...) due to his spells, the rest of the party doesn't seem to have much purpose, which is a problem. Originally, I thought that such a strategy would be too heavy on his SP to be a viable tactic, but upon testing, I found this not to be the case. I tried balancing it by making Luke's magic cost 2 FTB points instead of one, but that just didn't seem fair, mostly because Luke's spells are the same as spells given to other party members via Relics, and that would seriously disrupt the game's balance.
So this prompted a quick and simple fix: Skill Lock.
Ignore the default looking battleback. It's just a visual placeholder while I focused on systems.
Now, just like Draw Weapon, each Drive and Burst Drive can only be used once per turn in battle. Sorry spammers, you're gonna have to work with the game's mechanics to beat enemies instead of relying on overpowered supermoves.
This system had an unintended side benefit as well: Now, I can revamp some skills to be more useful and/or elaborate. Before, with everyone being able to use any ability as many times as they wanted as long as they had the SP cost, there couldn't be any overpowered ability lest they overshadow all the others. Now, not only can we have more tiered abilities, but some Drives/Burst Drives can now slightly overlap others. Like maybe giving Aeyr an Earth elemental magic attack? That can happen now and players would actually use it.
Again though, this only affects a character's Drives and Burst Drives. Attacking, Focusing, and using items are not affected by this change.
That's all for now. I'm actually gonna go dark on the updates for a while, as I'm working on a super secret, super cool addition that I think you all are gonna love.
Still not completely happy with them, but I'll be an old man before I can reliably make everything perfectly the way I want. Anyway, I want to talk about the dude at the bottom. Luke Frazier: the first permanent party member for Aeyr's campaign.
Luke is, well, a very different character from the rest of the cast in terms of both story and gameplay. When I designed him, there's one word that I wanted to keep at the core of his character: Backwards. For one: he might be the first main character that isn't totally miserable (at least visibly). He's bright, cheerful, and energetic; traits that I admittedly have trouble capturing well. This is in direct conflict with the obvious tragedy that occurs in the past that ended up implanting a magical relic inside his body, making him Infused. In the next release, there will be much more insight as to what the Infused are and how a Relic implanted in a body can give humans magic power.
Luke's battle style turns the traditional formula on its head in that he is very weak physically. To the point where, at the time of this writing, he doesn't get any Drives from weapons. To compensate, he focuses on magic attacks since, as an Infused, he can use magic without needing to equip a Relic. You know, because he already has a Relic equipped to him. Permanently.
However, one thing I noticed upon testing in battle: Luke absolutely demolishes everything. If an enemy has an elemental weakness, Luke can keep pumping that spell into the enemy and wipe it out before it even has a chance to react. And since his primary role in battle is a heavy damage dealer (you could say, a Luke Nuke! I'm sorry...) due to his spells, the rest of the party doesn't seem to have much purpose, which is a problem. Originally, I thought that such a strategy would be too heavy on his SP to be a viable tactic, but upon testing, I found this not to be the case. I tried balancing it by making Luke's magic cost 2 FTB points instead of one, but that just didn't seem fair, mostly because Luke's spells are the same as spells given to other party members via Relics, and that would seriously disrupt the game's balance.
So this prompted a quick and simple fix: Skill Lock.

Ignore the default looking battleback. It's just a visual placeholder while I focused on systems.
Now, just like Draw Weapon, each Drive and Burst Drive can only be used once per turn in battle. Sorry spammers, you're gonna have to work with the game's mechanics to beat enemies instead of relying on overpowered supermoves.
This system had an unintended side benefit as well: Now, I can revamp some skills to be more useful and/or elaborate. Before, with everyone being able to use any ability as many times as they wanted as long as they had the SP cost, there couldn't be any overpowered ability lest they overshadow all the others. Now, not only can we have more tiered abilities, but some Drives/Burst Drives can now slightly overlap others. Like maybe giving Aeyr an Earth elemental magic attack? That can happen now and players would actually use it.
Again though, this only affects a character's Drives and Burst Drives. Attacking, Focusing, and using items are not affected by this change.
That's all for now. I'm actually gonna go dark on the updates for a while, as I'm working on a super secret, super cool addition that I think you all are gonna love.
Progress Report
Separate Ways
So the prologue is over and the two main characters will now undertake their own separate journeys. I'm super excited to be finally working on the main story after all this time setting up the gameplay structure. No more buildups, no more (lengthy) exposition. Now it's time for the cast to move in and do their thing.
Admittedly, I haven't done much work on the game itself, at least in the editor. Instead, effort was put into reorganizing and restructuring the plot and design of the two main campaigns. Now that a firm beginning, middle, and end for each story has been laid out, it's time to implement this design.
Yeah, new heads for Aeyr's and Luke's sprite. I'm blind and completely missed the fact that Luke's sprite head looks nothing like his portrait head, and Aeyr's original hair just looked awful.
Aeyr has got quite a bit of pain to work through. After being betrayed and now on the run from the very military he was once a part of, he isn't really sure what to do. For the time being, he's made it his mission to find Mia, the one person in the whole world he can trust now. Mia, for her part, is struggling with surviving after her village is destroyed. She's one of the villagers who managed to escape before the attack, and is now trying to find a new home. However, the Deep Fog has expanded to the point where it cuts them off from Asala's safety. So they have no choice but to march around the world if they want to ever see home again.
Sorry, no screenshot of a cutscene in Mia's story since I haven't gotten started on it yet. I can show you this though:
Different windowskin color for different campaign. Also, poor Amalie.
Since it's been given away now, I might as well just say it: Luke joins with Aeyr, while Amalie catches up to Mia and they travel together. I'll talk a bit more about Luke in the next blog, since this is getting lengthy already. As for who fills in the third slot for each party, that's still a seeeeeecret!
