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After 1000 years of iron-fisted rule, the Empress of Baclyae dies. With no clear heir, who takes the throne is under contention. The Duke of Espea, the Baroness of Sucror, and the Princess of Vapleissau all clamor for the right to rule.

Sarah and her friend, Hans, are exiles from the Imperial Palace for the crime of disobedience. They may wander the lands now, but, they will find that their fate is interwtined with that of the torn-apart nation.


Personal aside
This game is a tribute to the Suikoden series, and therefore borrows heavily from it. However, as this is a tribute, and not a fan-game, there may be a few things that are in those games that are not in this one, and visa-versa.

Latest Blog

Stream of consiousness - Ending the game

So, I have a few ideas about how to start this game, and maybe a few ideas of story-sequences that occur in the middle in regards to auto-stars. How the game ends? I have no clue.

I suppose one idea I had was to pull something of a Suikoden 3, where a small group of stars exist as antagonists for the bulk of the game. With Suikoden 3, the objective of Green Bishop and the Fire Bringer was essentially the same (humanity's freedom, if I recall correctly), they just have different methods/ideas of how to achieve those goals. So, if I go that route, the objectives of the protagonists and antagonists should be the same, but with wildly different methods/ideas of how to get there. The objective for the protagonists in this game is essentially "human freedom", but, I fear the objective of our antagonists is essentially "power for the sake of power".

Another idea is similar to the above, in that there will be a small group of stars that are antagonists for the bulk of the game. However, maybe there is a threat that causes them to work together for a time. The nature of this threat might be supernatural (the Sovereign Rune eventually comes to the conclusion that nobody is worthy of bearing it, and goes haywire?), or external (a foreign power, possibly one that had a hand in the Empress' assassination, tries to leverage the civil war to it's own purpose?), or... I dunno.

Suikoden has had some neat political intrigue stories (see Suikoden 2 and Suikoden 5). I have no idea if I can make a story on that level. I don't really have a team on this game. I've been doing this mostly by myself. Though, Darigaaz, look at what this game can do, despite working alone on it.

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:DDD

You know me. I'm here. The Suikoden freak that I am. heh heh heh
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I must be crazy in trying to do this :P
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I've been playing some Suikoden 5 lately (plug alert), and I've been thinking a little bit about overworld maps. Suikoden world-maps are freaking huge.

This game's overworld map, well, I have a very basic outline of how the territories are situated. A few quick-notes about various transitional dungeons that players need to traverse to get to one section of the game to another (at least before the teleport option for the locations in question open up).

Funnily enough, I've not really thought too much about encounters. I've been doing visible enemies that appear on-map for some time, but, I'm aware the series the game wishes to make tribute to has been more of a step-based system. I'm not sure which system I'll end up using, but, it might behoove me regardless to find where it calcumances how many steps 'till the next fight, and go from there. My initial guess is that it's in Game_Map, but, if it's not there, maybe Game_Party.

I dunno. I probably should work on this again, but, there's simply no energy in my system for gam mak whatsoever.
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I've been thinking a bit about this game, thanks to a play-through of the original Suikoden (plug alert). Enough to draw up, and upload a quick draft of the world map, which you can find here.

I don't want to say for sure if I'm coming back to this in any way, shape, or form. I suppose I might give it more of a chance if a "Release Something" event rolls around? Or this year's Halloween event, maybe? I dunno.
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It's becoming increasingly clear that the status of this game is no longer "cancelled". I mean, I have been working on it a bit of late, yeah? However, while work has currently ceased, I imagine I'll return to this when something akin to a Release Something event comes down the pipe. I've heard rumors of such during my brief times on the Discord channel, but, I suppose we'll see.
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I don't think this thought is it's own blog, and I'd almost rather comment here than in this thread. However, here's a bit of train-of-thought for you.

