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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

The blessings of the 108 are upon this game.

As promised, the game has been updated on it's two-year anniversary. The main download should be stand-alone, with an alternative download for those who have VX Ace's RTP. I now largely consider it...

COMPLETE!





In case you missed it, I've put up a page detailing recruitment info for characters that are not recruited automatically. I'm a nice guy. Or try to be.


Probably the most difficult part of the making of this game was Unites. Some of the things I had to do for it to work at all:
checking that each member of a given Unite were in the party
each character that had a relevant Unite skill in the context of the active party could access the Unite skill
they all had to be able to act for Unite to be selectable
when the time came for the skill to be used, all members had to be able to act
selecting a Unite skill for the "skill leader" meant that other involved characters had to be skipped over when entering actions
cancelling out of a Unite skill meant that all involved characters could act normally, unless Unite was re-selected

Man, I still feel like I'm forgetting something. However, I hope I made my point to how complex this was to set up. ;_;


There were a few moments where whatever troubles I was going through to make this game was worthwhile. Obviously, seeing Unites actually work. Putting together the party-window for shops (thanks for reminding me of the window in Wyrm Warriors, Liberty!). Showing a six-person party in the main menu, and in battles. Hell, even something as simple/small as the "<Character> recruited!" window made me a little bit happier.

However, I think among the biggest moments was achieving the 108 Bonus of the game during my test-plays. I'm not going to say what that bonus is for now. I'll keep that a secret for a liiiiittle bit longer. However, it still feels like a big accomplishment, even though this game is only 2-3 hours long. Whereas a typical Suikoden game takes me around 30-ish hours to complete? Depends on which Suikoden we're talking about, I suppose.


So, what's next on my gammak plate? This is an excellent question. I don't know if I have an answer. There have been times when I've considered taking Uchioniko, and applying a new set of paint (Celianna's Modern-Day tileset), with maybe a few more touch-ups. However, my inclination to actually do anything about that game has been a solid "meh".

Posts

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:DDD

You know me. I'm here. The Suikoden freak that I am. heh heh heh
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Guardian Angel of the Description Thread
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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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Guardian Angel of the Description Thread
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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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Almost don't want to bother posting, since it's pretty small, but, yes, I figured out a menu to swap windowskins mid-game. It will, once I get the game updated, be accessed either via the system sub-menu, or via talking to Davin. Note that the windowskin will always be the default when you start the game up, on the initial menu, regardless of what preference players set before hand. However, once a game is loaded, if a change has been made, the saved windowskin will then be applied.

At any rate, allow me to give thanks here to Liberty, and her windowskin resource! Making the change in windowskin savable was a little awkward, but, seriously, this game feels like it is chock full of awkward coding. As long it it works on the player's end, though, I'm not complaining! :P


Funny how I pick up on that, but not the writing that still needs to be done. Like, I know I can divide that task into smaller bits. Maybe trick myself into thinking I'm accomplishing something more significant. However, that doesn't make the act of sitting down and writing any less daunting.
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Just finished a test-play of this. I suppose I was curious to see how long it might take a person to get all the characters. Came across some random stupid bugs while I was at it. Otherwise, my run was somewhere around two-and-a-half hours. I don't know how much of that was time spent training with Oharu, but, I certainly used her service. I only actually used six people in my party ever, and distributing Party Experience only to those six people probably cut my time.

This somewhat worries me, though. This game is not like Suikoden 4, where players can spend time on the open ocean, fight dudes, maybe train with Reinhold every so often, and gain levels that way.
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I'm mainly working on my Theme Roulette entry, but, I do have some things written/coded for a "Fates of the 108" scene for the end-game. I've also done some minor testing of that scene, getting a feel for the timing of how/when to open/close windows, and generally make it feel like a "Fates of the 108" scene from the Suikoden series.

In any event, with a little bit of luck, I can upload the "108% complete" version by this game's two-year anniversary. Wish me luck!
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Just wanna say that I still consider myself on track to get the "108% complete" version out on the 20th of May to coincide with the game's anniversary and my birthday. Until then...


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Replaying this to see how bad off players are if they recruit the absolute minimum number of recruits. Though, there will be a few recruits in this playthrough that I'll get for quality-of-life purposes. Okiku. Oharu's entourage. The shopkeepers. Joy. Those kinds of people.


Also, I'm not 100% sure this is bug-free. I know I've seen this game do some weird skill selection windows. Like, I'm in the Rune sub-menu for Sarah, but, she doesn't have a Fire Rune. That's on Chris. Or something similar to that. For what it is worth, the bug seems recoverable by way of cancelling actions to previous actors. In the case of Sarah (who usually in party-slot 1 for me), you may have to cancel until the Fight/Rush/Retreat option.

In this particular playthrough, I noticed the shops in the Palace selling items I have not seen yet. Like, I saw Hal selling freaking Stat Stones before I visited Wal Pinnacle for the first time!? Clem was also selling stuff that I've never seen at that point in the game too.

Of course, I had to restart my test-play to confirm/duplicate the Palace-shop inventory bug. For now, I haven't been able to duplicate either of these bugs so far. Will post more if something comes up.
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