Anyway, the two stories are more than just two different perspectives on the world. Each campaign is planned to have distinct feels to them, so they don't feel like playing the same game again. Aeyr's story is planned to have a more action-y, Devil May Cry inspired feel, where you have to deal with larger groups of enemies. Mia's story, on the other hand, is designed to feel more like the suspenseful, survival horror style Soul Sunder went for. Meaning that, compared to Aeyr at least, you'll fight fewer enemies, but each one is significantly more powerful than a common enemy.
These two different feels are only possible because of one key difference: Aeyr's Soulfire Restoration. Now, Aeyr is capable of restoring HP of any party member without the use of items. As such, his party can afford to take a LOT more punishment from enemies.
... I just realized how dumb that last statement must sound to newcomers. "Nova, of COURSE RPG characters have skills that heal!" Well, I'm not used to it, okay? So this is gonna be interesting to balance.
Anyway, time to get back to work. I hope I'm not boring you with a bunch of talk you don't care about! Is there anything in particular you want to read more on? You wanna know more about the supporting cast? A deeper look into the battle mechanics? Any questions you have about the campaign differences? Or do you think I talk too much and would rather leave elements like this a surprise? I'm all ears.
Admittedly, I haven't done much work on the game itself, at least in the editor. Instead, effort was put into reorganizing and restructuring the plot and design of the two main campaigns. Now that a firm beginning, middle, and end for each story has been laid out, it's time to implement this design.

Yeah, new heads for Aeyr's and Luke's sprite. I'm blind and completely missed the fact that Luke's sprite head looks nothing like his portrait head, and Aeyr's original hair just looked awful.
Aeyr has got quite a bit of pain to work through. After being betrayed and now on the run from the very military he was once a part of, he isn't really sure what to do. For the time being, he's made it his mission to find Mia, the one person in the whole world he can trust now. Mia, for her part, is struggling with surviving after her village is destroyed. She's one of the villagers who managed to escape before the attack, and is now trying to find a new home. However, the Deep Fog has expanded to the point where it cuts them off from Asala's safety. So they have no choice but to march around the world if they want to ever see home again.
Sorry, no screenshot of a cutscene in Mia's story since I haven't gotten started on it yet. I can show you this though:

Different windowskin color for different campaign. Also, poor Amalie.
Since it's been given away now, I might as well just say it: Luke joins with Aeyr, while Amalie catches up to Mia and they travel together. I'll talk a bit more about Luke in the next blog, since this is getting lengthy already. As for who fills in the third slot for each party, that's still a seeeeeecret!
Anyway, the two stories are more than just two different perspectives on the world. Each campaign is planned to have distinct feels to them, so they don't feel like playing the same game again. Aeyr's story is planned to have a more action-y, Devil May Cry inspired feel, where you have to deal with larger groups of enemies. Mia's story, on the other hand, is designed to feel more like the suspenseful, survival horror style Soul Sunder went for. Meaning that, compared to Aeyr at least, you'll fight fewer enemies, but each one is significantly more powerful than a common enemy.
These two different feels are only possible because of one key difference: Aeyr's Soulfire Restoration. Now, Aeyr is capable of restoring HP of any party member without the use of items. As such, his party can afford to take a LOT more punishment from enemies.
... I just realized how dumb that last statement must sound to newcomers. "Nova, of COURSE RPG characters have skills that heal!" Well, I'm not used to it, okay? So this is gonna be interesting to balance.
Anyway, time to get back to work. I hope I'm not boring you with a bunch of talk you don't care about! Is there anything in particular you want to read more on? You wanna know more about the supporting cast? A deeper look into the battle mechanics? Any questions you have about the campaign differences? Or do you think I talk too much and would rather leave elements like this a surprise? I'm all ears.
Progress Report
Let's Draw!
Red_Nova
13 post(s) 
- 11/15/2015 04:59 PM
- 4770 views
Alternate title: You can't tell me what works and what doesn't, Nessy! >:D
Thanks to GreatRedSpirit's help (and by help, I mean him throwing out 80% of my n00b code and doing it properly!) we were able to get Yanfly's Command Equip to function with the Luna Engine! So this mean you'll be able to change your equips in battle:
A picture of the new, full command list. Magic is added when a character equips a Relic that grants a spell.
Now, you can't change around your armor or relics (hold on a second, bloodthirsty abomination while I change my outfit!), but the main hand and off hand items (which affect 90% of your Drives) can now be changed to give you more flexibility in combat.
This means so much to this project! With the ability to change around your weapon and offhand item, battles can afford to have more specialized strategies to clear! Originally, enemies couldn't have too much variation in stats and attack patterns in the (very likely) chance that you just didn't have the correct weapon equipped at the time to deal with it. In the prologue, for example, enemies couldn't have very high Attack stats if you just didn't have Amalie's Stinger equipped to give you En Garde. Now this can, so this mean more dynamic and engaging!
While changing equips doesn't cost one of your three actions, each character can only rearm themselves once per turn. Sorry, but no equipping a high attack weapon, performing an attack, and switching to another weapon that boosts defense.
The one exception to this is Aeyr once he becomes a Revenant. When he uses Soulfire Drain, his offhand equipment changes into a piece of Soulfire. Because this is necessary for his other abilities, his offhand equipment will be locked until he can get rid of it in some way. The same is true when he weaponizes the Soulfire.
Admittedly, not much would change to the prologue's battles considering you don't have a plethora of weapons/offhand items available, but moving forward into the main campaigns, this is gonna be a game-changer!
Speaking of main campaigns, I'll be talking about them in the next blog. Thanks so much for the feedback so far, everyone! I'm taking it all to heart and trying to improve the prologue to be as best as I can make it before moving on to the game proper. In addition to the new Draw Weapon function, there's a few technical fixes, such as a load function added to the main menu, stopping the game from crashing if Aeyr uses Soulfire drain with no offhand item equipped, and various typos corrected. Keep it coming, as I'm always happy to receive feedback!
