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  1. Now it is  time for my weekly collection of words that could loosely be categorized as a blog post.
     
    To follow up on last weeks post, I will be talking about the gear in my game, more specifically the armor and Accessories.
     
    Like I gave my weapons types, I did the same for my armor.
    They are Light , medium or heavy, with light giving 2 levels worth of magic defence, heavy giving 2 levels of physical defence, and medium being a medium between these. These bonusses are static, so late game gear wil give the same bonus as early gear. While the defence stat is split between mdf end regular def, that does not necessarily mean that all light armour is meant for mages, and all heavy armour is meant for fighters( not actual classes in my game). A fencers' armour is light armor, but is obviously better suited for a martial types, while the demonhide robes might be considered heavy armor, but better on a mage.
     
    Why keep the bonuses so close you ask ? It is because you can choose what to attack with, but not what to defend with. If the mage gets splatered all over the dungeon wall by an attack that would only incovenience the tank of the team, then fights become either RNG based if the AI is random, or impossible as the mage eats all the attacks in the first round and dies, if the AI is semi-competent.
     
    Warning : Short math break : When I say 2 level's worth of defence , I mean the characters defence is as if he were 2 levels higher. As all my base stats are equal to level^2, this raises the defence by 4*lvl +4, meaning the difference between light and heavy armor in damage taken is: lvl^2/(lvl^2+4*lvl+4). This is an equation that quickly trends towards 1 (or 100%) with increasing lvl.
    So a 10th level character who dons heavy armour would have his defence rise from 100 (10^2) to 144 (14^2), meaning he takes about 70% of the damage he would have in the light armour, but at lvl 20 he would take 82 % of the light armored characters damage. This eventually tapers off, until he takes 96 % of the damage he would take in light armor at lvl 100. 
    This might seem counterproductive, but it just means that the higher the character goes, the smaller the difference, allowing me to really fine tune those late game bosses and enemies. As damage in % of a characters HP rises from 20 % at lvl 1 to 60 % at level 100, this is necessary, as at 60 % of a characters hp, having the mage take 42 % more damage than the tank is kind of a problem, as any crit will instadrop the mage from full HP, and even regular attacks will take out 84 % of the characters HP at that level, while the heavy will just fold to any spell cast in his direction. That is even assuming they have the same max HP, which they might not.
    Math break over.
     
    Now, why do I have my armours give an actual bonus to a stat, but not my weapons ? Because a bonus to a defence is an actual choice to be made. A stat bonus to attack will usually trump whatever other effects a weapon could give, but here I find it to be a meaningfull choice.  The bonus also doesn't escalate as much, as atk is squared in the damage formula, but not defence.
     
    After type, each weapon has an origin : Fantasy, Action or SciFi.
    As a general rule, Fantasy armour aids resource generation (tp or mp), Action armour gives resistances to damage types, and SciFi generates a small barrier around the user, replenishing every turn.
     
    On top of this, each non standard armor has a unique ability, such as the mech suit giving a nearly impenetrable physical defence and missile attacks, but giving glaring weaknesses to most elemental damage or the time-mage robe reducing cooldowns, but decreasing mp regeneration. Almost none of these are pure upside.
     
    The only other equipment slots will be accesories. These fall into two categories : a neck slot and a hands slot.
    The neck accessories are defensive and will take the form of amulets, cloaks, ...
    Most of them will be both up and downside. 
     
    Some examples : The amulet that protects from silence, will also cause all spells to generate extra noise, thus making stealth harder. The  cloack that grants immunity to poison also nullifies potions, and so on.
     
    The other accessory slot, the hand slot, including rings and gloves, is focused on granting abilities. These are without downside, but as you are limited to one, it still presents the player with choices: "Do I want my fighter to be able to cast a cure spell every 3 turns or spend mp to cast a fireball ?". Most of these will either use a cooldown or warm up or consume the characters MP/TP, even if the base spell would not. 
     
    As for availabilty, each base type and origin has one armor that is available in reasonable quantities (a total of 9 options), but the special ones are all unique, as are all accesories. Seeing as you have to equip about 20 party members eventually  for the multi party dungeons, choice is the name of the game.
     
    Long story short : Options, not dictations.
  2. FINISHED PLANS

    Smarter Enemy AI

    On certain enemies, they will be given a smarter AI which is manually critiqued by me.

     

    PLANS

    Side Quests: Going to focus a bit on side quests

    Drawing: Trying to learn how to draw for the project

    Enemy Graphic Reform: Redoing enemy graphics once I get good at drawing.

     

  3. Hello, everybody! Everybody's favourite ghostie here! I'm sure you're all wondering what I mean by "new and improved Aftermath: Gears of Hope".

     

    Long story short: I wasn't happy with the project. It didn't seem plausible, the more I thought about it. I wasn't happy with the fact that I had part of a certain fandom telling me to stop "copying" another game. So, I redesigned the idea, combined a few new ideas, brought back a few ideas from an earlier world design and started a brand new project.