I'm kinda thinking about war-battles. There's no way I want to have a tactics mini-game for this. However, maybe if I model it more like the war-battles of the original Suikoden, it would be more doable. I don't think I want the rock-paper-scissors mechanic that it uses, but, giving orders via a SHOW CHOICE (literal or otherwise) is certainly more agreeable to me.


Or, maybe, I take players to a map, and they have to walk around to the various units, and give orders to units that way. To execute said orders, they have to visit the strategist, or maybe it would be done some other way (pressing escape?). My thought here is that the base system might look something akin to the mafia mini-game that I put into Konae's Investigations. There were only two characters to give orders to in that particular game, but, it would probably play out something like that.
This is something I have been considering for awhile for Legion Saga DX. I am vastly approaching that day when I have to decide and implement something!
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I might want to subscribe to Legion Saga DX at some point...
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Maybe not the most original idea for a game title. However, until I come up with something better, this game will be called "Baclyae Revolution". Which happens to be the war-battle unit that our protagonist is leader of. I mean, almost anything would be better than "SuikoProject", but, I wanted it to be at least somewhat relevant to the game, yeah?


Saying that, the download will probably retain the old name until the next update. I'm not really sure when that will be. I mean, I keep saying that I'm not going to touch this game until the next Revive the Dead event, yet, I seem to keep working on it anyway?

Whatever. Not going to worry about it. It'll happen if when it happens.
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*starts my day with some Suikoden 3*
*considers writing a blog concerning possible re-vamps on creature balance*
*finds Unites are still broken*
*cries a little inside, as I try to fix them*
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Brief gamedev update:
So, unites were broken in a couple of places. First, the common event I was using was only checking the current party for characters involved in the "Luxaren Allure" Unite skill. Second, said common event was adding the wrong skill. Fixing these issues were the easy part.

The hard part was re-testing the assurances what conditions Unite skills can be used under. So, all involved members have to not have inputted an action, and can input an action. I thought I had already resolved that issue, but, maybe not.

There was still a hole, though. If an involved character becomes stunned, or falls unconscious as part of an action-affect, the ability will still resolve. I think it probably shouldn't resolve. As of this writing, the setup is that the ability will fizzle (should fizzle?), and nothing else. However, I'm wondering if I can inflict Berserk on the characters that remain? Like, in Suikoden games, characters can go Berserk if a character close to them fall unconscious mid-battle. The conditions for characters going Berserk in Suikoden games aren't as strict as what I'm aiming for here, but, that's the thing I'm thinking about here.

*Edit: Wait, there's more!

I noticed that Unite skills were not part of save data. Like, if I went to Muriel, put in Karuna and Aurelie, they would have "Luxaren Allure". As they should. Save. Close the program. Run it again. It's not there. This was something else I was puzzling over for a bit. I was using $data_actors, but, that variable, when you load a game, usually just loads the database. Which means, yes, they don't have that skill, or the Unite skill type, as they are not included on their character features in the database.

I thought the switch to a $game_actors referral wouldn't be an issue. Except it was. There was no way I could see with $game_actors to actually add features. Trust me, I had a debugger window open, and the feature-list remained the same regardless of how I called it, or what I tried to add to it.

So, how did I resolve this issue? What I ended up doing was including $data_actors as part of savable data. Which means, Darigaaz, I'm essentially altering the database mid-game?

*Edit2: Er, so much for being a "brief" gamedev update?
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*opens this project to work on Sraphyhl Peak*
*notices that cancelling a command entry when a Unite command was entered causes the game to skip over the character that entered the command in the first place*
*cries a little inside as I try to fix that*
*notices SuikoShops don't retain their inventory when you load a save*
*cries even more as I try to fix that*
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Wow, this game has gotten three download updates, despite there not being a "revive the dead" event for Halloween. I dunno about you, but, I'm still calling that a huge success!

Still, I feel like it would behoove me to take a break from this. Though, it might tickle my fancy to have something for Thanksgiving and/or Christmas. We'll see. Until then, happy star-gathering!




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