CAZ'S PROFILE

Caz
LET'SBIAN DO THIS.
6813
Liberty's favourite waifu.
Has a market value of approximately 4 Touhou girls and a catgirl.
Wolf's Gang
This is a sample game created in "RPG Maker MZ" by Caz. As a monster, build up your army to take revenge on the heroes in this classic Fantasy RPG.

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We're looking at sometime near the end of this year possibly, but there's no solid date just yet!

We'll totally be keeping everyone posted though!

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Heh, glad you like, Cashie! And thanks for having faith! We'll try to kick as much butt as we can and make this a success~!

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And naturally, Addit's favourite character has kindly agreed to showcase the pretty new arts in this gif, ohohoho~

What are you thinking about right now?

All in favour of seeing Kentona's dad-bod, say "aye."

Tirawrmisu

But if you ever reach max level, will their effects change? Though I suppose it wouldn't matter because you've probably already beaten story mode by then, much like how defeating a Bonus Boss in an RPG gives you the most powerful weapon in the game but you already killed everything that was challenging.


You pretty much hit the nail on the head haha! Once you reach the level cap, there's not much point in getting anything better. Plus because the effect is percentage based, it scales with the amount of EXP you earn.

Those performance multipliers sound like adding in achievements could be possible. Things like: collect # items without being hit (does Dragonlord Horns still register a hit and make you lose an item when you proc pain-prevention?), 'Free Sample' sell # items for free, 'Walk in the park' complete a harvest session without sprinting, being hit, and also collect # items; 'It's a Trap!' hit # enemies with traps in one session while wearing Maid Costume/Battle Panties--okay that might have been too silly.


We're actually likely going to need to put some achievements in the game, so these are really good ideas! Thank you! :D

Is what clothing you get random? Do stars not spawn anymore if you have everything? It kind of sounds too easy to get all the Wardrobe items depending on how stars you can harvest in one session. If that is so, it might be better to make stars a currency where you redeem three for a unique item; not necessarily clothing.


The stars themselves spawn quite rarely, I'd say maybe once per harvest session if you're lucky. There are 32 extra pieces of clothing to collect on top of what you start with, so it's not very likely you'd get them all too quickly. In the event you collect them all, the stars redeem at the chest for 200 Gold instead.

What is the purpose of 'improves relationship with |Customer| faster' clothing? You haggle a higher price from them and they may want to buy two items? I assume relationship resets after each session otherwise you cap them out and then never have to wear them again. So what is the difference between 'customers pay higher for cakes' (Crown) and 'customers accept higher prices' (Tophat), both of which are headwear?


A lot of the descriptions in the video have been changed now, so they've been made more unique. Some of the previous ones were worded quite similarly, so that's been changed.

Having a better relationship with a customer means you can get a better price from them. Potentially some extra scenes if we get time too.

What does and how does your bakery gain Popularity (Strawberry Mascot)? Well, it probably involves satisfied customers telling their friends/family to come while unhappy ones tell them not to.


This costume has also been changed. But the popularity is to do with how many customers show up at your shop, and how fast they come in. For example, at the start, you probably won't see the businessman until you're a bit more popular.

Is the Merchant a new customer or did they appear later in the demo? Are there gonna be new customers?


The merchant is a new character, yes, but she's more to do with the story than a customer. She might make an appearance now and then, time allowing.

I assume Hat Hair doubles the effect of the worn Hat being as it takes a slot and should therefore be as potent as one. Dragonlord Horns, Battle Panties, it might be better to put a percentage to their effect because 'less likely' is pretty vague. Actually, Fuzzy Hood 'get better prices at general store', Crown 'customers pay higher for cakes', 'accept higher prices', even 'improves relationship faster' are all vague. For Strawberry Hat (I had to pause the video at the right time to catch it since you never wore it and moused over everything quickly; same with Band-aid, Strawberry Mascot, Flower Hairband, Sidetail, Mankini, etc.) instead of 'Cupkrakens have less range.' it would probably be more clear to say 'You can get closer to enemies without alerting them.' Though if water monsters automatically aggro the moment you step in their turf, then it should be 'non-water enemies'.


Again, a lot of the descriptions have been made moot now, but some of the equipment will only affect certain enemies. The water enemies don't make an appearance really unless you're wearing your swimshorts.

I hope there are different types of traps (your Gif didn't really show what those three dots you dropped did) and maybe a Cupkraken Hunter (colored) NPC who talks about monsters and sells you traps. Like creating a tripwire by dropping down two connecting parts within range of each other, dropping a bomb you can manually detonate when you want with the press of a button, a shovel to dig pitfalls, and, like I mentioned before, dropping bait that you may have to bake that will make a glutton-type monster ignore Aarin in favor of heading towards and taking time to eat it. Optionally, you can put sedatives in it to put them to sleep or, if it's not too gruesome for the game's ERSB rating, poison to kill it. Traps probably wouldn't work in water considering they'd just sink to the bottom. Whether or not you can trip your own traps is another issue.

Actually, I imagined that you would be able to eventually knock out a monster if you hit it with enough traps (a Boss would just get stunned, leaving it vulnerable to your attacks). At which point you can carry it (requires all 3 item slots; heaviness may make the stamina meter deplete faster while sprinting) back to the start of the area (while avoiding other monsters) and dump it in a special box/cage (provided by the Hunter). Then the Monster becomes a currency you can redeem at the Hunter's shop for rewards. Plus achievement for capturing # monsters. You could even make it more trickier by making the monster regain consciousness if you're too slow bringing it back. Live monsters would be worth more to encourage you not to take the easy route with the aforementioned poison. More dangerous monsters would also have a higher bounty. A basic Cupkraken, for instance, would be worth 1 'Monster Token', dead or alive (since they're probably close to the start of the area). The Rolling Donuts would be the same value since all they do is roll back and forth.