     

    As I like to say, "Sometimes, you have to take a good long look at your project, think about it and realize that maybe you were right the first time."

    (Okay, I just barely said that, but it's good advice.)

     

    What's changed:

    The game no-longer has anything to do with a school or campus town. It takes place in a futuristic city.

    The protagonist has a set gender, name, nationality, past and personality.

    The game has been somewhat scoped down, so as to avoid being stuck in DevHell for years on end with little to no progress.*

    The game will now have pre-release builds to give fans ideas of what the game will be like once I begin getting stuff implemented.

     

    What hasn't changed:

    The game is still about being a cyborg spy.

    There is still an information broker.

    All characters will still be interesting and be able to be interacted with in an interesting way.

    The game is still heavily mission-based, but with player freedom.

     

    I don't really know how to describe it, but think about it this way - the game will have a lot in common with Mass Effect... Without the changes being saved between entries in the series and heavy player customization on the character. (When I release sequels, you'll have to answer questions on certain things. However, due to limitations, the sequels will follow a "canon path".)

     

    * - Don't worry, there will still be most of what originally got the game an audience.

  4. Deer! (Hi there!) If you have read this text that mean you want to know what happen to my project correct?:giggle:

    Well, I just add some skill, stuff, and a character from past! so there will be lots boss appear after Lexar Defeat Monster lord's, like fight boss to boss over and over.:angelnot:

    right now I'm still working on those character, their sprite was Rm2k and now I need to remade them to VXAce their picture is also need to re-draw because too small.:o

    plus I add more hard sub-quest, and even more confusing sub-quest, I also add some simple puzzle on dungeon too!:lol:

    okay! My game might take time longer to complete, but! this is worth to raise quality of this game. :thumbup3:

     

    (:cheers:Have you play demo? and want to give suggestion? don't shy, just put what your tough down below or PM me, I'll be gladly listen to what your tough!)

     

  5. I still have a lot of work to do, but I think it's a good time to show off some story bits of chapter 0. ...Or, in this case, the whole thing. It's not entirely finished yet and there are still some bugs that need to be squashed. However, I'm quite happy with how it turned out regardless. I seem to enjoy making cutscenes look the best they can thanks to Galv's Camera plugin. The gameplay is every basic and I haven't gotten around to making any actions sequences, yet. This is mostly just to show off some bits of the beginning story. I might also try to get my topic back up again since I have some new stuff lined up, but I want to wait a bit longer just to make sure.

     

    Anyway, here's Chapter 0!

     

     

  6. Classes

     

    Each character has a class or job that not only defines their skills and combat style, but it is an important and defining part of the character behind. For example, Araken is a monster hunter. This means that he has a set of skills to reflect that: quick strikes, counter attacks, crossbow bolts with different effects, etc. However, being a monster hunter is part of who he is, it shaped his personality, has given him an objective, something to do and to accomplish in life.

     

    Classes are not just "I am a warrior because it says so in the menu." Classes are jobs, in the literal meaning of the word, not just the gaming term. Asher is a thief because he was raised and trained to be one. Sherr is a Druid because he was choosen to be one, something he accepted and welcomed with a smile in his face and hope in his heart. Karsten is a Judge-Knight because of family tradition and because he has a strong sense of what is right and what is wrong. In general, classes equal to a job, an occupation the character has and likes. The character has devoted their life to that class/job, training hard to be better at what they do.

     

    Each character has a "class headquarters", where they can improve their weapons and armors, buy class-related items and accesories and complete quests and minor tasks. Of course, there will be a lot of NPCs to talk to and ways to learn more about the world and the lore. These "class headquarters" leads to the next element analysed in this section: job quests.

     

    Job Quests: New skills and weapons

     

    Each character belong to a class and has a corresponding "class headquarters" where you can freely travel. There is a set of skills for each character that are only unlockable through "job quests", a series of plot-related, lore heavy and character developing quests that have an increasing difficulty and offer great rewards in the form of the aforementioned skills and also new weapons.

     

    New skills

     

    Completing a job quest grants a new skill related that expands the role of the character in battle:

    -As a Priestess of Light, Narissa will learn "Prayers", a type of buffing skills which are very useful in battle. Complete all quests to get a powerful and permanent passive skill.

    -As an Expert Thief/Thief, Asher/Sherr will learn "Bombs", a type of throwing skills with different and explosive effects. Complete all quests to get "fragmentation" versions of the bombs hat target all foes.

    -As a Mage, Rashana will learn "Erudition", a type of soul based magic that consumes HP and PM in exchange of dealing a lot of damage. Complete all quests to get a useful permanent passive skill.

    -As a Judge-Knight, Karsten will learn "Shouts", a type of buffing skills that have an positive and negative effect on the character (e.g. raise max HP for 4 turns but lose 15% HP when it ends). Complete all skills to get a unique accesory.

