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Help Section Finished

author=kalledemos
Only being able to see look at what monster abilities do only after they been used in battle is a nice touch, and I'll definitely be using fan favorite in ALL the arena battles! Also, good luck with the work and playtesting; with an epic-length game like this, it can't be quick or easy.


I'm really hoping the playthrough will go smoothly since I've been testing updates as I introduce them. I shouldn't need to rebalance anything, and I'm not going to nitpick over small things like spelling errors. I just want to make sure there's no game breaking bugs in any of the content.

It will be interesting to see just how long the entire game actually takes since now there's a reliable game clock.

Inceptum Quest and Help Menu

author=kalledemos
It might not be finished, but the help menu is looking nice so far.


Thanks. I'm also planning to have the special monster skill damage algorithms explained, each revealed after its first use against the player. That will go in the tactics section along with the strengths and weaknesses of the enemy types.

Unfortunately I couldn't justify a bestiary. There's no plugin for pulling the relevant integers, strings, and images from the database.

Legendary Artifacts, Dr. Odine, & More

The skills from the books still exist, but cannot be obtained. They weren't that useful and could only be acquired late in the game anyways. Now Dr. Odine's rewards are immediately useful, but remain relevant too.

There are a few new skill scrolls, made possible thanks to a DynRPG patch fixing the reflect crash bug, and a plugin that enhances evasion behavior. Azrael also has more skills on his skill shard page, some of them unique.

Uber Daemon is just the renamed Ultimate Weapon. The traverse to Progidium Nidus has changed, with a frozen tunnel staircase leading from the surface of Solus Insula to the darkness of the ocean floor. I was trying to make something atmospheric.

author=kalledemos
author=DJC
  • Skills Books removed from game
Interesting change. so will the Dr.Odine skill book abilities be available through the skill shard pages now, or have they been removed completely? Also, about Uber Daemon... did I miss/forget an extrs boss, or is he new? Either way, these new features & Items really seem like they're gonna fun to attain and play around with.

Hunting Additions

author=kalledemos
my goodness! If the cut additions are anywhere near as cool-sounding as this feature or the rebirth mechanic, I hope that you will eventually finish them to your liking; I would genuinely wait the remainder of my life for the definitive, "director's cut" version of this super game to release.


There's a massive list of over 100 game play additions. There's a separate longer list of story and character development changes. If I ever did a commercial version with a modern engine and editor I would try to incorporate these.

The current update was originally meant to utilize DynRPG to eliminate some long standing bugs and game issues caused by engine limitations. At times I get carried away playing around just to see what's possible with rm2k3 and the available plugins. I'd like to release the update for players soon, though, so they can enjoy a better experience.

Rebirth Mechanism

author=AubreyTheBard
author=DJC
I'd like to thank AudreyTheBard for his battle display plugin...
You're welcome. :) It's Aubrey though, not Audrey. X)


Thanks again! Luckily, I spelled it correctly in the game credits, so I don't need to fix that too. ;)

Rebirth Mechanism

author=kalledemos
whaaaaaaa?! rm2k3 characters surpassing their 9999/999/999/999/999/999 stat limits?! I can't believe it! and weapon style switching? sammy won't be so lonely damage output-wise anymore! though these awesome changes bring up a critical question: will this new version be compatible with old saves?


The new version is definitely NOT compatible with old saves. Way too many database changes and the use of DynRPG would probably break saves from previous versions.

Sammy can also switch to single weapon and shield style, gaining access to weapons other than claws.

Sources and Golden/Silver Apples boost stats above the old limits too, but that's a much slower way to increase them.

Everlong

author=Varn
To the contrary on the level cap discussion; I just hit level 99 and am finding the game interminable now that I've also hit areas where that's insufficient to turn off encounters ;-;


In addition to letting players control experience and encounter rates, I'm also allowing story mode to be toggled anywhere, except bonus dungeons that are not completed. That way if players are tired of battles, they can just turn them off.

There are also new accessories if players want to increase encounter rates for leveling. The Bell Collar doubles rates, and the Whistle makes every step begin a battle. The menu will have an icon that changes color to reflect the rate.

The next blog post will also be about a new game function that will make battles beyond level 99 exceedingly worthwhile.

Everlong

author=luvnmood
awesome game! this, to me, is commercial grade! KUDOS to you! now, if there was some kind of help, to know what some of the things are and what some of the pictures that pop up at bottom of screen mean! but all in all, one of the best I've played in a long time.


Working on just that. If I get around to it in the next version, there will be a full help section available under the options menu, where only "Controls" currently exists.

Thanks for the kind words and support!

Everlong

author=magnaangemon01
Is this game non-RTP? Or do I need to have RPG Maker 2k3?


All you have to do is download and install. The package has all necessary files.

Everlong

Though I probably won't be releasing until next year, I've already made and tested the addition in the options menu to turn off encounter rate and experience scaling. The number of battles will neither increase or decreased based on level, and players earn the same amount of experience as always. If you gain excessive levels the game will no longer be challenging, but I'd rather enable players to enjoy themselves however they please.

I actually had monster scaling in mind as a separate addition to make New Game+ more interesting, or adjust the difficulty. It would work for everything except fixed damage skills, which is what monsters almost exclusively use. There's no Dynrpg plugin for such an adjustment that I know of.