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UNITY'S PROFILE

unity
You're magical to me.
12540
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.

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The Second Region and Beyond!

Perhaps I'm being silly about this. Let's analyze the Diamond Dungeons we already have and see if I'm just making things overly difficult XD

First, the Dome of Order. The Dome needs to be near the Labyrinth of Madness to be its mirror opposite. Since I hadn't planned for the Labyrinth to be in this region, this dungeon is not a good match for this region.

Next let's look at Deception's Depths. Because this dungeon is supposed to turn everything on its head (and fooling the player), I'd rather not use it for the first Diamond Dungeon.

Next, the Dimensional Castle. Given that this castle travels through dimensions, and we already have the Quartz Quarry which has the "traveling through different states" thing going, I think it would work better as a later dungeon so this regions' dungeons don't feel redundant.

That leaves the Archives of the Seraphim. While this feels like a later-game dungeon to me, on re-reading I've concluded that it really doesn't have to be. We can use it here. And a Diamond of Passion being in a library inside a volcano makes some amount of sense.

So, pretty much, if someone wants to submit a new Diamond Dungeon specifically for the first Diamond in the next few days, I'll consider it. Otherwise, let's go with the Archives of the Seraphim.

author=Gourd_Clae
author=LockeZ
An idea for a diamond dungeon that's not overly complicated? ...How about the Diamond of Simplicity?

Then just make the entire dungeon a single straight hallway. Hahahahaha. Maybe add a switch puzzle that consists of a locked door with a single switch right next to it that opens the door, and a treasure chest room that you're required to pass through to continue down the hallway.

Not very cool, I guess.
This could work, but it'd probably look better if it was a bunch of rooms with simple puzzles/treasure connected in a line.


It could, but, putting aside the silliness of the concept, I'm worried that it'll be a little too simple. We could still use it as a concept that builds on a similar idea though, if it's interesting.

I think I just O.D'd on game making...

Haha, the only programming I could ever manage was QBasic. As a child, I used it to make choose-your-own adventures :P I also am terrible at math myself, so I completely understand >.<;;

I think I just O.D'd on game making...

Wow, sounds like you've been through quite a time. I can relate. Creative works are my release, so when something's keeping me from them, it can get frustrating.

That's an amazing amount of stuff to do in just a day! Can't wait to see how the 2nd Stratum turns out :D

May 1st Progress Report

author=Marrend
I'm thinking Springsmouth would be around the 50% mark, but, that's just me.

Also, don't feel bad about your ability to juggle between this and Wyrm Warriors! I sure as heck wouldn't be able to juggle two games like that.


Yeah, I think you're right about Springsmouth, but I'll probably put out a new demo a little before then just because I don't want to keep you all waiting too long.

And thanks, Marrend ^_^

May 1st Progress Report

Thanks! I feel a bit bad for splitting attention between this and WW, but as long as I get both done, I think things will work out ^^;;

Luxaren Allure will be completed! I promise you that!

Not much to say!

Indeed! Very glad this is still in development ^_^

New Make a Map page, Updates, and Issues

author=Liberty
Actually, I was saying that while it's not tied to IP, you don't get to keep it. It's removed at the end of the dungeon, but there's no penalty for its use. In other words, you only keep it in the dungeon.
It doesn't get refilled at the end, but removed if it's in your possession, and you only find one in each dungeon (so you have to actually look through part of the dungeon before you can leave - again, think Providence of Lufia II*). This way there's only one in use each time but it's not tied to IP because the penalty for using it is loss of your second chance as well as having to trudge your way back through the dungeon when you get back (even without enemies, that's time wasted).


And, yeah, we both agreed with saving allowed with a warning about preparing a separate slot in advance (just in case~). XD


_______________
* In Lufia II there was a 100 floor randomly generated cave where you could dive in and try to get to the last level. There were only three ways to leave this dungeon:-
- Die, thus losing all the treasure you'd found within.
- Defeat the last floor, thus winning.
- Use a Providence. An item that would teleport you out. The Providence was found randomly around levels 15-30 and there was only ever one. Drop it or feed it to a pet and that was it - you'd only have the top two options to keep your treasure. (if you left the cave via option 2, the Providence would be removed from your inventory. it was only for use in-dungeon)


Oooh, I see! Sorry, I misunderstood.

I like that. It gives you something extra to look for, but you can't stockpile them. The fact that you don't get any bonus for not using it, in a game like this that's trying to be big on risk/reward, seems a little odd to me, though. Instead of making it worth IP when it's removed, maybe it turns into a bit of MS when it's removed, to at least give you something for finding it and not using it?

New Make a Map page, Updates, and Issues

author=Gourd_Clae
Thanks for the considering my suggestion, Unity~

I think Libby and LockeZ have the right idea for handling the inn situation.

Thanks! We really needed a central place for all the map work, so your suggestion was perfect.

As for the inn situation, yes, I think Liberty's idea of locking the dungeon is exactly what we need. Still not sure if I should disable saving or just do the warning thing with an RMN Knight and hope people don't force themselves into a dead-end situation where they have no choice but to start the game over.

If I look from the perspective of purely what I would want, as a player, I'd want the warning but still the ability to save. I might still screw up with the saving, but it'd be my own fault if the game gave me ample warning. This is purely a personal preference, though, and I'd like to hear what others think.

Now here comes the tricky part for me. The item that teleports you out of a Cursed Dungeon. I agree that we definitely need one. And Liberty and LockeZ have both proposed ideas for how the orbs should work. Just so I understand our options, I'll organize them into Item A (Liberty's suggestion) and Item B (LockeZ's suggestion). Lemme know if I get any of these points on them wrong.

Item A
  • Single use item that teleports the player out of a Curse Dungeon.
  • Is *not* tied to the IP system. Therefore, is not refilled by the Craze Crystal, but also is not lost at the end of a Curse Dungeon when everything else is converted to IP.
  • Therefore, the reward for not spending this item is being able to keep it and give yourself an additional escape option later in the game.

Item B
  • Single use item that teleports the player out of a Curse Dungeon.
  • Is built in to our IP item system. You start the game with one (or get one before the first dungeon, tied with an explanation of how it works). Just like all other consumable items, it is converted at the end of the Cursed Dungeon and then refilled; so you will always have one escape attempt available between Cursed Dungeons.
  • Therefore, the reward for not spending this item is IP. Since using one pretty much guarantees you'll be hightailing it back to an Inn, it's pretty much worth a full party-restore, so I'd put it's IP to at least the amount of a Craze Medallion, if not two.

Now, I've been mulling over which is preferable for the better part of the weekend and today. I think they both have a lot of merit. It might be novel to have one item that doesn't play along with the IP rules and allows you to save them up. This has the downside that smart players can try to stockpile them. But this can be countered by the growing difficulty of the dungeons where having more might save your bacon.

On the other hand, we already have a built-in system for items and it seems logical to just put the item into that. That would mean you always only have one chance of escape, but you'd know that and have to plan around it.

I'm not sure which is best. Any further discussion on this is very welcome!

tl;dr: unity is indecisive and thinks way too much about these things ^^;;

GOAL AND FIRST STRETCH GOAL SMAAAああSHED!

I saw this update on Kickstarter ^_^

Congrats! :DDDDD

Progress Continues. Also look out for: New Artist!

"Zoom factor?" Is that like when Chisa's face gets too close to the "camera" in some shots? ^^;;