    -As an Engineer, Laani will learn "Gunslinger", that grants bullets with different effects. Complete all quests to gain a new weapon.

    -As a Monster Hunter, Araken will learn "Elemental Bolts", which is self-explanatory. Complete each quest to receive new crossbows and all quests to receive his final crossbow.

    -As a Druid, Sherr will learn "Alchemy", a skill used to brew potions. Completing each quest unlocks new recipes and completing all will grant a recipe for permanent stat bonus potions.

    -As a Velaker (Scythe wealding blade dancer), Xander will learn "Shadow Magic", a dangerous but powerful magic. Complete all to receive his final scythe.

    -As a Paladin, Heidek will learn "Divine Protection", a new set of protective skills that affect the allies but not the user. Complete all quests to receive his final shield.

     

    New weapons

     

    In "Crystal Crown" you can't buy weapons nor will you find weapons normally in dungeons or dropped by monsters. The only way to get a new weapon is to complete tasks and quests for your "job headquarters". Each character has 5 weapons: first one is considered "regular", second is "normal", third is "average", fourth is "rare" and the last is "legendary". For example:

     

    Araken uses swords. Regular, usual, longswords. Nothing too impressive, but he is comfortable using them. Now, say that you want a new weapon for him. Just go to the Order of Monster Hunters Headquarters and complete "Hunting Missions" to achieve "Hunter points". When you ahve enough, you can claim a new weapon.

     

    However, this is not always the case: some characters will be asked to complete a series of quests either with the rest of the group participating or by themselves. Thieves will be asked to steal valueable relics from nobles and merchants. The Paladin will be tasked with heathen-dealing missions (in which you decide what to do, follow orders or not), etc. Sometimes you are asked to recover an ancient artifact as part of a "Job Quest", which will grant you a new weapon/armor/accesory.

     

    The important thing here is that the player will need to advance each character in their classes/jobs to get them new weapons.

     

    *Exception: Laani, the engineer, crafts her own weapons, but only after finding certain tools or after improving a weapon she alrwady own sufficiently. She will determine what she needs in order to craft a new weapon and then you will have to search for the materials and tools.

     

    WEAPONS AND ARMOR

     

    "Ok", you say, "I have a new weapon but is not that powerful. How am I going to defeat monsters with only five weapons?"

     

    The answer is: by improving them. Weapons can be improved at blacksmiths and artificers (also called "crystalsmiths") up to +10 or up to +5, depending on the weapon. There are many forging materials to do so and they can be collected from mines, caves, dungeons and finally monsters, which will drop parts of them (horns, hide, etc) that can be later brought to a city to be processed into forging materials. Some weapons have a heavy lore background, explained during the quest involved in its recovery or after being rewarded with it. Other weapons are related to the background and story of a character.

    Armors can also be improved, by the way. Some classes can wear various types of armor, but some others can only wear one type. There is head, shield, body, gloves and leg armor, in addition to necklace, ring, bracelet and earring slots. Accessories offer the usual elemental and state resistances, stat improvement, etc. I am working on a "full set bonus" for certain accesories and/or armors in the form of a passive buff or something like that.

     

    Blacksmiths

     

    There are several scattered across the world: in some towns, in each major city and in each "job headquarters". There are tiers for them, with the most basic ones being "Apprentice blacksmiths", who will only improve the first weapons of each characters. On the other side of the spectrum, "Master blacksmiths" can improve any weapon, except the final weapon of each character, which can only be improved by the blacksmith of the "job headquarters".

     

    There is an exception: Laani, the engineer, her weapons (and only them) can only be improved by herself, providing that she has adequate tools and forging materials. Additionaly, some engineer equipment can only be improved by other engineers.

     

    Crystalsmiths or artificers

     

    There a few, settled in some of the major cities and key locations. As with blacksmiths, there are tiers, with only the crystalsmiths from the Garkon Tower Education and Research Facilities being able to improve legendary equipment.

     

     

    Dev corner

     

    I used customised Yanfly's "Item Synthesis" to create the menus for alchemy, as well as weapon and armor improving. With the recipe system the plugin offers I created several crafting menus for armor/weapon improvement, potion brewing, item creation, etc. The fact that you can open up the synthesis menu for just one recipe is also very helpful and honestly, it has been a life saver for an otherwise complicated but rewarding system I have set up.

     

    I also use Yanfly's "Item Core" to add lore snippets on the info windows on the weapon/armor/item menus, sort of like Dark Souls do. I think it gives more meaning and life to the world, lore and item.