By the way, if you wanna snag the compatibility patch for yourself, you can get it here.
Thanks to GreatRedSpirit's help (and by help, I mean him throwing out 80% of my n00b code and doing it properly!) we were able to get Yanfly's Command Equip to function with the Luna Engine! So this mean you'll be able to change your equips in battle:

A picture of the new, full command list. Magic is added when a character equips a Relic that grants a spell.
Now, you can't change around your armor or relics (hold on a second, bloodthirsty abomination while I change my outfit!), but the main hand and off hand items (which affect 90% of your Drives) can now be changed to give you more flexibility in combat.
This means so much to this project! With the ability to change around your weapon and offhand item, battles can afford to have more specialized strategies to clear! Originally, enemies couldn't have too much variation in stats and attack patterns in the (very likely) chance that you just didn't have the correct weapon equipped at the time to deal with it. In the prologue, for example, enemies couldn't have very high Attack stats if you just didn't have Amalie's Stinger equipped to give you En Garde. Now this can, so this mean more dynamic and engaging!
While changing equips doesn't cost one of your three actions, each character can only rearm themselves once per turn. Sorry, but no equipping a high attack weapon, performing an attack, and switching to another weapon that boosts defense.
The one exception to this is Aeyr once he becomes a Revenant. When he uses Soulfire Drain, his offhand equipment changes into a piece of Soulfire. Because this is necessary for his other abilities, his offhand equipment will be locked until he can get rid of it in some way. The same is true when he weaponizes the Soulfire.
Admittedly, not much would change to the prologue's battles considering you don't have a plethora of weapons/offhand items available, but moving forward into the main campaigns, this is gonna be a game-changer!
Speaking of main campaigns, I'll be talking about them in the next blog. Thanks so much for the feedback so far, everyone! I'm taking it all to heart and trying to improve the prologue to be as best as I can make it before moving on to the game proper. In addition to the new Draw Weapon function, there's a few technical fixes, such as a load function added to the main menu, stopping the game from crashing if Aeyr uses Soulfire drain with no offhand item equipped, and various typos corrected. Keep it coming, as I'm always happy to receive feedback!
By the way, if you wanna snag the compatibility patch for yourself, you can get it here.
Request
Moving Forward (Feedback, plz)
Red_Nova
22 post(s) 
- 11/11/2015 09:15 PM
- 7902 views
For the past week and a half since the prologue's release, I've been slaving away for unity testing the entirety of Luxaren Allure. In between playtesting sessions and the joys of real life responsibilities, not much has been going on in terms of content creation, unfortunately. Despite this, I've got a lot to talk about in terms of the overall game structure and plans. The first and largest point on the list being the differences in campaigns. I'm drafting a longer blog post detailing this stuff, but the reason I'm writing this now is because I'd like to ask for your opinions on the game.
I'm super curious as to the prologue's general reception. Being a first release, I'm sure there's plenty of stuff that could be improved, and I'm certainly glad to do that! Though I'd be happy with just an overall opinion of the game. Without any kind of feedback, I'm left wondering if something's gone horribly wrong or if something worked well and to enforce that further.
If you don't mind, here's a short list of questions. No need to answer all of them, as they're just there to provoke some thought:
1. What did you think of the game overall?
2. Which character(s) did you find most/least interesting and why?
3. What are your impressions (or lack of) of the two protagonists (Aeyr and Mia)?
4. Was the battle system interesting to you? Did it make you think beyond just "mash attack to win"? What equipment loadout did you use (not just what you got from the Quartermaster)?
5. What DIDN'T you like about the story, gameplay, or whatever else? Anything I could fix?
6. Any other thoughts? Don't feel shy about sharing your opinion!
Thanks so much in advance!
I'm super curious as to the prologue's general reception. Being a first release, I'm sure there's plenty of stuff that could be improved, and I'm certainly glad to do that! Though I'd be happy with just an overall opinion of the game. Without any kind of feedback, I'm left wondering if something's gone horribly wrong or if something worked well and to enforce that further.
If you don't mind, here's a short list of questions. No need to answer all of them, as they're just there to provoke some thought:
1. What did you think of the game overall?
2. Which character(s) did you find most/least interesting and why?
3. What are your impressions (or lack of) of the two protagonists (Aeyr and Mia)?
4. Was the battle system interesting to you? Did it make you think beyond just "mash attack to win"? What equipment loadout did you use (not just what you got from the Quartermaster)?
5. What DIDN'T you like about the story, gameplay, or whatever else? Anything I could fix?
6. Any other thoughts? Don't feel shy about sharing your opinion!
Thanks so much in advance!
Announcement
A Prayer Answered
Red_Nova
14 post(s) 
- 10/31/2015 01:18 PM
- 4062 views
I think I crunched so hard over the last two weeks I deserve my own cereal. Red_Nova's Crunchberries: a suckerpunch of flavor, overtime, and a rabid desire to follow through with your commitments at the cost of your time, health and friends in every bite. Buy now for only $29.99!
... Maybe I need to work on the advertising campaign a little bit, but it works! Because, as soon as I submit this blog, I'm gonna compress and upload the complete prologue for Prayer of the Faithless. YAAAAY!
Like I said before, this took much, MUCH longer than I thought it was going to. And the worst part is, I did more work since releasing the tester's copy than I did the month prior. I seriously underestimated the amount of work that would go into this game. If you don't take anything else from this blog, take this: No matter how much you plan and prepare, a game will take longer than you thought it would initially. This can be applied to real life too, you know. But whatever. No one's learning any life lessons on MY blog!
