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Game Design

Addition of Passive Skills

The RTP v3.0 update introduces passive skills to the game. Passive skills are skills that cannot be actively used, but they will automatically activate during combat when certain conditions are met (such as when a certain skill is used, or once at the end of each turn).

Each class has 3 unique passive skills, which help boost their performance in combat, or open up different playstyles. One passive skill each is unlocked at three different points in a playthrough, in addition, each class can unlock an extra passive skill by completing their class achievement. Several of the class achievements have been updated, so every class is generally able to unlock their passive skill through it within 3 battle encounters.

For several reasons:

First, to increase the range of randomness per playthrough, which in turn helps with the replayability factor of the game. RTP was created with replayability as one of its main selling points, and I thought this would be a good addition to improve upon that.

Allow for more options on how to play characters. During my playthroughs of the game, I found out that a lot of characters are bound to very limited ways of being played efficiently. For example, Ranger would generally use Preparation, and then auto-attack for the remainder of an encounter, as it was simply the best it had available. With passive skills boosting some of his other abilities, Ranger can now also function as a support unit (Soothe to control bosses, and Nature Force for a party HP+MP heal).
For other characters, it was more of a way to simply boost their performance. Like, Paladin always had a very hard time recovering from a death, since she relies so heavily on Martyr, which often gets her killed if she's not at high health to begin with. Paladin's passive skills help her survive much more easily, so she can do her job properly without becoming a liability after dying once.
Additionally, passive skills are also there to up the pace of combat. Sometimes, things could slow down, which wasn't exactly ideal in a game that's all about providing a quick game. For example, Alchemist could stay stuck in a cycle where he could pretty much only cast 4 MP potions, and never recover enough MP to go back to casting his flashy Mad Science. Again, passive skills are there to help out restore MP more frequently, so costlier abilities can be used more freely (without making them completely spammable, of course).
Finally, to follow rule of cool. Some passive abilities are there to enhance, but at the same time also give that feeling of power and coolness when they active. Such as Alchemist's chance to double cast abilities, or Assassin's chance to instant-kill enemies (including bosses (at a reduced chance rate)).

As a side-effect of having passive skills added, I feel class achievements function much more like mini-quests now, rather than just an optional thing to do for completion sake. Doing class achievements now actually help power-up a character, so that should be a good incentive to go hunting for them as fast as you can.

As always, I'd like to know what you think of the game, if you decide to try it out. Knowing what works and what doesn't is valuable information I can use to improve RTP, or any future projects.


v3.0 Changelog

-Added passive skills. Each class has 3 unique passive skills that have a chance to get unlocked at 3 different points throughout the game. A character can unlock a unique passive skill by completing their class achievement.
-The class achievement for Warrior now requires the Warrior to endure 50+ HP worth of damage while under the effect of Taunt (damage counter is carried over from battle to battle, but is reset upon death).
-The class achievement for Ranger now requires the Ranger to strike 6+ foes using Nature Force (strike counter is carried over from battle to battle).
-Lowered the requirement for the class achievement for Paladin. (Now requires the Paladin to accumulate 25+ damage while under the effect of Martyr, down from 30+ times.)
-Lowered the requirement for the class achievement for Alchemist. (Now requires the Alchemist to cast Mad Science 6+ times, down from 10+ times.)
-Mage and Asssassin now get a count towards their respective achievements when a charging foe is defeated with their skills (Charge Shock with Mage, Backstab with Assassin).
-Changed the wording on some achievements for more clarity, and fixed a typo.
-Added an option to auto-skip passive skill unlock cutscenes in the options menu.
-Added an option to play the game in classic mode (disables passive skill unlocks) in the options menu.

-Adjusted the stats on most enemies and bosses.
-The duration of Charm state has been reduced to 2 turns, down from 3 turns.
-Removed the MP gauge for Minion.
-Lowered the chance for forest monsters to inflict Stun upon a hero.
-Replaced the text boxes with images for finding and using the Sharp Stone to break the prison door cell.

-Glaiviel, Lord of Evil will now break Seal Enrage when he enters Enraged mode.
-Updated Glaiviel, Lord of Evil's attack pattern.
-Aslas, King of Dragons will now break Seal Enrage when he enters Enraged mode.
-Updated Aslas, King of Dragons' attack pattern.
-Added an entrance animation for Engardien, Grace of Heavens.
-Engardien, Grace of Heavens now makes a sound when summoning an Elemental Blessing.
-Berserker will no longer stay affected by Dragon Fury's penalty after being resurrected during the Engardien, Grace of Heavens' boss battle.