     

     

     

  7. When it comes to matters of faith everyone has their own beliefs and fairies are no different. What does tend to be different for fairies is the way faith is treated. In general the fairy approach to religion can be summarized as 'that which is worshiped or revered gains power'. It is in someways the opposite of the common human approach, which can be sometimes be thought of as 'that which is powerful is worshiped or revered'. Of course it's not that cut an dry on either side, but it works as a good general starting point for the difference between common fairy and common human beliefs. For a fairy, religious devotion isn't thought of as much as about 'belief' as it is about 'choice'. To choose to hold something sacred or holy is to invest power into that thing, the more of one's own energy one chooses to devote to something the more power it gains in their eyes. The more power and renown something has, the more it can do and therefor the more useful it is to worship, but this is often a secondary concern and many fairies believe that worship for purely pragmatic reasons is less potent then devoting one's self to something just because they genuinely want to. Fairies do often hold that such purely pragmatic belief is done in 'bad faith'.

     

    Fairies tend to also similarly look down on the idea of religion being some sort of 'duty' or 'obligation'. To most fairies any religious belief that demands worship or devotion is at best poisonous to the ones who follow it and at worse poisonous to everything around them as well. They also tend to be opposed to organized religious institutions (of significant scale at least) and especially opposed to anything they even suspect to be any kind of religious indoctrination by one. In fact fairies tend to shy away from the idea of having any kind of fixed 'canon' of teachings or beliefs, and instead prefer syncretically following whatever they feel fit. Most religious practices are often thought best carried out in private, and mass public displays of worship are often seen as disruptive or suspicious. This doesn't mean religious gatherings or places of worship don't exist, just that fairies rarely are that overt about prayer or other such rituals and preaching is usually kept to a minimum. Fairies tend to find most common human religions and religious practices to be repugnant, dangerous, or at least very very silly (especially Christianity, on witch there are also many historical reasons to bare a grudge), although most will grudgingly accept a person's choice in following one if they show 'true faith' as a fairy recognizes it.

     

    While fairies do often worship many gods and other spirits (as personalized representatives of abstract concepts and as beings in their own right), they aren't necessarily thought of in the general sense as much more then a human might think of famous celebrities. In other words, often awe inspiring and worthy of respect for their power and fame, but not beings beyond understanding or reproach. To a fairy, gods and other spirits are just like any other being, at least in that regard. A fairy might just as well worship another fairy they are a fan of, or even a human in rare cases, living or dead. A fairy wouldn't necessarily see much difference between a fan convention and a temple, a cosplayer or a priest. What matters to a fairy is the devotion and energy put into something, not the exact form that devotion takes. That doesn't mean that that's all fairies worship however. To fairies anything and everything can be a target of worship, from directly worshiping abstract concepts to revering inanimate objects and everything in between. The wonders of nature are a common choice. Fairies often make little shrines of a sort out of things like a refreshing spring or well, a waterfall, a neat cave, a particularly large tree or pleasant grove, a small hill, anywhere that seems like a nice meeting place. Sometimes fairies may put up some altars made from a pile of stones or standing stones marked with runes. There might be entryways marked by Stonehenge-like gates. Sometimes it's just decoration, but sometimes it means a fairy felt the need to protect a place with magic and a barrier will keep out any who don't go through the gate. Sometimes these gates act as portals to other places.

     

    Well loved objects are thought to be in some sense holy as well. Objects with sentimental value are prized and said to hold lots of power. Indeed, magically a well loved object can be very powerful, and can hold many blessings or sometimes powerful curses. An object's history and it's connection to the history of others is very important to many fairies. Though they don't truly exist in the fairy world, museums are also places a fairy might think of like a temple of a sort. One not only holding precious objects for display, but also in charge of understanding and explaining their history. Many fairies tend to be hoarders of artifacts that they personally find important, even if no one else does. It is even not that uncommon for fairies to, rather then revering or worshiping any particular thing, devote one's self to a concept or ideal. To a fairy someone who devote themselves to something like 'justice', 'love', 'science', 'power', or 'pleasure' are simply putting their faith into something like any other personal belief. And of course, many fairies choose to put their faith in only in themselves or sometimes in nothing at all.

     

    Ritual can also be very important to fairies, both magically and spiritually (in fact magic and spirituality are often seen as deeply connected, but not always truly synonymous). Fairy rituals are often personalized or are part of a large collection of haphazard folk beliefs and practices. The form rituals take often doesn't matter as much as the function they serve and the feeling behind them, and fairies mostly encourage experimentation and improvisation over strict traditionalism or sticking to any one set of rules too strictly. This often extends to 'social rituals' such as manners or protocol, especially for solitary fairies (to a point anyway, there are still basic guidelines to follow if one doesn't want to be seen as rude). The exceptions where traditionalism and/or following a set of strict rules is expected are mostly for those within the Seelie courts and occasionally when fairies need to have a formal meeting, trial, or duel.