There's been a surprising amount of coding that went into this project. I've always been able to code, but I haven't taken the time to learn RGSS3, so I just let it fall to the wayside for all my other projects. Even now, I wasn't creating completely custom scripts, just tweaking already made ones to make the act in different ways. It's been, by far, the most tedious and annoying part of the process, but also one of the most rewarding.
The second being, of course, the characters. It's been a blast writing the initial cast and, even though you only play as three out of the six planned cast (while interacting with a fourth), I'm pretty proud of how they turned out. This goes for how they play in battle, too. One of the goals for this project was to make each character feel more unique and less like the same cookie cutter character templates in battle, and I think the end result succeeded in that.
But enough rambling. I'm just happy to finally have this out for you. Of course there's plenty more things I could do to improve the prologue, but I said it was coming out this month, and dammit I was going to follow through with that commmittment! That's why I had a bowl of my own Crunchberries cereal every morning!
So yeah, as soon as the prologue goes up, I hope you download it and give it a play. It's actually a bit longer than I planned, clocking in about 1:30 hours of playtime, but I hope it's an engaging 1:30 hours.
Now then, if you'll excuse me...
*dies*
... Maybe I need to work on the advertising campaign a little bit, but it works! Because, as soon as I submit this blog, I'm gonna compress and upload the complete prologue for Prayer of the Faithless. YAAAAY!
Like I said before, this took much, MUCH longer than I thought it was going to. And the worst part is, I did more work since releasing the tester's copy than I did the month prior. I seriously underestimated the amount of work that would go into this game. If you don't take anything else from this blog, take this: No matter how much you plan and prepare, a game will take longer than you thought it would initially. This can be applied to real life too, you know. But whatever. No one's learning any life lessons on MY blog!
There's been a surprising amount of coding that went into this project. I've always been able to code, but I haven't taken the time to learn RGSS3, so I just let it fall to the wayside for all my other projects. Even now, I wasn't creating completely custom scripts, just tweaking already made ones to make the act in different ways. It's been, by far, the most tedious and annoying part of the process, but also one of the most rewarding.
The second being, of course, the characters. It's been a blast writing the initial cast and, even though you only play as three out of the six planned cast (while interacting with a fourth), I'm pretty proud of how they turned out. This goes for how they play in battle, too. One of the goals for this project was to make each character feel more unique and less like the same cookie cutter character templates in battle, and I think the end result succeeded in that.
But enough rambling. I'm just happy to finally have this out for you. Of course there's plenty more things I could do to improve the prologue, but I said it was coming out this month, and dammit I was going to follow through with that commmittment! That's why I had a bowl of my own Crunchberries cereal every morning!
So yeah, as soon as the prologue goes up, I hope you download it and give it a play. It's actually a bit longer than I planned, clocking in about 1:30 hours of playtime, but I hope it's an engaging 1:30 hours.
Now then, if you'll excuse me...
*dies*
Game Design
The Delicate Art of Murder: Suit up!
Since I started school two months ago, progress on this game has dropped to a pathetically slow pace. I had wanted to get the prologue out before I started, but that just wasn't going to happen. I've been working on this in what little spare time I have nowadays, but don't expect rapid updates anymore.
Good news, though: I'm about 90% done with the prologue! All I have to do is write out a cutscene, then the boss fight, then the ending cutscene, and then the core of the prologue is complete! Then all I have to do is add more NPCs, make some tweaks to the battles, run some bug tests, update the character art, pick out some music, edit the dialogue, run through the prologue myself again... tweak the equipment again... Get eviscerated by beta testers...
*sigh*
Anyway, while I don't want to commit to a hard date yet, I think I'll have the prologue ready for public consumption sometime soon. One thing I can say with certainty is that it will be out this month. I'm really sorry to keep you waiting for the prologue. Believe me: I did not expect it to take as long as it has.
But enough whining. No one wants to read my whining.Although it's fun to whine.
While there are no official classes in PotF, a character's equipment loadout is designed to be something akin to a subclass. Adding in an official class changing system would be a bit too rigid, so instead, players will be given a healthy amount of weapons, armors, and relics, and it'll be up to them to pick and choose who gets what given each character's stats and innate abilities.
Equipment has three major functions: Altering stats, applying bonus effects, and enables Drives if said equipment is a weapon or offhand item. Some gear leans more towards one category than the others, but that's the general idea.
Let's use Amalie as our test subject since she's the most standard party member in the prologue. (Aeyr doesn't have his power yet and Mia breaks the normal routine in character building) Amalie, unaltered by any equipment, should play similarly to a Final Fantasy Paladin. At the start, she comes with a mix of aggro moves and state restoration abilities. This is her starting equipment loadout:
Here's the catch: She is a Manna, and Manna are typically weaker than a standard human. This means that her Attack and Guard stats will be below average compared to others at her level. After you gain a healthy amount of equipment, you'll have a number of options to get around this problem. Here are a few examples:
1: Turn her into a Sentinel by boosting her defense.
So we've equipped her with medium armor and swapped her shield to a heavier one. The Helmet prevents Head Injuries, so she'll always be able to use her aggro and defense abilities. The Drives that come with the shield enables her to stagger the enemy, leaving them open to further damage, and go into a counter stance, which prevents her from taking any more actions that turn, but nearly guarantees a counter if physically attacked. Plus, her Guard stat has jumped up, so now she won't have to worry about using too many abilities to leave her with less SP and consequentially, more open to damage.
However, note the drop in max SP. There's much less flexibility in what she can do in combat. She can't attack or use her abilities as often as she could otherwise. This is because she's been loaded down with medium class armor, which takes off a percentage of your max SP.
So the result is Amalie becomes more of a hands off character than she was originally. Less SP and actions to perform, but a more solid Guard stat that can't drop no matter how low your SP goes. If you prefer a more offensive, high risk/high reward style approach, you can...
