MARREND'S PROFILE

Marrend
Guardian of the Description Thread
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Life is a story. Which is the one that defines you?
Baclyae Revolution
A humble tribute to the Suikoden series!

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Progress Report for Chapter 3 Demo

Work has been slow. Plot-wise, I'm up to the point where the game opens up the dating mini-game. As for the mini-game itself, I have done a lot of work in relation to outlining and pulling together ideas for Masako's events. She seemed the wisest to flesh out, as her events revolve around unveiling the story.

Her first event is enabled after successfully finding the Door of Possibilities. Before finding the Door, she will have a virtual ceiling, Affinity-wise. After getting the event, she will get a higher ceiling until her next event triggers. That one should come after fighting a certain boss fight. But wouldn't that mean that after a certain time, Masako's events become "missable"? I don't really want to do that, but that would make her more challenging!

Rebirth!

@ CroniX: One or two fights earned me just enough Zenny to rest at the inn, with a smallish profit on the side. After noticing that, I only fought two encounters at a time before retreating to the inn. I don't think I tried for much more than two fights until I achieved level 4 or 5.

DOING IT! - WEEK NINE

In my current project, every character and every critter has a Level and a Scale. Those two factors largely determine what the stats of that particular actor is. As an example, the easiest critter in the game is considered a "worthless" critter. Rewards for defeating it are fairly minimal, and they are only a problem with continuous fighting.

Characters are whatever level his or her experience field says he or she should be. They are all considered "normal" scale. However, their stats are also based on roles. If a character gains a bonus to one stat, the "opposite" stat gets a decrease. Examples: Goho has the highest STR, but the lowest INT. Toshie has the highest HP, but the lowest MP. Katai has the highest SPD, but the lowest DEF.

Monsters get bonuses and decreases as well, but those are linked to what element they are most attuned to. Fire-based critters trade STR for INT. Wind trades DEF for SPD. Water trades INT for STR. Earth trades DEF for SPD. Divine trades HP for MP. Damned trades MP for HP.

Weird how there's two posts in a row that deal with numbers, but don't actually print any. o_0

Poley and Waffle: War for the wonder Blocks

I found a few more issues with the game. The following are notes I made over the course of possibly an hour or two of playtesting. For the record, my "total" playtime is around 23 minutes. That is to say that most of my time was spent trying to figure out how stuff worked. Excuse the huge post, but I felt like I ripped the game open with my various testing.

Some songs have opening silence that make the game sound dead for an inordinate amount of time. Try entering and exiting the shop several times, and you'll hear what I mean. If it were me, I'd get rid of the opening silence. I also question why you bothered to make the XP midi's into mp3's. The original midi format is smaller than the mp3 format you have, and there's some kind of echo effect that VX uses on midi files as an "added bonus".

The Help Hut needs to be fixed. The blocks may change when you examine them, depending on which direction you examine them from. Make sure "Direction Fix" is enabled. The tiles in the forest dungeon are fine, so they don't need to be fixed.

Where's the Inn in the first town? Am I supposed to purchase restoration items to recuperate my team? Lame. And what's with the girl with the portrait that says that you saved her? I don't remember saving her.

In the last "room" of the forest, I hear a voice that screams "Help me! I'm being attacked!" But there's nobody there. There's a switch error happening, it seems.

As a random test, I started a new game. Using F9, I was able to determine that three switches were on when you gain control of your party. "Big Suit Boss", "Heyx3 you got a boat" and "POPUP_SWITCH". "POPUP_SWITCH" is supposed to be on, but how are the other two turned on?

Look at me, I'm quality assurance! I abused the fact that I could alter events, and used a conditional branch that outputted different text based on whither or not the offending switches were on or off. The switches are on before you choose the difficulty level. Before the "Welcome to the game" line, even. How are those switches on!? What is disabled if I turn them off with F9?

Nothing major seems to happen with them off, but that still leaves the question of how they got on in the first place. I'm looking at the codebase, but I can't seem to find anything to suggest that switches are being turned on prematurely. I can turn the switches off, but it frustrates me to no end that I can't see how they get turned on to begin with. Maybe I'm just getting tired and lazy.

Back to my original play-through, I turned the offensive switches off via the F9 method of quality assurance. I want to see what other bugs/problems this game has. Anyway, I went up to the boss, talked to him, and... his sprite disappeared. Again with the "Direction Fix"!