     

    Since fairies are practically immortal they don't tend to care much about the idea of an afterlife. Many fairies find the idea silly or disdainful, but often acknowledge it's possibility. Most fairies who care to think about such things might say that things can create echos that might linger long after they are gone and leave it at that. Fairies also don't tend to care all that much about the origin or meaning of existence as a whole. There are speculations about it and a few scattered legends, but many fairies would say that how things came to be doesn't really matter, and what things mean is up to every person to decide. If fairies have any generally agreed upon explanation about existence as a whole, it's that existence is about, if anything, existing. That everyone and everything that exists, real or unreal, is fulfilling whatever role it may have for it's own sake and not for the sake of some higher purpose or god. Often fairies believe that happiness is truly found in loving one's own existence for it's own sake. Loving one's own existence doesn't necessarily mean only loving one's self, but also can include the world around them and everything in it. It also doesn't necessarily mean one can never be unsatisfied or upset, just that maybe one shouldn't let negative feelings ruin their passion for existing. And it certainly doesn't necessarily mean one shouldn't ever strive to change themselves or the world around them, just that maybe they should remember and appreciate where they are and what they are doing. Of course most fairies wouldn't say that in so many words, but it's really kind of important to us. After all, when a fairy doesn't care about existing anymore they die for good. 

     

    So in the end, to a fairy wonder and passion can be found in all things great and small. All you have to do is look!

  8. Symphony_of_Carbon.jpg

     

    The next Seasonal update is here, and this new blog format is kinda strange right now. Oh well, I'll get used to it.

     

    Anyways, the game has another chapter, 4 more elements, a barracks at your town, and lots of rebalancing. And oh, the game is on Steam Early Access as well.

     

    Time to rest my brain and get my mind ready for the next update in December. I'm not sure what it's gonna have exactly, but it's not gonna focus on story. It'll mainly be new areas, monsters, and equipment.

     

    Good luck and don't die too much.

  9. I find myself in this putrid limelight often, being shamed for just being myself, for speaking the truth, for just...being...honest...and I tell ya, I'M DAMN SICK OF IT.

     

    It happens to me everywhere, so I'm slowly dropping out of the limelight's reach on more and more social platforms. I already gave up on more than half of them, for this among other reasons, which includes Facebook, Deviant Art, Twitter, Instagram, Photobucket, and soon to follow will be Twitch, Discord, and all other forum-based platforms, if this is to continue, because I cannot justify conformity in any sense. It is thoroughly immoral, and furthermore, both damaging and senseless.

     

    Also, conformity != civility. If anything, the two are complete opposites (and they are).

     

    And before anyone starts a tirade on this, for whatever reason...

     

    I am not like most; I present the facts in a way that is not often seen as much more than 'crazy talk'; to the commoner, I am just 'crazy', but that's their ignorance and their privilege showing. If anything, my level of intellect on a lot of things should be granting me 'pedestal status', or at the very least, some level of glowing praise, but not in this day and age, where superior intellect == mental illness and/or instability. Am I too intelligent for my own good? Probably, but there's nothing I can do about it, short of getting a lobotomy.

     

    If you feel the need to not read any further, then please, by all means, don't. But I also do not want a two-bit opinion if you're not to read the full post. That's trolling, another sickening thing about the twenty-first century humanity, which is anything but human.

     

    Back to intellect. "Okay, if you're so smart, why can't you fix this, or that? Or the world?"

     

    There's one way to fix the world...you won't like it either.

     

    Someone once illustrated the solution to the world's problems, and though there were no humans in it, there were four guillotines, seven nooses, and a bloodied heavy axe hung on a stone wall. There was a caption that said 'for those who feel the world is needing of change, but have no contributions to give, feel free to offer your life so that others may thrive'.

     

    Obviously, no one who believes they are in control of their own lives would go for it, but in all due honesty, I could probably list a few thousand people by name who definitely would qualify as needing this type of voluntary execution (I won't mention any names), myself included.

     

    "Wait, why would you include yourself??"

     

    Because, as smart as I am, I lack the capability at the practical level to create the change. I'd be a liability, just another impractical asset whose intellect would likely not find much use, and therefore, would not be vital. That's all. The fact that it would be the end of my imprisonment here is irrelevant.

     

    "You're so dramatic, so negative..."

     

    Yeah, I know. I've explained this already, so I won't go there again, it stresses me out even further.

     

    I'll tell you this. I'd rather write (or in this case type) out my frustrations, than have my frustrations be channeled through my fists into an inanimate object, like a wall, window, or at the worst, to grab a knife and show my extreme duress by positioning it into the seppuku preparation stage.

     

    "You need professional help."

     

    I HAD that before I moved from Colorado. I had a great team of doctors aiding me, and I was slowly recovering, but now I don't even have insurance, and likely don't even qualify, thanks to Donald JACKASS Trump and his BS TrumpCare.

     

    "Why did you move from Colorado??"

     

    Because, on my FIXED and VERY LIMITED income, I could no longer afford to live there. The cost of living keeps increasing, but the bottom line never follows. Soon, only the wealthy will survive...my middle finger (both of them) to that.