The traps are actually a new kind of item that you pick up in each session. You can get a shield, a sandwich or a chocolate bomb, and you can only hold one at a time. You lose it after your session ends, too.

The shield protects you against one hit. The sandwich recovers a large amount of stamina when you press A to eat it. The chocolate bomb can be planted on the floor, and if a Cupkraken runs over it, it disables them temporarily.

Apart from the "villain," there's an noteworthy lack of killing in the game though, so the traps are intentionally pretty harmless. I think trapping and capturing monsters would probably add a whole new level to gameplay that would be a step away from how casual it's meant to be. (An amazing idea nonetheless, I mean I'd love to do a Monhun game at some point.. but maybe not in this project.)

Lastly, what are those dragons wrapped around those pink cupcakes? They look so life-like... they're not gonna flambé me if I walk by them, are they?


Oh those guys.. those are harmless!

...heh, or are they? ;D

Tirawrmisu

Wow Hiki, that post is.. insanely detailed hahaa! Wow.. Thanks so much for all the feedback!

I'll take a lot of it into consideration, and naturally a lot has been done already to change what was in the demo so I think the new build answers a lot of things. But a couple answers to things that I might not have thought about or didn't really explain:

So can you only change your clothes at the start of the day?


The days are now split up into "sessions," a little like Recettear I guess! You have a Morning, Afternoon and Evening session, all last 5 minutes or so each. With each session, you can choose what you'd like to do (either spending the timeframe in the bakery or out in a harvesting area). This is basically to cut back on the amount of time you spend just standing around in the bakery or whatever going, "I'm bored, what am I meant to do?"

The wardrobe is accessible between these sessions. You have a "town map" of sorts, which is like a kind of menu. You can flick between things like your apartment (where you can save, sleep and access the wardrobe) and the shop (where you can buy ingredients and clothing) without using up any time. This means you can change your clothes first thing in the morning, get to harvesting with your clothing bonuses, then in the afternoon, change again to better suit baking or selling.

This kind of system also means that Dunkin will wait until you're totally done for the day before he teleports you away to some place when you were least expecting it. A lot more events are going to happen at the end of the day, so Dunkin can keep Aarin in line and make sure you're doing your job!

the only other thing you can do is run away from them (as ironic as that is for a hero to do).


At the moment, the Hero Hair and Legendary Armour have been changed so that your end of session EXP is increased by 5%. Levelling up works a little differently now.. You will gain EXP as you perform certain actions like baking things, selling your cakes and harvesting ingredients, but it won't reflect on your level until the end of your session. At that point, it adds up all the extra goodies like bonuses from your clothes and there's a "performance multiplier" that gives you extra EXP if you kept your customers happy, avoided getting hit by monsters, etc.

What is the difference between higher chance of rare harvests (Monocle) and higher chance of better harvests (Hairclip)? Or are they the same thing but are worded differently?


It used to be the same thing worded differently, but the Hairclip has since been changed to "Rare harvestables spawn faster." The Rare harvestables show up as little stars, rather than ingredients. When these get cashed in at the chest, you're rewarded with a Wardrobe item. These take less time to spawn if you're wearing the Hairclip, whereas the Monocle affects ingredients.

Customers are kind of stupid since they only head for one shelf and leave if there's nothing on it even though the other shelves have stuff.


The newer build has made it so that customers will immediately go for any shelf that has food on it, rather than a completely random shelf.

Customers will also try to opt for their "favourite cake." Each customer has their own particular favourite which they will aim for and pay more for.

Looking through the window, it never turns orange-red at sunset or dark when it becomes nighttime. So you can touch on this and maybe implement a weather system too? Like on rainy days, people are gonna get your floor wet and you have to clean more


The time of day will reflect in the bakery through the lighting coming from the windows now, so it's a little more plain to see. Weather is something I've sort of um'd and ah'd over adding to the game, but something like rain would be pretty cute.

We've actually done away with the cleaning element of the bakery now. Interacting with the rest of the shop and "keeping busy" is done by interacting with certain customers who come in, unsure of where to find items. Some customers come in and stand around looking confused until you approach them, and you can tell them where to find what they're looking for. Naturally if you give them a duff answer, they get pretty mad and leave.

On that note, you could also throw in a weekly Cake Tribute that Roarsay demands if you think people are easily making too many pastries.


In a sense, this has sort of been implemented into the game. The player will encounter more bosses than just Roarsay, because of the effect Roarsay is having on the environment. Some monsters are having a hard time feeding themselves, so they're wreaking their own havoc. Aarin will have mini-goals now and then to bake enough of a particular type of cake, and then be asked to go "sort out" the out of control monsters using what he baked.

If you haven't already, you should consider adding different types of monsters that each act differently to make it harder on the player.


There are a few new monsters other than the Cupkrakens that we've added, including ones that roll back and forth, some "water" based monsters that attack when you step into the lakes of chocolate in your swim shorts, ones that shoot you when you come close, etc.

What are you thinking about right now?

ITT Liberty tries to recoup her post count after realising it'll drop when she starts IGMC judging.

The Dinosaur Festival

Hatatty this is super cute!!

Everyone should be bamboozled by this game, those crazy dinos are adorbs. ;^;

What are you thinking about right now?

author=Gourd_Clae
It's very Caz of you to enjoy that fact.


I am an adjective now. I enjoy this too.

But damn you kids these days and your search engines and what-have-you! Though I guess it wouldn't be too hard to find the five thousand pages of bgcghxmbbgj] you made.

What are you thinking about right now?

I like that the trauma of the event has embedded the exact page number deep in your psyche.