AEGIX_DRAKAN'S PROFILE

About me:

Pun loving Canadian, friendly neighbourhood "Ace", and Narrative Designer at Nine Dots Studios.

I've been a huge fan of RPGs (especially turn based ones) since I was young, and it warms my hearts to be able to make RPGs that other people can enjoy.

I thrive on crafting stories that others enjoy, as well as finely tuning combat to be challenging, but fair.
Glories of the Hunt
Face your trauma. Conquer your dragon.

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Theme Roulette 3

I finally have everything but the final boss and the ending (plus intro polishing) to make.

The rest is all testing. *Glares at the enemies who seem to alternate between doing WAY too much damage, or not even punching through my character's barriers*

Barring disaster, I SHOULD have a "feature complete" game done, but as far as I'm concerned, it's basically a demo. I want more enemy variety and so on before I submit a gamepage and everything.

In any case, I'm REAAAALLY happy with my 3D dungeons. :D The decor even changes a little in most of the dungeons to help you remember where you are!

Screenshot of dungeon design:


Screenshot of it in action:

Theme Roulette 3

author=volke_locke
It's friday. Dawn of the first (of the last three) day.


Not gonna lie, I'm nervous.

My dungeons (save one) are all carved, and just need key/chest placement, and the skills and so on of my combat system all work.

I mostly just need to make enemies and balance this trainwreck and hopefully it'll work out. I just don't know how well that'll end up. XD

Theme Roulette 3

author=Marrend
For everyone else still working on their thing:



I might need that energy. Things are taking a while.

My combat mechanics are done, my random loot chest system is done, all that's left is the actual combat stats, and the dungeon floors to make an-

WhaddayameanIOnlyhave6moredays?! ;_;

Theme Roulette 3

author=Craze
pretty much done with the demo. gonna get some feedback from people and then polish it up and upload. ...although i just did most of the polish in the past hour.



Ok, this is hilarious.

We're using the same graphics pack (only I'm using the color variant while you're using the Greenscale), AND 2 of our characters are the same. XD

This has actually increased my interest in your game further!

Theme Roulette 3

Hopefully going to have the rest of the guts for my combat system finished by tonight, or sometime tomorrow.

As part of my drastic scaledown, I'm using 4 premade characters with 4 skills each. The basic idea is that there are 4 "elements" in the game, each character can deal 2 types of damage, and create single-shot-weaknesses for 2 others.

It creates a pretty decent feeling of teamwork so far.

[RMMV] Guarantee Status Effects - Remove effect of Luck

author=ten_blue_egyptians
Does setting the state application chance to 1000% (max chance) not help much?


Oh, MV goes up to 1000% now? :o

That would probably help a lot, sure. Especially for a short project like this. Thanks for the heads up.

But even so, ever since I watched someone play one of my games and saw a 100% status effect miss, causing him to claim BS had happened...I really, REALLY hate leaving any room for luck to mess things up.

[RMMV] Guarantee Status Effects - Remove effect of Luck

I'm the kind of guy who likes his status effect skills to have guaranteed chance to hit.

But, as most of us know, the Luck stat has a hidden influence on the odds of status effects, so even if you set a status effect to have a 100% chance of working, there's going to be the occasional anomaly where it doesn't happen.

In VX Ace, I figured out how to dig into the base code to comment out that connection, but I have NO idea how to do that in RMMV.

Also, the game I'm making for the current Event absolutely requires guaranteed status effects for the combat system to work. (You apply weaknesses to enemies, then remove those weaknesses if you hit them)

How do I make this work? Is it as simple as tagging all my skills as "Certain hit", or is there some other way to do it?.

Many thanks in advance!

Theme Roulette 3

I have made a terrriiiiibllle miscalculation.

I thought "oh, pfft, no problem, I can make a dungeon crawler in 2 weeks, I basically made most of Cursed Crown in one week, and First Person Dungeons are waaaaay easier to carve out."

...I forgot that I had no school or work at the time I made Cursed Crown.

And then this week at work-from-home has been a fixing a LOT of nasty bugs, so by the time I'm done work I'm in no mood to game dev.

And next week PSO2 is coming out and all my friends are gonna be on that.

And, I already have a casual RPG project I'd rather chip away at slowly after the event instead of making more of this one.

...Fortunately! I have plans to turn what I have into something still presentable. Hopefully, I can pull that off. If not, I'm going to have to accept my hubris beat me this time. XD

Theme Roulette 3

author=Marrend
Strictly speaking, this event uses the Event Locker. Which means making a gamepage isn't necessary for the context of the event.


Which is a good thing for me. For the sake of my sanity, I'm aiming to be putting out a Demo (The first entire Dungeon of 3) instead of a full game.

That'll give me time to properly polish some of the base mechanics and make sure they work, so that I have something short but nice to show instead of an incredibly janky full game.

Theme Roulette 3

Basic plot and dungeon ideas more or less thought up, and my first "floor" has a basic "sketch" outline.

At least I don't have a big "town" to make, and the stuff I'm using is much, MUCH simpler to map with, so hopefully I can get the dungeon layouts done relatively quick.

author=Craze
aegix you could always have a story char that's separate from the nameless (or not, but w/e) cast you control -- like a commander leading the investigation, or a villain narrating the events cough wine and roses. i think that's pretty reasonable for dungeon crawlers.


That what I hope to do.

Have the main character, and 3 disposable allies. If they die, they die and you have to make do without them until the next time you leave the dungeon (and they cost something to replace).

If the hero dies...I think I'll have him auto-rez, but steal HP from his surviving allies, or something. Because I REALLY hate how in Persona games, if your hero dies then you insta-lose.