     

    "Is there anything that I (or we) can do, to help?"

     

    I always accept donations (not that I get any or have ever gotten any), so there is that. Otherwise, over the internet, there is little that can be done, or even asked of.

     

    -----------------------------

     

    One thing about all this, is that if I were to ever make it out, and to become a great success, I would never forget about the struggles, and most certainly would never forget about those who also suffer, which is why PHANTOM Enterprises will always be a non-profit company, and that my band, Karma Bitches, will never have copyrights on our music.

     

    Pie in the Sky dreams, I know...

  10. It has been a long time since I have done a proper blog post.  This one is the first part of a multi part series of importing Tiled maps to AGK.  I use AGK in Tier 2 as a game framework using C++.  This is the real draw to AGK for my use, as I have the simplicity of AGK with the power of C++.  However, this tutorial is written using an AGK Tier 1 snippet as there is no need for any added complexity.  I will eventually write a C++ variation that is more flexible, but none the less, let’s start part 1 of this tutorial.  It is important to note that this does not only work with Tiled, it can be used to load any tileset/atlas image easily, but Tiled is my motivation for making it.

    Tiled.png

    Tiled is an open source tile map editor for use in any engine.  I will be making maps using Tiled and bringing them into my AGK Tier 2 project.  The first step to doing this is to import the tileset images individually using the same ID’s that Tiled does.  If you select a tile in Tiled, the ID in the property menu is always 1 lower than it’s exported ID.  This makes ID 0 equal 1, ID 2 equal 3, etc…  What this means is that the top left sprite ID = 1 and counts up going from top left flowing to the right then down.  Something like this:

    1  2  3  4
    5  6  7  8
    9  10 11 12
    13 14 15 16

    Using this code snippet, there are 4 variables of interest to turn all uniform tilesets into an AGK compliant file.

    002  tileWidth = 128
    003  tileHeight = tileWidth
    004  numHorizontalTiles = 16
    005  numVerticalTiles = 16
    • tileWidth — Change this to the width of a tile.
    • tileHeight — If the tiles are square, leave as is.  Otherwise, set to the height of the tile.
    • numHorizontalTiles — How many tiles are from left to right.
    • numVerticalTiles — How many tiles are from up to down.

    From there, just run the script and a file will appear in C:/Users/<<UserName>>/AppData/Local/AGKApps/<<AppName>>/media/myfile

    Copy this file to the same directory your tileset is and rename it to “<<TilesetName>> subimages.txt” and you will be able to load the tiles in just fine.


    Just to prove it works, I will demonstrate loading the tileset in AGK Tier 2.

    Blog Post Image 1.png

    Tileset and Subimage file side-by-side

    Once the generated file and tileset image are both in the same directory, you can then proceed to load the image and subimages to AGK.  I included a very simple example code of loading in all 256 images (in my case).

    std::list<g::Sprite*> s;
    ...
    unsigned int image = agk::LoadImage("media\\Tilesets\\Grassland\\Grassland.png");
    for (int i = 1; i < 256; i++)
    {
    	s.push_front(new g::Sprite(agk::LoadSubImage(image, std::to_string(i).c_str())));
    	agk::SetSpritePosition(s.front()->GetSpriteID(), (i-1)%16*128, (i-1)/16*128);
    }
    

    This code makes a list of a Sprite class that I made for my project and loads up all subimages of the tileset into the list and places them from left to right, top to bottom.

    Blog Post Image 2.png

    Tileset loaded and placed, one tile at a time. Link to tileset.

    There we go.  Tilesets and Atlases made and loaded into AGK far easier than slowly typing out the subimages file manually.

    Part II in progress, I will link to it here when done.

    -Maindric


    211 b.gif?host=maindric.com&blog=38476006&po

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    (Dredges up old review blog to prevent people spending money on junk)

    Good. An unbiased intro.

     

    So, I just want to preface this by saying this is a review of the re-release and not the original game. So the review is going to be pretty short and, hey, I do actually love the original release; To me, FFIX is pretty much the peak of the JRPG genre; it handled equipment/skills with more thought than its predecessors, had excellent side-content, and an iconic villain that, amazingly, is barely cringeworthy considering his near two decades old flamboyance. And since its just a re-release all that great stuff is still there. Its just everything else that's bad.

     

    So, to address the elephant in the room, how does the game look? Actually, pretty darn good. Or, the bits they touched at least. Which is just character models, and most of the cutscenes and most of the battlebacks I've encountered have been worked on too. Now, that sentence already provide two issues:

    Firstly, yes, I omitted the maps from that. Square would have you believe that Zidane and co. have selective cataracts where all sprites and objects of note (ie. chests) are in startling clarity against some blurry wasteland. I considered providing examples of the most offending maps but as this has been a subject of much controversy I'd imagine finding screenies of this shouldn't be too taxing.