2: Turn her into a Duelist by boosting her counter attack rate.
This loadout makes Amalie much lighter on her feet than the other one. The Rally Drive she gets from the sabre enables one ally to perform a critical attack on their next action. Her Target Shield and Guerilla Boots combine to give her a constant 30% counter attack rate, which nullifies damage to Amalie and hitting the enemy for a boosted damage value unaffected by their SP.
To tweak it further, you could swap that Sabre with the Swordbreaker, losing a Drive and a bonus to her Magic stat, but boosting your counter rate even further, or Ruhiel, which inflicts Bleed (losing HP every turn) on a target. However, Amalie has one of very rare magic attacks of all the party members have. And if you're fighting a crowd of enemies with high SP, you'll lose the chance to do some preemptive damage.
---------------------------------------------------------------------------------------------------
Hopefully it's more clear now how much more of a difference equipment makes than levels. This was actually more detail than I had intended (why bother playing the game when I'm pretty much talking about it all right now?), and so now I'm going to go into my little hole and get back to work on finishing this prologue. Next time you hear from me, it'll be announcing that it's out and ready for public consumption!
Good news, though: I'm about 90% done with the prologue! All I have to do is write out a cutscene, then the boss fight, then the ending cutscene, and then the core of the prologue is complete! Then all I have to do is add more NPCs, make some tweaks to the battles, run some bug tests, update the character art, pick out some music, edit the dialogue, run through the prologue myself again... tweak the equipment again... Get eviscerated by beta testers...
*sigh*
Anyway, while I don't want to commit to a hard date yet, I think I'll have the prologue ready for public consumption sometime soon. One thing I can say with certainty is that it will be out this month. I'm really sorry to keep you waiting for the prologue. Believe me: I did not expect it to take as long as it has.
But enough whining. No one wants to read my whining.
While there are no official classes in PotF, a character's equipment loadout is designed to be something akin to a subclass. Adding in an official class changing system would be a bit too rigid, so instead, players will be given a healthy amount of weapons, armors, and relics, and it'll be up to them to pick and choose who gets what given each character's stats and innate abilities.
Equipment has three major functions: Altering stats, applying bonus effects, and enables Drives if said equipment is a weapon or offhand item. Some gear leans more towards one category than the others, but that's the general idea.
Let's use Amalie as our test subject since she's the most standard party member in the prologue. (Aeyr doesn't have his power yet and Mia breaks the normal routine in character building) Amalie, unaltered by any equipment, should play similarly to a Final Fantasy Paladin. At the start, she comes with a mix of aggro moves and state restoration abilities. This is her starting equipment loadout:

Here's the catch: She is a Manna, and Manna are typically weaker than a standard human. This means that her Attack and Guard stats will be below average compared to others at her level. After you gain a healthy amount of equipment, you'll have a number of options to get around this problem. Here are a few examples:
1: Turn her into a Sentinel by boosting her defense.

So we've equipped her with medium armor and swapped her shield to a heavier one. The Helmet prevents Head Injuries, so she'll always be able to use her aggro and defense abilities. The Drives that come with the shield enables her to stagger the enemy, leaving them open to further damage, and go into a counter stance, which prevents her from taking any more actions that turn, but nearly guarantees a counter if physically attacked. Plus, her Guard stat has jumped up, so now she won't have to worry about using too many abilities to leave her with less SP and consequentially, more open to damage.
However, note the drop in max SP. There's much less flexibility in what she can do in combat. She can't attack or use her abilities as often as she could otherwise. This is because she's been loaded down with medium class armor, which takes off a percentage of your max SP.
So the result is Amalie becomes more of a hands off character than she was originally. Less SP and actions to perform, but a more solid Guard stat that can't drop no matter how low your SP goes. If you prefer a more offensive, high risk/high reward style approach, you can...
2: Turn her into a Duelist by boosting her counter attack rate.

This loadout makes Amalie much lighter on her feet than the other one. The Rally Drive she gets from the sabre enables one ally to perform a critical attack on their next action. Her Target Shield and Guerilla Boots combine to give her a constant 30% counter attack rate, which nullifies damage to Amalie and hitting the enemy for a boosted damage value unaffected by their SP.
To tweak it further, you could swap that Sabre with the Swordbreaker, losing a Drive and a bonus to her Magic stat, but boosting your counter rate even further, or Ruhiel, which inflicts Bleed (losing HP every turn) on a target. However, Amalie has one of very rare magic attacks of all the party members have. And if you're fighting a crowd of enemies with high SP, you'll lose the chance to do some preemptive damage.
---------------------------------------------------------------------------------------------------
Hopefully it's more clear now how much more of a difference equipment makes than levels. This was actually more detail than I had intended (why bother playing the game when I'm pretty much talking about it all right now?), and so now I'm going to go into my little hole and get back to work on finishing this prologue. Next time you hear from me, it'll be announcing that it's out and ready for public consumption!
Game Design
The Delicate Art of Murder: Stamina
Red_Nova
10 post(s) 
- 09/10/2015 06:20 PM
- 3036 views
Sometimes it takes a little time away from a project to break your mind out of a routine that you settled in, you know?. Sorry for not being as active on here as I used to. I don't really want to go into details; Suffice to say I've been ... out of it... for a few days. I know, I know: don't go saying things haven't been going well without talking about it or else you'll look like one of those Facebook attention seekers. Well, I feel it's important to be as open and honest as I can with you about what's going on behind the scenes, especially since it directly impacts the development of this game. The good news is, though, that my little funk is over and done with. I'm really pumped to come back to this project! Now that I've opened PotF for the first time in almost a month, I feel refreshed, energized, and ready to get going again.
Right then, back to being fun.
