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EXODUSTRIBUTE'S PROFILE

I am but a single brooder quite a few passions and hobbies, and with that, many aspirations for his future. My primary avenues of self-expression include creative writing, poetry, digital art, and indie game design... but given the site upon which you happen to be reading this, you're probably most interested in my games.
Goatchild: Advent of Van...
An action-tailored Dark Fantasy/Horror experience with emphasis given to atmospheric visuals and abstract storytelling.

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Goatchild: Advent of Vantelieth

author=Dragnfly
Oh yeah, not being able to go left or right when you're on stairs and the footstep sounds not playing in any form when you're walking behind a south wall.

Because of the way the scripts work, I could only assign a single footstep sound to every wall, so this is basically intentional.

author=Dragnfly
In the room where you first meet the hostile, if you check the gate it says it's too dark to see. We know she has a flashlight so maybe some other reason would be better.

The idea is that her flashlight has limited range (as per the gameplay itself), but I might make it a point to mention that.

author=Dragnfly
The ball part of the blue orb pillars do that few-frames-flicker thing when you action on them too. (clear sign that I'm searching really hard for a missing item: I'm even checking the orbs). Torches too.

Fixed.

And regarding the keys, because it isn't required to find one bell key to obtain another, I *strongly* recommend worrying about the doors only after finding all eight keys. This not only reduces backtracking, but prevents confusion as to which doors you've already unlocked.

Edit: In case you're missing the Messenger's Key, there's a rat by the window on the lowest floor that just stands there looking at you. Either kill it or interact with it to obtain the key. Figured a lot of people would miss that one.

Goatchild: Advent of Vantelieth

Oh man, this is gonna be long. xD

author=Dragnfly
You can walk through the front and back of the cars. Passability on groups of boxes, 2x2 puddles with entry on only one side, and couches are going to be be evil too. The only way I've seen to get around most of this is to make a whole new tilesheet and edit it manually. http://i.imgur.com/5kc4Lzf.png for example, you can walk on some of the puddle but not all.

Probably gonna fix this with impassible events on either side.

author=Dragnfly
About the guy blocking the elevator at HQ- If you talk to him from the sides he flashes in your direction for a few frames, then goes back to facing down and doesn't say anything.

Fixed. Tyvm.

author=Dragnfly
Right in front of you is a campfire. Checking it makes it flash for a few frames, like the dudes from before.

Fixed. Tyvm.

author=Dragnfly
The bald guy and the blue-eyed guy outside the base camp also turn to face you for a split second before turning back to facing down if you talk to them from the sides.

Now this shouldn't be happening... Did you happen to activate them before they stopped moving?

author=Dragnfly
Talking to the guy who's sorting everyone's shit for the 2nd time, after he calls me out on being a new recruit the line isn't split when Cygna replies speaker changes.

Intentional.

author=Dragnfly
With my back against a wall, I tried to see how quickly I could shoot. Are the explosions that come up when you rapidly shoot the rifle signifying anything? I was worried that the ammo was exploding in the barrel or something. Still, though, it sounds and feels awesome.

That indicates the player has successfully fired immediately after the recovery period, which doubles damage. Not sure I mentioned that in the game, heh.

author=Dragnfly
A freakin mouse blocked the exit in the room with the books and wouldn't move more than 2 spaces so I could get by. Murder was my only option. I was trying to be nice but some dumb animals just wanna be jerks to a human with a high-powered magical rifle.

Had the same problem. My solution was to space them away from doors, but apparently I failed. xD Edit: Actually, I'll fix this by lowering their priority type.

author=Dragnfly
When reading the book of stuff to do, 1). and 2. are written differently. Intentional? It looks weird.

Fixed. Tyvm.

author=Dragnfly
In the room to the left of the dragon statue button you enter from the right but arrive at the bottom. Just a little disorienting. EDIT: Actually this turned out to be a common problem, which is a terrible shame because the dungeon design and atmosphere is soooooooo good but these little bits drag it down. Unless you have a cutscene showing that more travel was done than was shown, entering a door on the north wall should always put you on a south wall in the next room. Or to put it another way, always perserve the orientation of the dungeon rooms. Otherwise mapping becomes a huge mess and it really takes away from an otherwise awesome dungeon.

