MILENNIN'S PROFILE
Milennin
2060
I create games because I enjoy gaming, telling stories, writing dialogue and drawing. Making a game is all of those things combined into one. However, my greatest passion with game making is designing battle systems that require thought and resource management within battle itself. I'm always looking into improving my skills, so if you've played one of my games, please do leave a piece of feedback on my page.
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RTP
author=Springleaf
Wow its a really cool concept and fun game!
The ones I liked the most was Warlock and Cleric. Really interesting how the combo their skills together. I didn't finish the game cuz i didn't grind enough but i will try again. failed 2 times already. Takes a bit to learn the game but sense the enemies are the same, most of the time, you learn the combat better
Thanks. And grinding isn't necessary once you know the combat well enough (there's an achievement for completing the game at the minimum possible level), but it can certainly help early on.
Don't Kill the CEO
Hey, dude. I just finished playing your game (took a few days to get to it; been busy) and wanted to say I really enjoyed it. I went into it completely blind, not even reading the game's description beforehand, so I wasn't really sure what to expect, apart from what the title gave me. I had a feeling it was going to be a comedy game, and it didn't disappoint in that respect. It gave me a good number of laughs by how ridiculous some of the scenarios and dialogues were, and the fast pacing helped to keep things fresh all the way through despite being set in a single office building.
If I had to list the things I liked, and things I'd say that could use improvement:
-Good eye for detail. It was surprising to see most NPC's had new lines to say every time something happened, as well as NPC's actually disappearing from their usual spots whenever they were like meant to be at a meeting. And also an extra plus point for having examinable objects.
-Dialogue length was just right for this type of game. It got in enough jokes to keep up the humour, and never felt like it went on for too long.
-Minimalistic in the sense of just enough to support the game for what it's supposed to be, and not bringing in any unnecessary features. Congrats on no feature bloat (I know that's really difficult to avoid as developer...)
-I'd say mapping is still your weakest point. I know you've said you really don't like mapping, and I guess that it shows. I mean, the maps were absolutely serviceable for this game, but I feel it's the one thing that could be improved upon the most if I had to list something. Although on the plus side, you didn't fall into the common trap of making maps too large. In their size, they felt just right.
-The other minor annoyance was with the old people clogging up choke points in hallways from randomly wandering around. There were a few times I had to wait quite a while to get them to move out of the way just so I could continue. Putting in some invisible NPC barriers in the worst spots would've helped a lot.
I did finish my playthrough in just under 1 hour (something around the 50-55 minutes mark), so that's quite accurate with the info in your game's description.
If I had to list the things I liked, and things I'd say that could use improvement:
-Good eye for detail. It was surprising to see most NPC's had new lines to say every time something happened, as well as NPC's actually disappearing from their usual spots whenever they were like meant to be at a meeting. And also an extra plus point for having examinable objects.
-Dialogue length was just right for this type of game. It got in enough jokes to keep up the humour, and never felt like it went on for too long.
-Minimalistic in the sense of just enough to support the game for what it's supposed to be, and not bringing in any unnecessary features. Congrats on no feature bloat (I know that's really difficult to avoid as developer...)
-I'd say mapping is still your weakest point. I know you've said you really don't like mapping, and I guess that it shows. I mean, the maps were absolutely serviceable for this game, but I feel it's the one thing that could be improved upon the most if I had to list something. Although on the plus side, you didn't fall into the common trap of making maps too large. In their size, they felt just right.
-The other minor annoyance was with the old people clogging up choke points in hallways from randomly wandering around. There were a few times I had to wait quite a while to get them to move out of the way just so I could continue. Putting in some invisible NPC barriers in the worst spots would've helped a lot.
I did finish my playthrough in just under 1 hour (something around the 50-55 minutes mark), so that's quite accurate with the info in your game's description.
HERO
author=dasgibtesnetThe combat system will be largely based on my previous game, RTP, but taking it up a notch with more skills per character and more unique combat mechanics for each character.
Hm.... concept sounds interesting. Subbed.
For balancing the MC, all the skill choices offer 1 skill of each role (attacking, defending, healing HP, reloading MP), and it's not really encouraged to basically go all-in on 1 role, because you'd just end up with skills that all sort of achieve the same thing but in different ways (like, you don't really need 4 defend skills on your guy, but you might pick up just 1 or 2 for use in dire situations).
Then, there are also skills that while set in 1 role can still provide part of another role, like every role gets to have access to some sort of a self-heal (then the healer version of that skill offers a party-wide heal instead). Though honestly, the goal really is to make any kind of build viable to play in some way or another. Not sure if I'll manage to achieve that, but I suppose time, and lots of playtesting will tell...
I'd say you might want to build your MC around the type of sidekick you want to bring. You want to bring a sidekick that can deal lots of damage? You build your MC to reload their MP efficiently so they can keep on blowing up enemies. Or, if you bring a healer, you might want to go for some defensive abilities so you can turtle your way through encounters (don't worry, healers and defenders still get their own ways of taking down enemies).
Later on, you get to bring a 2nd sidekick, that's where you can really go into a lot of different directions with how you want your team to function.
HERO
author=Shadonir
Seems very interesting, will be looking forward to it.
Thanks. :D It'll be quite some time until I'll get a demo up, since I don't want to rush anything - and once the demo does go up, for it to be in a good state, but I'll be putting out some blog entries to record progress made and go over the various design choices I chose to go with for this game.
RTP
Thanks for the praise, and congrats for beating the game. Who did you face for the final boss fight?