-Smart Glow is now smarter.
-Player glow will now correctly disappear while viewing the manual or the achievements window.
-The player character is no longer able to step away, right after beating a boss.
-The ghost kidnapping the girl in the town no longer runs away with her off-screen.
-Guards will now be busy holding the towns' gates instead of just standing there.
-Fixed a passibility issue on the town map.
-Teleportation events have been placed across the edges of all maps.
-Fixed a minor visual bug with the hanging rope on one of the evil lair maps.

-Customised the game icon graphic.
-Updated the options menu.
-Added a missing sound file that would result in an error upon challenging Glaiviel, Lord of Evil.
-Renamed the Elemental Blessings to prevent a lag issue during the Engardien, Grace of Heavens' boss battle:
*Earth Blessing is renamed to Terra.
*Ocean Blessing is renamed to Neptune.
*Sky Blessing is renamed to Saturn.
*Fire Blessing is renamed to Mars.

-Options changed under title menu don't transfer over to a new game.
-Options reset to default when restarting the game.


Out for Android

RTP is now available for download on Android devices.

"Allow the installation of apps from sources other than Play Store" under device settings must be enabled to install the game.

How to play:
-One-finger tap to move, select, confirm choices.
-Two-finger tap to cancel, open menu (on field), return to previous selection (in combat).

Known issues:
-BGM loops incorrectly.
-Boss collapse causes lag.

No changes have been made to the gameplay.

Progress Report

v2.3 Changelog

-Smart Glow is now smarter.
-The ghost kidnapping the girl in the town no longer runs away off-screen.
-Guards will now be busy holding the towns' gates instead of just standing there.
-Fixed a passibility issue on the town map.

Progress Report

v2.2 Changelog

-The Manual and Achievements graphic no longer stay on the screen when interacting with an object on the field while it's up.
-The Manual graphic no longer stays on the screen in combat after cancelling it.
-The Manual graphic no longer keeps the player from moving after combat if it had been used.
-Fixed the bed graphics. The player character will now properly rest their head on the pillow instead of hiding underneath it.

Progress Report

v2.1 Changelog

-The Manual can now be accessed during the player's turn in combat.
-Succubus's Immunity status is now displayed with the icon for Immortality, for clarity.
-Updated credits.


v2.0 Changelog - Definitive Version

-Updated the game to be compatible with RPG Maker MV v1.3.4.
-The game will no longer show a pop-up message when resetting the game.
-Player glow is now hidden while the Manual or Achievements window is opened.

No further updates for the game are planned beyond this point, unless some bugs are going to pop up. Still looking for feedback, as I can use it for future projects.

Progress Report

v1.9 Changelog

-The player character can now enter beds.
-The player character and other visual events will no longer disappear when the battle encounter animation plays.
-A soft glow will be displayed around the character, during nighttime. This can be turned off under Options.
-(v1.9.1) The glow effect can now be set to never show, only be showed during nighttime, or to always show.
-(v1.9.2) Automatic dash is now always enabled. To walk, hold the Shift key. Removed the Dash option from the Options menu.
-(v1.9.2) Pressing F4 to toggle fullscreen on or off should now correctly update the Fullscreen option in the Options menu.
-(v1.9.2) Fixed a bug that would sometimes fail to remove the glow effect at the Congratulations screen.
-The options menu now has a help text for each option.
-Glaiviel should now, hopefully, no longer fail to lower its target's defences when striking with Burning Sword.
-Updated credits.

Progress Report

v1.8 Changelog

-The party now restores 50% of their missing HP and MP upon entering the final boss room.
-Paladin's Martyr accumulated damage should now be calculated correctly when enemies attack more than once per turn.
-Warlock's Bloodbath is now slightly stronger.
-Updated a few of the character profile texts.

-The lightningstorm weather effect will now disappear upon entering the final boss room.
-Fixed a number of combat event call inconsistencies.
-Removed a rare chance of granting an extra life towards the Survival achievement.
-Removed a rare debug message.

Progress Report

v1.7 Changelog

-You can now press ESC during the credits to immediately return to the title screen.
-Fixed a bug that caused an error to appear when the party wiped, under certain circumstances.
-Fixed a bug that didn't count the achievement for Mage and Assassin.
-Fixed a bug that would sometimes delay the set locations for NPCs on the town square.

-Updated a number of skill descriptions for better clarity and consistency.
-Added coloured text for key numbers in skill descriptions.
-Added state icons in skill descriptions.

-Paladin's Retribution now also restores 3 MP to the user.
-Alchemist's Disorientation now makes the target only attack itself.
-Alchemist's Mad Science is now even madder!
-Cleric's Seal Enrage state will now be removed from the foe when Cleric dies in battle.
-Slightly lowered Glaiviel, Lord of Evil's stats.
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