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.
Search
Filter
First Wyrm Warriors Demo Launch!
I've put a 0 there, so you'll be able to switch out as much as possible!
Liberty, thanks so much for the feedback. You've been a major inspiration for me, so I'm so glad that you're playing this, and doubly glad that you're recording video! This is so exciting! Thank you so much!
I've been unable to determine the cause of the crashes. I've only suffered through one of them, and it said the Blue Magic script was the culprit. Code is unfortunately where I'm at my weakest as most of it goes over my head, so I'm not sure how to fix the problem.
That's a great idea! It'll show our ups and downs during development. Perhaps I should make a "Reformed Bugs" subsection to show fixed bugs, rather than just deleting them as they get fixed, to show how far we've come.
There are still a few aspects of the demo I want to improve, as the character's Max MP is still too low and the IP system for rewarding players is still a bit of a mess. I'm almost done (like a few minutes away) from having an improved version up that helps with these things. If you like (and it's not too much trouble) I can upload it in a minute and you can move your save files over for the next recording. If not, that's fine, I just don't want you to get less rewards for breaking the first curse orb just because I didn't have it fixed right yet ^^;;
Again, thanks very much!
Liberty, thanks so much for the feedback. You've been a major inspiration for me, so I'm so glad that you're playing this, and doubly glad that you're recording video! This is so exciting! Thank you so much!
I've been unable to determine the cause of the crashes. I've only suffered through one of them, and it said the Blue Magic script was the culprit. Code is unfortunately where I'm at my weakest as most of it goes over my head, so I'm not sure how to fix the problem.
author=Liberty
One thing I'd really like to suggest, though, is that you keep the bug events up to date and instead of out-right deleting the dev room when done, make it optional after-credit content. It's always fun to get a look into the minds of the creators of a game and dev rooms are neat additions to games. I liked a lot that bugs were represented by sprites and I vote we keep that in. Maybe a seven levels of hell thing, with multiple levels of the pyramid leading from small bugs to the hellish ones?
That's a great idea! It'll show our ups and downs during development. Perhaps I should make a "Reformed Bugs" subsection to show fixed bugs, rather than just deleting them as they get fixed, to show how far we've come.
There are still a few aspects of the demo I want to improve, as the character's Max MP is still too low and the IP system for rewarding players is still a bit of a mess. I'm almost done (like a few minutes away) from having an improved version up that helps with these things. If you like (and it's not too much trouble) I can upload it in a minute and you can move your save files over for the next recording. If not, that's fine, I just don't want you to get less rewards for breaking the first curse orb just because I didn't have it fixed right yet ^^;;
Again, thanks very much!
First Wyrm Warriors Demo Launch!
Good catch! That'll do what we want! Thanks a lot, Marrend! :D
There really isn't a "right" or "wrong" place, so this is good as any. I'm just happy that I'm getting all this great feedback and criticism.
author=Marrend
*Edit: Is this even the right thread for this kind of stuff anymore?
There really isn't a "right" or "wrong" place, so this is good as any. I'm just happy that I'm getting all this great feedback and criticism.
First Wyrm Warriors Demo Launch!
The Orb doesn't lower the level. Before destroying the orb, the EXP is capped at level 5. You shouldn't be gaining EXP past level five. On the status screen, it should say MAX LEVEL when you reach five and not be rewarding that character with EXP.
If you're at level 5 before destroying the orb, and you're still getting EXP towards level 6, something's wrong.
EDIT: In further testing, it looks like even if you hit max level, the extra EXP that pushed you past Max Level will still show up on your character. You still cannot reach the next level and any further battles should not be giving you EXP, so it's more of a graphical error than anything. I will add it to the list of bugs.
If you're at level 5 before destroying the orb, and you're still getting EXP towards level 6, something's wrong.
EDIT: In further testing, it looks like even if you hit max level, the extra EXP that pushed you past Max Level will still show up on your character. You still cannot reach the next level and any further battles should not be giving you EXP, so it's more of a graphical error than anything. I will add it to the list of bugs.
Demo Bug - Fixed
After doing some more play-throughs, I think you're on to something. The system shouldn't be so strict that people are fearfully hording their items. Also, rather than use IP as a currency, what if IP had a direct ratio to medallions? Say 50 IP always equals one medallion? Then you're reward is directly based on points, rather than me trying to abstract how good you've done.
EDIT: Also, I'm still not happy with the MP situation, so I'm going to be increasing everyone's again, from 150% of the original (which is where it is now) to 200%. And poor Andri got left out of the 150% boost so he's still working with very low MP in the current version ^^;;
EDIT EDIT: I've been tweaking stuff, mainly the MP and IP. I put up a new download with the edits. I'll wait before making an official blog about it, as I'm already clogging up everyone's mail as it is XD
See the add-on to the main blog above for what's new.