The problem I have here is with the direction of the tilesets as well as the layout of the tower itself (in the example you provided... for example, I couldn't have the player enter from the right because the room above it is a giant hallway extending toward the left, though in that particular case changing the direction of that hallway would have sufficed), but this is still something I avoid doing when not necessary, unless I have some preemptive idea of how I want the map to look. Edit: There was actually two unmissable instances of this prior to the one in question; I'm surprised you only then noticed it. I could "fix" this by adding arrows indicating the player's direction during the transition, but are you certain it wouldn't just take a bit of getting used to?

author=dragnfly
http://i.imgur.com/42wwWmO.pngso if you don't talk to... Watcher before coming here then you get this weird scene. Possible solutions include blocking the exits from the room she's in until you talk to her, or just switch off playing this scene unless you've already switched on having talked to her. EDIT: Ok, so I guess she is in the room but since you don't see her it looked like a bug. However, in the other room with all the doors that are sealed with an unseen force, she's still standing there and I can't interact with her. I figure it might be because I came here before talking to her there.

A known bug (Watcher isn't supposed to appear in the middle floor at that moment). This was hotfixed in a later download.

author=Dragnfly
Also, this scene doesn't break up the dialogue lines between characters either.

This is always intentional if the dialogue is repeatable or not treated as a cutscene.

author=Dragnfly
I had a bit more time so I played more but I really have to go after this comment. In the flashlight room, is there supposed to be an event or something? Like, an enemy? Because I didn't get one. If so, then check to see if that thing I mentioned in 22 might have switches that are to blame. If so, then it's a game-breaking bug:(

Without spoiling anything... that's not a bug. Although the room in question isn't essential to completing the chapter.

And I see I have quite a few typos to fix. How embarrassing... Anywho, thanks for the heads-up!

Goatchild: Advent of Vantelieth

author=Dragnfly
My subscription list is getting long.

Sounds good, like a solid evolution to the previous entry.


Many thanks for your continued support!

Goatchild_Screenshot_15.png

author=Dragnfly
Cool. Does what the wisp says change when you select other options?

Not at present, though part of reason I chose this kind of layout was so that I could more easily implement options, bonus content, and the like, so I'll likely expand on it eventually!

Goatchild_Screenshot_14.png

author=Dragnfly
"I am a craven, a broken man with but an awesome swank ass tower to my name."

Looks nice.


The irony being that he's not even alone in the tower. Not like I was planning for that initially, though; I wanted to throw in a few references for the bosses of Nightmare. >_>

Goatchild_Screenshot_17.png

author=Dragnfly
Minor input: I feel like it'd look better if either the top left part of the cliff were brought in to the right one tile, or (IMO a better option) if the bottom left part of the cliff were brought out by one tile.

Basically, so that the ledge doesn't cut off to exactly the same column.

Of course, if it's literally been hacked away by some gigantic blade or something, then the current look fits best. Though for that, it'd have to be something that makes a clean slice like a blade or a beam of some sort. An arm or crashing monstrosity wouldn't leave such an even clip.


True, that.

Done. Now to wait for the image to update...

Goatchild: Nightmare

Advent of Vantelieth now has its own profile: https://rpgmaker.net/games/9355/

Just a reminder that I won't abandon this game until I have released one final update, which should roll sometime after the release of Advent of Vantelieth's first chapter and before the second.

A Look into the First Chapter

author=Dragnfly
*is titillated

I'm glad that you're keeping your boss intro poetry too.


Ah, yes, one thing I miss about Goatchild was the opportunity to come up with some epic sass against the bosses' theatrical ramblings.

But alas, until the advent of the second chapter, I have resigned to making a weed joke.

Moving Forward

author=Dragnfly
Opinions in point form:
-Is that the same character with a redesign or is it somebody else?
-Looks and sounds good.
-A little worried about mixing the lines "Stealth mechanics will be present." and "Enemies can appear randomly at any point in most locations" since I played a game like that once and it really didn't end well. I forget which game (it was an RM one) and the dev went into one of those "No, you just don't understand my art!" tirades. But you've shown yourself to be a sensible dev. Just beware that, if you do it like that other guy, stealth (which is an exercise in observation, patience and decisiveness) will be meaningless.


The character featured in the images is the woman alluded to by Goatchild after defeating Regnal, whom the player controls at two points in the game.

You do make a good point regarding the stealth idea. I was thinking of simply implementing it as a sort of "not mandatory, but helpful" mechanic. That is, players have the option of dispatching enemies quickly by simply backstabbing them (provided they can sneak behind them) aside from with either running or attacking head-on. Most random enemies are quickly dispatched regardless, but in any instance I do implement a dedicated stealth section (though I likely won't), I'd likely turn the random encounters off to prevent frustration.

Goatchild: Nightmare

Looks like I forgot to update the wisp as of the latest update... Please refer to the Controls and Tips page for the newer controls and abilities.
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