It's been requested that I talk about the battle mechanics next, so that's what I'm gonna do. One of my main goals with the battle system in PotF is to place the emphasis on player skill over levels. If anyone hasn't seen Egoraptor's Sequelitis, go watch that now. It's a series I highly recommend if you want to learn more about game design. Anyway, a short statement that he made in the Castlevania episode stuck with me: Do you really feel accomplished by grinding and getting the best weapons/spells that boosts your damage output? Or do you feel accomplished by using your intellect as a player and work with the game's mechanics to overcome a challenge? And you know what? I agree with the latter. If you have the right strategy, but didn't spend enough time killing the same mobs over and over again just to boost your numbers, then don't you feel even slightly cheated or that you're wasting your time? I know I do.
So how does one emphasize player skill in a turn-based RPG? Well, my solution revolves adding more functionality to each character's SP.
Just like in Soul Sunder, every action you take, with the exception of using items, has an SP cost. Yes, even your basic attack. Basic attacks will cost just 1 SP, but all your abilities will cost 2 SP or higher. This limits your damage output and prevents you from spamming strong abilities.
As of right now, there are no items that recover your SP. To regain lost SP, you use the Focus command. This costs you one of your three precious moves you get during your turn in battle, but it restores the character's SP by 50%. Since every enemy has a relatively high attack and magic attack stat, you will get punished if you waste too much time making your characters Focus over and over again. And since there's no real healing spells in the game you can access easily, it makes every point of damage the characters incur have much more impact. This is why you're encouraged to spread out actions among the party instead of making a single character act solo.
However, there's another reason you'll want to keep your SP high. In addition to being required to attack the enemy, each character's SP factors into their defense. So whatever damage the enemies do to you will not only be reduced by your physical defense stat, but also your SP. Oh, and many enemies have SP as well. And since 90% of your attacks are physical based, that's gonna be a problem. You'll have to reduce the enemy's SP by using a character's Guard Break abilities. But wait! That costs extra SP on your side!
The balance of reducing the enemy's SP to damage them while keeping your own high to protect yourself is determined by player skill. You can fight an early game mob with mid game equipment, and still have the potential to sustain heavy damage if you're not paying attention. If all goes well, the game will be rather easy as long as you know what you're doing and pay attention to the attributes of the enemy you're trying to kill.
At the end of every battle, the characters will restore all of their SP, but not their HP. So not only do you not need to waste time making every character Focus multiple times before ending a battle, but you can turn up the heat and use more powerful attacks to end a battle quickly. The idea is to finish battles as quickly as possible to avoid enemy's attacking any more than necessary.
Thanks for reading this text wall! Next blog, I plan on talking about equipment and how that factors in to the emphasis on player skill.
Right then, back to being fun.
It's been requested that I talk about the battle mechanics next, so that's what I'm gonna do. One of my main goals with the battle system in PotF is to place the emphasis on player skill over levels. If anyone hasn't seen Egoraptor's Sequelitis, go watch that now. It's a series I highly recommend if you want to learn more about game design. Anyway, a short statement that he made in the Castlevania episode stuck with me: Do you really feel accomplished by grinding and getting the best weapons/spells that boosts your damage output? Or do you feel accomplished by using your intellect as a player and work with the game's mechanics to overcome a challenge? And you know what? I agree with the latter. If you have the right strategy, but didn't spend enough time killing the same mobs over and over again just to boost your numbers, then don't you feel even slightly cheated or that you're wasting your time? I know I do.
So how does one emphasize player skill in a turn-based RPG? Well, my solution revolves adding more functionality to each character's SP.

Just like in Soul Sunder, every action you take, with the exception of using items, has an SP cost. Yes, even your basic attack. Basic attacks will cost just 1 SP, but all your abilities will cost 2 SP or higher. This limits your damage output and prevents you from spamming strong abilities.
As of right now, there are no items that recover your SP. To regain lost SP, you use the Focus command. This costs you one of your three precious moves you get during your turn in battle, but it restores the character's SP by 50%. Since every enemy has a relatively high attack and magic attack stat, you will get punished if you waste too much time making your characters Focus over and over again. And since there's no real healing spells in the game you can access easily, it makes every point of damage the characters incur have much more impact. This is why you're encouraged to spread out actions among the party instead of making a single character act solo.
However, there's another reason you'll want to keep your SP high. In addition to being required to attack the enemy, each character's SP factors into their defense. So whatever damage the enemies do to you will not only be reduced by your physical defense stat, but also your SP. Oh, and many enemies have SP as well. And since 90% of your attacks are physical based, that's gonna be a problem. You'll have to reduce the enemy's SP by using a character's Guard Break abilities. But wait! That costs extra SP on your side!
The balance of reducing the enemy's SP to damage them while keeping your own high to protect yourself is determined by player skill. You can fight an early game mob with mid game equipment, and still have the potential to sustain heavy damage if you're not paying attention. If all goes well, the game will be rather easy as long as you know what you're doing and pay attention to the attributes of the enemy you're trying to kill.
At the end of every battle, the characters will restore all of their SP, but not their HP. So not only do you not need to waste time making every character Focus multiple times before ending a battle, but you can turn up the heat and use more powerful attacks to end a battle quickly. The idea is to finish battles as quickly as possible to avoid enemy's attacking any more than necessary.
Thanks for reading this text wall! Next blog, I plan on talking about equipment and how that factors in to the emphasis on player skill.
Progress Report
Becoming One with the Machine (and some Announcements)
Let me tell you a story about friendship, coexistence, and forced assimilation: Yanfly's Target Info script refused to play nice with the Luna Engine for the longest time. If you tried to use it, battles would lock into an infinite loop, effectively freezing the game and forcing you to restart. I don't know what the deal was between them. Maybe the Luna Engine broke Target Info's favorite toy when they were kids and was never quite forgiven. Regardless, Target Info was just determined to be a disruptive child, and so was put on the sidelines while NeonBlack's Enemy Scan script was used as a substitute.
