UNITY'S PROFILE
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
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Posting from a Tim Hortons
author=Darken
I might have gotten it mixed up with trading cards, I know trading cards is the thing that often gets abused because people used to make trading card farm games for steam bux. So yeah this prob just applies to trading cards, but also an important thing to have even though it's another very shallow incentive.
Yeah totally, the more incentives for people to check out your game, the better!
author=Sgt M
You can still have achievements; they just won't count towards someone's overall achievement count.
Ah, so that's what it is, makes sense! Thanks for the answer Sgt :DDD
Posting from a Tim Hortons
author=Darken
I usually get a double double and Timbits. Grats on getting through it, progress isn't always linear. Here let me overwhelm you with Steam businessy advice.
As someone who just spent the last few weeks getting their first game ready for Steam, just want to say this is a bunch of really good advice! And he's not kidding about the varying sizes for images, they ask you for like at least eight of those XD
What he said about the trailer is 100% true as well, all advice I've found is to hook people quick with gameplay shots, even for RPGs, apparently that's the quickest way to get someone who's Steam windowshopping to go for the buy.
author=Darken
Steam doesn't let you get achievements until you hit a certain sales bracket now (same with trading cards) but when you do get it it's going to incentivize the completionism brain people to pick it up.
Not to stray off topic too much, but I was curious about this. The game I'm putting on is free, and they let me set up achievements, and I've seen other free RPG Maker games with achievements (Tho my game's not finished going thru the approval process, so I suppose they could reject the achievements?).
I wonder if it's different for free games, or if there's something I'm missing.
Dev Log #3: Back in Action!
I'm glad to hear you're back at Zosma! Those kind of problems can be daunting, I'm having some similar issues with Izrand, where I want the adventures to connect to the characters on a more personal and story-driven level, and it can be real hard for me to get there sometimes.
I'm glad you can still do this game at your own pace and put love and care into it, and I know it's going to be great! :DDD
I'm glad you can still do this game at your own pace and put love and care into it, and I know it's going to be great! :DDD
Finally, a Progress Chart
author=Dyhalto
This progress chart doesn't look like something I can fight >:( hmph!
author=Marrendauthor=DyhaltoMultiple layers of health bars, though?
This progress chart doesn't look like something I can fight >:( hmph!
Maybe after I finish each Act and all its bars are filled, I could transform it into a monstrous body part, and at the end glue them together as some kind of super bonus boss XD No promises yet tho :P
author=DungeonDevDude
I always admire your commitment to working at your own pace.
How has working on the new RM engine helped (or hurt) your progress? I’m curious to hear about what things were easier or harder?
I’m trying to get MZ as an upgrade my computer haha.
Working with a new engine has def slowed me down a little. I'm also using a lot of VisuStella plugins, and it can take some time to figure out how replicate things I already knew how to do with VX Ace plugins with the new VS MZ ones. Also options and effects are often placed in different plugins and while it mostly makes sense, sometimes I have to really hunt for what's causing an effect, and I've had to disable all the plugins one by one to find out what's causing certain unwanted effects on more than one occasion.
Luckily, once you get the hang of them, it becomes easy to work with them. And while VS's documentation isn't perfect, having all the info easily compiled on the yanfly.moe website helps a lot.
As for oddities solely with the engine itself, nothing's been too crazy. There are little things that took getting used to, like how the tabs for VX Ace categories in the database are on the top while they are on the lefthand side in MZ. And now when I'm making maps, since we have multiple layers of B-E tiles, when I want to erase a tile, I just overwrite it with an A5 tile as that'll remove any B-E tiles for me. Other than that, I can't think of anything that's been that bad.
Finally, a Progress Chart
author=Marrend
Good too see the progressnautiluschart, and where things are at in development. Don't worry about not having a demo yet, or even an ETA for one. Just know that, whenever it is ready, I am more than willing to give it a go.
Thanks so much, Marrend! I'll be excited to see what you think as soon as I have some sort of build to show off, whenever that is!
author=Red_Nova
Nice to see progress is, well, progressing!
Please don't hustle too much just to get out a demo. Working on Prayer of the Faithless for so long has taught me how dangerous committing to system mechanics too early can be. If you release a demo with the promise of having save files carried over into the final game, locking in how the game works at this early stage can be just as confining as it can be liberating.
Take your time, and even consider releasing a small beta/prototype instead of a full demo just to get feedback on how some systems work if you really feel like you must put something out there. Regardless of how you plan to proceed, please stay at a pace that you're comfortable with. I'm rooting for you!
Thanks for this, I feel like this puts things in better perspective! I think you may be on the right track, that releasing a prototype to a small group for feedback is probably a lot better than locking myself into a demo before I'm ready. It's still too early for either, but I'll def keep that in mind going forward, and yeah, I'll try not to hustle too hard! I really really want to avoid the dreaded burnout!
New spells for the post-jam version!
also not dead
I'm really glad to hear that! I know how difficult it can be to keep development going and have to deal with everything else life throws at you
Teaser Trailer!
author=Marrend
COMINGSOONEVENTUALLY! XD
I'm rootin' for ya, uni!
Haha, thanks Marrend! :D
author=Dyhalto
Anybody else find it weird that "unity" is working on this?
What's with the air-quotes? Is there some ghost-writing going on? Have we lost the real unity somewhere, and "unity" is an impostor?
It is a mystery
Yeah not sure why she put my name in quotes XD Perhaps to make sure you didn't think it was being made in the Unity engine XD
Dev Log #2: Progress and Demo Feedback
Very nice update, and I'm so glad the demo is doing so well :D
Regarding healing and defending, I want to state that I found the way you implemented things already were just fine by me. Like you said, the way the combos boosted item effectiveness made that way of healing feel like it clicked with the mechanics perfectly, and the pass turn option was a fine substitute for defending, as I feel defending doesn't really flow with the AP system.
Kudos on you for looking to address this anyway, as I know my own preferences aren't the only ones. For defending, you could have a skill that gives Zosma like 15% or so PDF and MDF values for each use. Tho I'm not sure I'd find it personally a good use of turns for the player, as they'd be turtling instead of taking out enemies, but who knows, I could be wrong :P
Anyway, I applaud you for doing something so experimental with your battle system. I think you're on the right track, and I trust you when it comes to implementation. I look forward to the rest of the game :DDD
Regarding healing and defending, I want to state that I found the way you implemented things already were just fine by me. Like you said, the way the combos boosted item effectiveness made that way of healing feel like it clicked with the mechanics perfectly, and the pass turn option was a fine substitute for defending, as I feel defending doesn't really flow with the AP system.
Kudos on you for looking to address this anyway, as I know my own preferences aren't the only ones. For defending, you could have a skill that gives Zosma like 15% or so PDF and MDF values for each use. Tho I'm not sure I'd find it personally a good use of turns for the player, as they'd be turtling instead of taking out enemies, but who knows, I could be wrong :P
Anyway, I applaud you for doing something so experimental with your battle system. I think you're on the right track, and I trust you when it comes to implementation. I look forward to the rest of the game :DDD