    And secondly. not even the entirety of the cutscenes and battlebacks have been upgraded (a vast majority, but definitely not all) which at first notice provides shock and outrage followed by bitterness as not only did Square only do half a job of updating the graphics but they didn't even fully complete that half.

    Heck, the game still runs in 4:3 so I'm not sure if it even can be classified truly as 'HD' although in fairness it does not officially market itself as such (just in spirit ;) )

    Now, credit where its due, the character animations, in battles specifically, are wonderful. And a lot of on-map animation and design is much easier to notice, although part of that is no doubt in virtue of playing on a screen approximately three times larger than my eleven year old self was privy to. Oh and the Tetra Master cards have been touched up too which is nice.

     

    As far as the UI design. Well, they changed the menus. Can't say they're functionally, or even asthetically any better. Square clearly felt obligated to act but I just don't see why, particularly since they don't seem to have been too interested in it themselves. The cynic in me thinks the devs just wanted something you're constantly confronted with, and in confrontation with, to say 'hey, look we did do stuff so that's why you paid money'.

    There are a few much bigger afronts that overwhelm that inner voice with, err, another louder inner voice. And they're all to do with the on-map exclamation mark alerts. Firstly they are everywhere. Like, for reals. For some reason Square thought it would be a good idea to provide an alert to let you know you can talk to NPCs. It actually provides you with two so that you also know which ones are available to play Tetra Master with. Both are obviously something that sounded good in principle to somebody but should have immediately been noticed in testing as a terrible idea as you wander around Treno in a swarm of irritating bubbles. Oh, and interacting with one of these bubbles now leaves a negative of it for a few frames. Sexy ¬.¬ .

     

    The gameplay additions were actually pretty interesting, I thought; The ability to move faster, remove random encounters, and all of that. Square showed an excellent awareness of the fanbase even if they failed to understand them. See, all these features are geared towards the players who go for different kinds of perfect saves and, often, need to reach Memoria within twelve hours for Excalibur II or remain at level1 for the majority of the game. A considerable amount of the appeal of these playthroughs, ofc, being the challenge. Which these features strip away from an otherwise very easy game. In fact, Square seem to have done this compulsively, making the theatre swordfight easier to max for the first Moonstone and...a couple of other things I've forgotten in this thirtyish hour blur. You're not obligated to engage these features so there's no real harm in their addition (except that if you were to accidentally activate one you're unable to turn it back off) but its just disappointing that what is arguably the best addition with excellent intentions is inherently flawed.

     

    I'm going to end by disregarding a rule of reviewing for me. Or adding a clause to it perhaps. I hate when people bring the price into a review of a game; its an aspect that is entirely external to the piece. However, since what I've been writing about here is the disparity between two packages of the same game and not really about the game itself I'll come out and say that this is not worth the money. It just isn't. If you don't own an existing copy of FFIX then I'd say its an incredible game and you'll enjoy the heck out of it; if the re-release is the best way of accessing the game for you then so be it. But if you do own an original copy this version brings so little to the table for the price that Square is asking for (it is also rarely on sale and, so far, never generously so) that you might as well continue enjoying Kuja Trance and Steiner x Beatrix, the Lifa Tree and Chocobo's Lagoon, on your original disks because that's what the game is about, not a couple of redone character models.

     

     

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    I just wanted to post and say I completed a simple sewer valve puzzle. I'm pretty proud of it.
    :D

  11. 9583e19f82ea418b1fdc504300e173f8.jpg

     

    Before I officially begin this review, I want to state the following: There are going to be a lot of references drawn to Tales of Zesty, since both the world of Berseria and Zesty are actually connected. That does not mean I automatically think one game is better than the other, or that I'm not treating the game fairly on the basis that it should be its own game, or some stupid shit you people come up with. Since the game is connected to a previous installment of the franchise, however, I WILL critique that based on how well it filled the plot holes left behind by Zesty.

     

    Tales of Berseria is a wonderful masterpiece of a story combined with horrific and thrown-together combat that screams afterthought. Berseria should have been a Visual Novel instead of an actual Tales game, considering how unbalanced and cheesy the combat can be. More critique on that later. I know you all are just itching for me to review this game (and by review I mean absolutely destroy and shred it) so let's get into the bulk of things. I'll break the game down into several segments, consisting of story, gameplay, quality, and replayability, and judge the game on all of these criteria.

     

    4e46a002278aec4b72fdbe83bce321df.jpg

     

    Story:

     

    "Why do birds fly"? 