EDIT: Also, I'm still not happy with the MP situation, so I'm going to be increasing everyone's again, from 150% of the original (which is where it is now) to 200%. And poor Andri got left out of the 150% boost so he's still working with very low MP in the current version ^^;;
EDIT EDIT: I've been tweaking stuff, mainly the MP and IP. I put up a new download with the edits. I'll wait before making an official blog about it, as I'm already clogging up everyone's mail as it is XD
See the add-on to the main blog above for what's new.
First Wyrm Warriors Demo Launch!
EDIT: Oh crap, I figured it out. You're supposed to break the orb to be able to progress, and that's when you get the items. But the switch where the door opens is on already, so that's parts' skipped. Give me a second; I'll fix and reupload! What an oversight >.<;;;
First Wyrm Warriors Demo Launch!
author=LockeZ
Being able to go back and get blue magic you missed is a legit reason to have the optional dungeon baddies respawn.
I felt like I had most of my items left at the end - the only items I used were to heal myself before the two bosses, plus I think I used two revive items. But I got no IP rewards at all. Does extra IP carry over to the next dungeon?
That's odd. I must have messed something up. You were supposed to get Craze Medallions when you destroy the Curse Orb at the end of the first Curse dungeon, and it seemed to work when I did it. Did it give you an IP total when you destroyed the orb? I'll double-check and see if I missed something.
author=Arandomgamemaker
Welp time to start a Zero Exp run. I'll leave feedback once I'm done with the demo.
Yay! Thanks!
First Wyrm Warriors Demo Launch!
author=LockeZ
Typos:
Anna's Regrowth spell says it heals the user, but it actually is targetable.
Whoops! It was originally user-targeted, but I remade it when I noticed that Kathleen had the only healing spell (at least until Jolanta reached level 5).
author=LockeZ
Suggestions:
The random-movement enemies are absurdly easy to avoid. This is a bigger deal in the optional dungeon than the mandatory one. I would have them move in set patterns, so that they block the paths. And then also make it so you get in a fight if you get within 2 tiles of them, instead of only if they move toward you when you're one tile away. This will make them harder to dodge, but still possible.
The Curse Dungeon baddies (tinted red) hunt you down, but I noticed in some games like Deckiller's first chapter of Radiant Chain, that in certain areas the enemies just wander and don't really seek you out. So I modeled the Optional baddies after that, since they don't give (much) EXP but drop loot, where you could engage them or skip most of them over. It's pretty hit-or-miss, I suppose, and I probably made them too easy to avoid, as yeah, you can pretty much go through the whole optional dungeon and avoid them all.
author=LockeZ
If you're gonna have the heal crystal, make it only usable once. I would just get rid of it, though. It's unnecessary since you have regenerating items.
I thought it wouldn't be so bad as it just restores HP and status, and not MP. It gives you a hint that something nasty's ahead, too. I could make it one-use tho, yeah.
author=LockeZ
...Do these enemies respawn? That seems sort of awful. I would make them all be one-time-only fights, so that the XP is more meaningful.
Only the Optional Dungeon baddies respawn, in case you need to farm something or pick up Blue Magic you missed. In the Cursed Dungeon, the only enemies that respawn are ones that you ran from. If you kill one, it should be gone for good, unless I've screwed something up.
author=LockeZ
The starting max MP is really low. These characters can cast their spells about 4 times total, in a dungeon with 10-15 battles that each take about 3 rounds. I wanna be able to cast spells.
Yeah, that's true. I'll up the starting MP. I still want people to sweat and wanna use the MP-restoring items, but the characters still need more MP-ammo. Though once you get enough warriors, you'll be able to switch out low-MP characters for fresh ones.
author=LockeZ
Comments:
The battle difficulty is fine, really. Maybe have multiple difficulty settings if you're worried about it. But if you do this, you should always start out by designing and testing on the hardest difficulty, and then scaling the game down for the easier modes, instead of the other way around.
Since I haven't set it up for a difficulty system, I'm tempted to not bother. If there's a big demand, I might change my mind ^^;;
author=LockeZ
I like the way you handled items in chests a lot.
How does IP work? Or how is it going to work?
Thanks! As for IP, it compares the most IP you could have versus the amount you have with your remaining items when you destroy a curse orb, and gives you Craze Medallions based on how you did.
author=Marrend
So, I switched party members mid-battle on a lark. The option was disabled for the rest of the fight. Or, at least, the next round, since I didn't check after that. Either way, I'm guessing this isn't supposed to happen?
Side note: I think I was randomly hit by the counter-attack error that you mentioned in the Developer's Pyramid.
I'll check out the character switching. I never used it more than once per battle. And yeah, the counter-attack blue magic crash still completely baffles me.