Unfortunately, while NeonBlack's script does some cool things that Yanfly's does not, it did not have my favorite feature: comparing the actor's stats to enemy's during battle. And so, with my recent interest in delving into and messing around with scripts, I decided to drag Target Info out of retirement to undergo some... "persuasive therapy".
And it worked. Yanfly's Target Info script is not only working perfectly with the Luna Engine, but the, uh, "therapy" went so well, Target Info decided to apologize to Luna by showing off more info that it hadn't originally:
See? Now you can view HP and SP in addition to the four main stats on the Parameters page! Woohoo!
Okay, dry humor aside, I wish I could put into words how happy this makes me. Being able to see the enemy's stats and weaknesses/resistances was one of my favorite things about Soul Sunder's battles, and even in RPGs in general. Without it, players wouldn't have as much information conveyed to them, and battles would become more of a guessing game of finding the enemy's weakness. If you died, it would be hard to justify the cause of death, and you could end up feeling cheated. No longer!
This would normally be a good segue into talking about the battle system. Hell, I've already written down what I want to say about it. Plus, since it was requested, I feel back for not talking about it. However, there's a couple of announcements I want to make that are pretty important.
1: That August 17th date I set before just isn't going to happen for the whole prologue. I underestimated the amount of work I had left to do, and I'd rather wait to give you guys a quality product than a rush job. I've gotten about 80% of the cutscenes done and all the battles done except for the end of the Prologue, but that's just the barebones. I haven barely touched most of the extra stuff (NPCs, extra maps, etc.) and I wanted to get those done. Sorry! But you'll have to wait a little bit longer for the prologue.
2: Well, okay. How much longer? Well... Good question. For those that aren't aware, I'm participating in the second McBacon Jam! Which means I'll be tied up for the next few weeks while I work on that game. I would say I'm sorry but... have you seen team I'm on? I'm working with unity, Luchino, and JosephSeraph. All wonderfully creative people! Sorry, but I'm really not sorry. So instead of a prologue to a game, I'll work with others to give you a WHOLE, COMPLETE game. That should make up for the lack of activity here, right?I know any of you would have jumped at the chance to work with them, so you can't blame me for this, right? ... right?
Wait... what are you doing with those torches and pitchforks?
Unfortunately, while NeonBlack's script does some cool things that Yanfly's does not, it did not have my favorite feature: comparing the actor's stats to enemy's during battle. And so, with my recent interest in delving into and messing around with scripts, I decided to drag Target Info out of retirement to undergo some... "persuasive therapy".
And it worked. Yanfly's Target Info script is not only working perfectly with the Luna Engine, but the, uh, "therapy" went so well, Target Info decided to apologize to Luna by showing off more info that it hadn't originally:

See? Now you can view HP and SP in addition to the four main stats on the Parameters page! Woohoo!
Okay, dry humor aside, I wish I could put into words how happy this makes me. Being able to see the enemy's stats and weaknesses/resistances was one of my favorite things about Soul Sunder's battles, and even in RPGs in general. Without it, players wouldn't have as much information conveyed to them, and battles would become more of a guessing game of finding the enemy's weakness. If you died, it would be hard to justify the cause of death, and you could end up feeling cheated. No longer!
This would normally be a good segue into talking about the battle system. Hell, I've already written down what I want to say about it. Plus, since it was requested, I feel back for not talking about it. However, there's a couple of announcements I want to make that are pretty important.
1: That August 17th date I set before just isn't going to happen for the whole prologue. I underestimated the amount of work I had left to do, and I'd rather wait to give you guys a quality product than a rush job. I've gotten about 80% of the cutscenes done and all the battles done except for the end of the Prologue, but that's just the barebones. I haven barely touched most of the extra stuff (NPCs, extra maps, etc.) and I wanted to get those done. Sorry! But you'll have to wait a little bit longer for the prologue.
2: Well, okay. How much longer? Well... Good question. For those that aren't aware, I'm participating in the second McBacon Jam! Which means I'll be tied up for the next few weeks while I work on that game. I would say I'm sorry but... have you seen team I'm on? I'm working with unity, Luchino, and JosephSeraph. All wonderfully creative people! Sorry, but I'm really not sorry. So instead of a prologue to a game, I'll work with others to give you a WHOLE, COMPLETE game. That should make up for the lack of activity here, right?I know any of you would have jumped at the chance to work with them, so you can't blame me for this, right? ... right?
Wait... what are you doing with those torches and pitchforks?
Progress Report
Nature of the Beast
I wanted to wait a bit longer before writing this next blog to keep from pumping out too much info at once, but the initial reaction to this has been so unexpectedly awesome that my motivation has rocketed higher than it has been since January when I started working on it! I've been blasting through tasks that normally take me an entire day's work to do, and I've made SO MUCH progress that it's insane! Learn from this, everyone: if your motivation starts to take a dip after a long time of solo working, don't be shy about sharing what you have.
Game Structure
So I said in the last blog that I'd talk about the overall structure of the game, and that's what I'm going to do. I'm sure you've noticed the episode count on the main page, yes? Well, PotF isn't going to be strictly episodic like what you see in, say, Fire Emblem. In truth, the episode listing is more in line with a pseudo progress bar for the entire game. Each "episode," is just a chunk of the game that is to be completed and playable. So you're not going to see chapter splash screens or cheesy, "Next Time on Prayer of the Faithless," scenes. No.
So what does each episode consist of, exactly? Well, PotF has two main characters, Aeyr Wilder and Mia Alacruz. After the prologue, the two of them will split and undertake their own separate journeys. With some exceptions, this means that each episode will be divided into an Aeyr segment and a Mia segment. While the final product will undoubtely be different from my plan, I'm aiming for each half to take about 30 minutes to an hour to complete.