Yes, you're not the first one to be frustrated with the combat when first playing. I noticed quite a few people experience that, but once they get through it and start getting a feel for it, they're liking it. It's pretty fascinating to see, lol.
For switching skills, no plugin is required, here's how it works:
-The primary skill, when used, puts a unique skill condition on the caster.
-The secondary skill, when used, removes the unique skill condition.
-A common event checks every turn whether or not a hero is inflicted with their unique skill condition. If yes, it removes the primary skill and adds the secondary version of the skill to the hero's list. If the hero is not inflicted with the condition, it removes the secondary skill and adds back the primary skill.
(The reason it doesn't use a common event upon skill use to switch between the two versions is because I want the skill to revert back to primary state when the hero dies or leaves/enters combat.)
As for keeping the switched out skill from showing up at the bottom, all you need to do is put the secondary version of the skill right below the primary version in the editor. Skill order is determined by how they're ordered in the editor, so skill #3 always appears above skill #8 in a player's skill list, if a hero knows both skills. So, if your primary skill is #3, you want the secondary version of the skill to be #4, that way, it'll always be in the same spot as the skill it replaced.
I hope that helps.
Yes, you're not the first one to be frustrated with the combat when first playing. I noticed quite a few people experience that, but once they get through it and start getting a feel for it, they're liking it. It's pretty fascinating to see, lol.
author=Gredge109The game is open source, so you should be able to open the project in your RPG Maker MV program and go through everything if you wish.
Also, if you don't mind me asking, what plugins were you using for the skill swap? You use the skill, enter a mode (status), and the skill swaps out with another. I've tried to do something like that before, but it just tosses the newly learned skill to the bottom of the player's skill list. How did you accomplish this?
For switching skills, no plugin is required, here's how it works:
-The primary skill, when used, puts a unique skill condition on the caster.
-The secondary skill, when used, removes the unique skill condition.
-A common event checks every turn whether or not a hero is inflicted with their unique skill condition. If yes, it removes the primary skill and adds the secondary version of the skill to the hero's list. If the hero is not inflicted with the condition, it removes the secondary skill and adds back the primary skill.
(The reason it doesn't use a common event upon skill use to switch between the two versions is because I want the skill to revert back to primary state when the hero dies or leaves/enters combat.)
As for keeping the switched out skill from showing up at the bottom, all you need to do is put the secondary version of the skill right below the primary version in the editor. Skill order is determined by how they're ordered in the editor, so skill #3 always appears above skill #8 in a player's skill list, if a hero knows both skills. So, if your primary skill is #3, you want the secondary version of the skill to be #4, that way, it'll always be in the same spot as the skill it replaced.
I hope that helps.
RTP
FADE
author=TauSorry, it's been on hiatus for a while now, I just forgot to put it as such earlier. I've been thinking on how I want to proceed with this project, as I don't know if I have the time to finish it if I stick to my original vision of it... With changes in life, I have less time to work on making games. On top of that, I'm also sick of the instability and limits of the RM2K3 combat system; I'd love to remake this in MV, but that would bring a lot of complications with it (most of them script related).
Oh, why the hiatus?
For now, I'd like to stick to making some smaller games that I know I can finish with the more limited time I have now. Recently, I finished my work on a short RPG, thinking of trying my hand at a visual novel project next.
FADE
It might be fixable with a plugin or something, but not sure if it'd be worth it. Also, PepsiOtaku hasn't replied to a PM I sent him days ago, so not even sure if DynRPG is still alive, lol.
FADE
But if you look in the M. Groups coding, in the 0086:Savancaya group, you'll see that I've set it to call Block Battle Moves under the conditional branch {If Savancaya is targeted} -> {If Savancaya has Myst Block}, which shouldn't be able to block non-targeted AoE then, right?
Well, I'm glad that you liked it. :D
Well, I'm glad that you liked it. :D
FADE
I know, I wish Mystic Block wouldn't prevent the use of AoE spells, since they aren't targeted, but at the same time, I never found his phase 1 to be threatening enough to consider it enough of a problem to find a way around it. Also, the reasoning behind his shields is based on the regular lava slimes, which do have Mystic Block in rock form, and change to Attack Block in lava form.
Yeah, Eldin is the fragile one. I do want more/better defensive options for the other party members later on, so they don't become too reliable on Eldin's healing (though, she shouldn't be losing her role completely either). I was thinking of making the Restoration skills (those that cost 8 mana now) cheaper to cast after the first upgrade, so they're a bit more accessible. This should help Roth and Thieme keep themselves healed easier. The MP version that Rage and Eldin have, will have their mana gain slightly reduced to account for the cheaper cost.
I found the bug that caused it, thanks. It'll be fixed in the next version. I was hoping to release the next version once I got the next part of the game done, which will include a few new areas, the first village, another dungeon, a new party member and another encounter with the main villain. So it will be a while until that comes out. :D
So, aside from the serpent battle you liked the game so far?
Yeah, Eldin is the fragile one. I do want more/better defensive options for the other party members later on, so they don't become too reliable on Eldin's healing (though, she shouldn't be losing her role completely either). I was thinking of making the Restoration skills (those that cost 8 mana now) cheaper to cast after the first upgrade, so they're a bit more accessible. This should help Roth and Thieme keep themselves healed easier. The MP version that Rage and Eldin have, will have their mana gain slightly reduced to account for the cheaper cost.
I found the bug that caused it, thanks. It'll be fixed in the next version. I was hoping to release the next version once I got the next part of the game done, which will include a few new areas, the first village, another dungeon, a new party member and another encounter with the main villain. So it will be a while until that comes out. :D
So, aside from the serpent battle you liked the game so far?