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Soul Shepherd

With Hima's help, I found the bug and fixed it. The issue came with using Panic on enemies who didn't otherwise perform basic actions (like attack). I've updated the download link with this fix.

SS8.png

It's an original work made by me. Unfortunately, none of my changes to RMXP's scripts are really designed to be exportable to another game.

Soul Shepherd

author=doomed2die
Woah... Is this completed yet? I remember playing the demo and talking about production with you. I've largely lost interest in designing myself (might get back in for teamwork but not really feeling it).

This was a really good game concept and I'm glad to see it here :)

Hey, yeah, I remember you too. Sucks about the losing interest, but it can be tough to stay motivated for me too. It's good to alternate design with playing games. Sadly the game is not done, I've been making some progress behind the scenes, but I'd like to finish the entire thing before doing another release.

Soul Shepherd

author=hima
That bug prevent me from continuing until I got a response from you, since it happened to me twice and I've lost my progress so it was pretty demotivating :( And yeah, my main character is equipping Reaper + Nightmare combo for some free HP,SP,IP when dealing with Pixie and Angel. I guess it has to do with Reaper, so I might need to revise my strategy.
Actually, now that I'm home and can look at that section of code, I think Reaper is working fine, and this is a different problem. I must have made a release after fixing Reaper afterall. Hmm, was it with a Nekomata and using Wild Fang each time? Were any of your party members dead? Was it against the same party member? Any extra info would help :) I'll try to reproduce it myself. My immediate suspicion is something shard related, since those are the newest addition to the game and have been tested the least. But Nekomata's shard should only activate when he dodges attacks, so I'm wondering what other shards might be on the target of Nekomata's attack?
author=hima
I could pretty up the readme file for you once you got everything down. Would be better if it's a html file with some css styling.
Sure, if you'd be interested in doing that, it could probably use it!

Soul Shepherd

author=Battlemaster1
Hi Zombero. I'm gonna try the game and give feedback.

Right at the beginning right now.. I think poison is too common at the beginning. I keep getting poisoned and having to go back to the inn -_-.

Also that Kobold is absolutely ridiculous for the point in the game when you can reach him. I like hard games, but he's way too hard IMO.


You have to build up some souls before you can venture very far past the first town. The start of the game is pretty hard, even by comparison to the rest of the game, although it remains pretty hard. Ultimately, this comes down to how I feel as a player. A game has very little time to impress me as a player before I'd move on to something else, and extreme difficulty in RPGs is an important part of it. The other, equally important part of it is my choices as a player having a significant impact on this difficulty. As for Kobold, I like presenting obstacles before I expect a player to be ready for them, it gives them a chance to try things before they should be able to win, which I like as a player.

Soul Shepherd

author=hima
Currently playing the game and loving it so far, despite the fact that I hate the cute main character and the dungeon seems rush. I think it'd really benefits from a darker theme with first person point of view like good old SMT.

It isn't as much that the dungeons are rushed as that I have no talent for map making :( I've tried to get as much as help as I can find on the map making side of things, and have a few good works, but they don't come until after the point of the demo.
author=hima
I do wonder why this game hasn't got any reviewed. The system is well design and is really solid. I carefully observe the enemy behaviors, and every choice I make with Soul switching or Shard switching is important and is a meaningful choice. It's been so long since I've played something like this.

Glad that you're enjoying it :) that's really how I felt the first time I played Shin Megami Tensei Nocturne (it was the first SMT I played) and Etrian Odyssey, so I'm glad I can give people with similar tastes a similar experience.
author=hima
I died many times in the game, which is to be expected. But because of the system, dying in this game doesn't seems to be penalty. Every time I died in the game, I learn something. I learn more about the enemy I'm fighting with. I learn more about skills they use, so I can decide whether I should switch my Soul to this enemy or just shatter it to get more useful Shards.

I hope to expand on the usefulness of shard skills going forward :) and also have several new implementations in mind. I'd like to focus more on party mechanics, and having your characters work together as a team.
author=hima
README file could use some work. Basically, the organization of some part make it a bit difficult to find useful information. I read the file before starting the game to prepare myself, but I got puzzled by the 'Warded' thing.

It could probably stand to be more than just a basic .txt, I'll have to see about improving it once the game is finished.
author=hima
I also think there should be some more signals when some special condition is activated. Tail Wind, for example, should have some kind of animations playing, showing that the effect is activated. While I think the reason you didn't add this because you want the player to observe from the status effect text by themselves; but to me it looks unpolished and is a bit of a turn off to see the status text change suddenly.

Mostly this is programming laziness, Tailwind should have an animation, but I haven't programmed one in yet. I had planned on a lot of polishing once the game is fully playable.

Soul Shepherd

author=hima
I just found two bugs. One is more like something you overlooked, while the other is a show stopper.

1.) When the main character switches back to human soul, he'll learn Lai Strike regardless of how many skills he already has. This allow the number of skill he has to exceed the maximum number for one battle.

2.) This happened when Nekomata attack me with Wild Fang


I also found a way to teleport to other home points now. Much more convenient! :D


Thanks for the report about Lai Strike, sounds like an oversight. As to the error, that's interesting, I know people have gotten all the way through the demo without experiencing that, so it must be a fairly specific situation. If I had to guess, the most likely cause is a problem with a shard skill on that character. I will take a look at it when I get home. I should say, however, that there is a known bug with the Reaper Soul Shard, I have since fixed it in the current project, but it remains unfixed in this demo release for the time being, and it makes Reaper essentially unusable. Glad to see you found the second home point :) there's only 2 in the demo, but basically every time you reach a new stratum of areas, there'd be a new home point. Did you manage to topple the end demo boss?

author=hima
2.) Control over skill learning
Soul system allows you to customize your character to suit your needs, without randomization involve.


Yeah, the randomization thing was really annoying in the megaten games, I once re-rolled a Michael for about 3 hours before finally getting what I wanted. Not something I really want to put people through.

Boss Battle Design Contest - Knowledge is Power

I really think the 2 weeks time limit is pretty tight. This should take a lot more time than a single map, especially considering you have to invent the entire player party just for this one fight as well.

Maps For Hire

Sounds good :) hope to see the extra samples soon. If you wanna talk more in the mean time, pm me some contact info. I use most IMs.

Maps For Hire

Thanks. ^_^

A few details:
-Payment will be on a per map basis, no commitment, though it would be nice to get maps in sets of 5 or so (Generally about 5 consecutive maps in my game have a similar theme)
-Payment will be $3 per "map" (where "map" includes 1 full map and any tiny sub-maps within it, such as a room)
-The kind of map(s) I want will likely depend on what I feel your strengths are based on your samples.