Fought the boss, beat it's face, rescued the damsel. Now I actually ]did save her! And the switches were turned on as they should. The game is now flowing more smoothly. And there's the boat! Let's fish! Oh, wait. Wrong game...

Gragar, the second boss, was absolutely killing me at level 6 or 7. Granted, bosses aren't supposed to be pushovers, but the random encounters on Skull Island make me wonder how you're supposed to survive without a proper Inn.

I'm looking at the maps (because I'm doing quality assurance), looking for the closest inn. There better be an inn in this game. Okay, found it. It's through a dungeon on Skull Island. Wait, what? That's terrible! I'm barely able to stay alive on Skull Island as-is! On an unsaved game, one of my guys was killed in two hits from an encounter there! I only have one resurrection item. I'm not wasting it on a random encounter. So it's back to using restorative items on Pea Island until I achieve at least two more levels. *Groan*

Final Note: Thank you for not encrypting the game. I'm being totally serious with this statement. I'd have to wonder how many of these notes I'd be able to write if I didn't have free access to the database. As for quality assurance/playtesting, I've done quite a bit already. I think I might enjoy working on this game in the capacity of a bug-checker/playtester. However, I'm in a critical point of my own project-in-the-making. It's something of a conundrum, since this game is in serious need of help on that front.

Poley and Waffle: War for the wonder Blocks

Played around a bit. The game seems to consistently crash after the second fight I get into on the overworld map. What's weird about it is that I retreated back into the castle, then went back to the overworld map, and it didn't crash after two fights. What's even weirder is that I didn't get an error message when it did crash. Out of sheer curiosity, I tried a test battle in the editor (I have a nasty tendency to access the database on unencrypted games), and it gave me this error message: "Script 'Cache' line 75: Type Error occurred. Cannot convert nil to String." Briefly looking at the code, I suspect this error has nothing to do with the crash I was experiencing.

I probably shouldn't talk about spelling and grammar issues (Legacy Reborn is chock full of them), but this game has more than a fair share of errors.

I'm only two minutes into the game, so keep that in mind.

Poley and Waffle: War for the wonder Blocks

But by looking at the screen shots and the description, I'm not sure if I should take this game seriously, or no.

Downloading out of sheer curiosity.

Hayate no Gotoku! Dream Apocalypse

I was trying to present options on how to fix the bug that you might not have considered. Obviously, you do what you believe is right. Personally, I'm just as confused as to how Nagi would get experience if she's not in the active party.

Just the active character gets the experience? So are you thinking of something like Final Fantasy Tactics, where each successful hit grants a little bit of experience? That would be... interesting for party balance. I'm probably not the only one who abuses hit-and-run tactics with Hinagiku!

Rebirth!

Also, Ryuna is a mage-type that is more suited to the "back row". She's definitely not a hard physical attacker that certain members of the Dragon Clan have been known to become. Which means that Nina, who will inevitably be in the game (we can see the sound files, so there's no reason to deny it), should not be the mage-type that she's been previously.

Is the next demo going to introduce us to the acclaimed Princess of Windia? Will she be well-balanced in physical and magical attacking? Only time will tell.


Or Lusty can spoil us. :p

Hayate no Gotoku! Dream Apocalypse

The Nagi thing was something that should be fixed in the latest version.


Either fix Nagi so that she gains no experience outside the active party (which is default), or fix the others so that they get experience while not in the active party (how Nagi currently works). I'm not sure how feasible the latter option is, but it would make the game less grindy.

Progress Report for Chapter 3 Demo

Not so much implementation as translating virtual emotions into cold, hard numbers. I'm figuring that each event will have a certain "weight". Early events are the ones that have the least severe punishment (if any), since you're just starting to get the hang of what the girl likes. Later events will have more severe punishments.

I also want the girls to react accordingly to Affinity levels of not only themselves, but other girls (i.e., you're dating someone else, and that other girl as a decently high Affinity).

Currently, I'm aiming for a absolute maximum Affinity of 100. Whatever the value turns out to be, I want it to only be obtained in the final Chapter. Chapter 3 will have a lower ceiling of anywhere from 40 to 60.

All I really know at this point is that I want to have mini-events that basically say "you're hanging out with Toshie" (or whoever). Then when you hit a milestone, you get a more full-fledged event where the player makes a choice that will greatly affect the Affinity. Kinda like the social links of Persona 4, now that I think about it...