I like this structure because it gives clear beginning and end points allowing for character arcs to make a powerful appearance without dragging on and bogging down the player. I think this is especially important for longer RPG Maker games to help keep them focused.
Art-tastic
You may have noticed a new portrait completed in the character tab a few days ago. If you haven't already, go check it out! I'm aiming to have a new portrait and description done about once a week, so be on the lookout for those! Plus, there are a decent amount of characters that aren't playable but still very relevant to the story. For example:
Commandant Vanessa plays a very prominent role in both Aeyr's and Mia's story.
I want to draw a portrait for her, and I will eventually along with all the other characters that get busts. Since she's not a playable character though, a portrait wouldn't go anywhere in the game, and isn't a good use of time right now. I'll do that later once I get all the portraits for the party members that you'll see in the prologue done.
Speaking of which, here's a WIP of the next party member to be revealed:
This is what a true Manna looks like: Dark skin and red eyes (does that remind you of anything, Soul Sunder players?) are the defining characteristics of a Manna.
Art has been, by far, the biggest time sink for this project. It's coming to an end soon, though, at least for the prologue, and I can focus more on the writing and eventing.
As for where I'm at now...
The current prologue has about 45 minutes of content ready to play. That's including cutscenes and battles. Thing is: it's still pretty barebones. Few NPCs have been added, some interiors aren't finished, and the second half of cutscenes haven't been added yet. So I imagine the final prologue will take over an hour to get through. This is surprising, since I originally planned for the prologue to take 30 minutes at most. But there is quite a bit of story to convey, and it has to be paced well enough to avoid the dreaded info dump. Don't worry, you won't be sitting through a long cutscenes where your only interaction is to mash the space key. You'll be doing plenty of walking about and interacting with others.
I want to talk more about the battles systems and such, but I think I've wasted enough of your time already, so I'll leave that for the next blog. This does raise a question, though: What are you interested in reading about? I've been working on this project for half a year already. I've got plenty to talk about. Hell, I could post about 10 blogs on the story alone. But posting constant updates of "I did this, I did that," can get pretty old pretty fast, and the last thing I want to do is bore you by ranting about things you don't care about.
I want to get you involved in this as much as I can. So whatever you want to hear about, let me know and I'll tailor future blogs accordingly.
EDIT: Oh yeah, a release date.
Well, I'm going to start school on August 17th. I aim to have the prologue out before then. you'll have something playable soon. Yay!
Game Structure
So I said in the last blog that I'd talk about the overall structure of the game, and that's what I'm going to do. I'm sure you've noticed the episode count on the main page, yes? Well, PotF isn't going to be strictly episodic like what you see in, say, Fire Emblem. In truth, the episode listing is more in line with a pseudo progress bar for the entire game. Each "episode," is just a chunk of the game that is to be completed and playable. So you're not going to see chapter splash screens or cheesy, "Next Time on Prayer of the Faithless," scenes. No.
So what does each episode consist of, exactly? Well, PotF has two main characters, Aeyr Wilder and Mia Alacruz. After the prologue, the two of them will split and undertake their own separate journeys. With some exceptions, this means that each episode will be divided into an Aeyr segment and a Mia segment. While the final product will undoubtely be different from my plan, I'm aiming for each half to take about 30 minutes to an hour to complete.
I like this structure because it gives clear beginning and end points allowing for character arcs to make a powerful appearance without dragging on and bogging down the player. I think this is especially important for longer RPG Maker games to help keep them focused.
Art-tastic
You may have noticed a new portrait completed in the character tab a few days ago. If you haven't already, go check it out! I'm aiming to have a new portrait and description done about once a week, so be on the lookout for those! Plus, there are a decent amount of characters that aren't playable but still very relevant to the story. For example:

Commandant Vanessa plays a very prominent role in both Aeyr's and Mia's story.
I want to draw a portrait for her, and I will eventually along with all the other characters that get busts. Since she's not a playable character though, a portrait wouldn't go anywhere in the game, and isn't a good use of time right now. I'll do that later once I get all the portraits for the party members that you'll see in the prologue done.
Speaking of which, here's a WIP of the next party member to be revealed:

This is what a true Manna looks like: Dark skin and red eyes (does that remind you of anything, Soul Sunder players?) are the defining characteristics of a Manna.
Art has been, by far, the biggest time sink for this project. It's coming to an end soon, though, at least for the prologue, and I can focus more on the writing and eventing.
As for where I'm at now...
The current prologue has about 45 minutes of content ready to play. That's including cutscenes and battles. Thing is: it's still pretty barebones. Few NPCs have been added, some interiors aren't finished, and the second half of cutscenes haven't been added yet. So I imagine the final prologue will take over an hour to get through. This is surprising, since I originally planned for the prologue to take 30 minutes at most. But there is quite a bit of story to convey, and it has to be paced well enough to avoid the dreaded info dump. Don't worry, you won't be sitting through a long cutscenes where your only interaction is to mash the space key. You'll be doing plenty of walking about and interacting with others.
I want to talk more about the battles systems and such, but I think I've wasted enough of your time already, so I'll leave that for the next blog. This does raise a question, though: What are you interested in reading about? I've been working on this project for half a year already. I've got plenty to talk about. Hell, I could post about 10 blogs on the story alone. But posting constant updates of "I did this, I did that," can get pretty old pretty fast, and the last thing I want to do is bore you by ranting about things you don't care about.
I want to get you involved in this as much as I can. So whatever you want to hear about, let me know and I'll tailor future blogs accordingly.
EDIT: Oh yeah, a release date.
Well, I'm going to start school on August 17th. I aim to have the prologue out before then. you'll have something playable soon. Yay!