     

    This is a motif that becomes apparent throughout the game as you play Velvet Crowe. Velvet is a...we'll say "farm girl" who lives with her younger brother, named Laphicet, and her father-in-law, Arthur. The game opens with a dramatic chase scene throughout a forest as Arthur, Laphicet, and Velvet all are running away from daemons. And yes, you couldn't come up with a more unoriginal name. Arthur and crew are then stopped by some daemons along the road. Arthur fights them off with his big heroic giant sword that's seen in every anime thus far and then takes his children to underneath a nearby tree, gives them both an apple, and, to save you ten minutes of pointless exposition, tells them to be safe. Arthur then proceeds onward, but Velvet, being the curious and feisty little shit she is, doesn't listen and trails Arthur. When she arrives to where Arthur is at, she sees her older sister, Celica, floating in air as a sort of sacrifice with two giant needles of light stuck through her body. Then Arthur turns towards Velvet.

     

    And it WAS ALL A FUCKING DREAM.

     

    Like, seriously, you couldn't put any less thought into the fucking story you lazy shitheads?

     

    Anyways, time skip I think seven years later (I couldn't care less because opening with a dream sequence is probably the greatest sin in all of gaming history) where Velvet is now taking care of Laphicet in place of Velvet's older sister, Celica. Velvet completely loves Laphicet, would do anything for him in the world to see him safe and to keep him protected. The setting takes place in a farm village named Abala (If I remember correctly? Like I said I could care less) where everyone is hanging out enjoying their life and is in no way shape or form going to be turned into a monster's den of daemons somewhere in the near future-oops, spoilers.

     

    Anyways, farm village girl Velvet is pretty cute.

     

    2490d2c1e193fc3b87299a5f50e7d46b.jpg

     

    After about an hour of doing pointless hunting that serves no actual purpose to the story, you come home, go to bed, and realize that it has become a "Scarlet Night". This phenomenon happens once every three years, where the moon glows bright red, and that some type of God or something that people worship demands sacrifice or something, I don't really fucking know. Velvet wakes up, realizes Laphicet is nowhere to be found, and, oh wouldn't you know it, the entire village has become a monster's den. I TOTALLY DIDN'T SEE THAT COMING.

     

    Velvet runs through the village (You have to, you can't fight them, which is extreme bogus considering what happens in about five minutes or so), goes up to the cliff where the sacrifice is being held, which is the same spot where Celica was sacrificed, and Velvet sees Laphicet hanging in the air, same as Celica, with Arthur standing right below him. And then, SHUNK.

     

    That was my best sword impression.

     

    And then there's this.

     

    bb9fdba39104ea880a47b13fdb992c00.jpg

     

    Velvet then flies into a complete frenzy and tries to kill Arthur. However, Arthur, being the badass and antagonist that he is, is just no match for farm village girl Velvet. She lunges herself down into the sacrificial pit where Laphicet fell, attempting to protect him, but she gets swallowed up by a huge-ass dragon thing that looks like it came from the Seven Dragonballs. Really cool CG by the way. Anyways, Mr. Dragon man doesn't like that, spits out Velvet, and she comes back with a few extra hormones, her entire body taken over by Edginess, and a fucking badass left arm. She then proceeds to scream four thousand times as you try and fight off the daemons and ultimately Arthur, which, after wiping them all out, Velvet realizes were the other townsfolk, and flies into yet again a complete frenzy, lunging at Arthur. However, he sees past the bullshit and smacks her in the chest and down she tumbles into the bottomless pit.

     

    Timeskip three years later.

     

    You awaken in a prison island. How you got there is beyond me since on the world map Abala and Titania are in two completely different sections of the world map AND THAT REALLY FUCKING PISSES ME OFF WHY DO PEOPLE NOT KNOW ABOUT CONSISTENCY-

     

    You are greeted by someone. A malakhim. Malakhim are...let me simplify this so that it's easier to understand. They're Zesty's version of Seraphim. Pretty much.

     

    After a tense fight and a pointless tutorial about how to dodge (I'VE BEEN PLAYING TALES GAMES FOR FIVE YEARS NOW, YOU DON'T THINK I'D KNOW HOW TO DODGE AT THIS POINT-), Velvet takes the malakhim under her control and the two escape through the prison island.

     

    Oh, and, you start a prison riot in order to escape. That's pretty cool I guess.

     

    During the course of the prison riot, you find a bunch of Exorcists, commanded by Oscar, who are pretty much this game's bad guys. They use Malakhim as tools and have suppressed their free will in order for them to inevitably do their bidding. After fighting Oscar, one of these said Malakhim is like "fuck you bitch" and turns into a dragon. It's explained later on as to why they change into Dragons, but keep this word in mind: Malevolence.

     

    So you get to kill a Dragon. Woohoo.

     

    During the fight, the Dragon is too powerful to tackle alone so you team up temporarily with Oscar to take him down. Then you eat the girl that was traveling with you or something so you can become stronger or something. And no, not in that way you filthy degenerates. Then you kill a dragon. Woohoo.

     

    After that, Oscar runs away like a little bitch.

     

    Oh yeah, I forgot you run into Rokurou in the course of escaping from the prison. Also along those lines, you find a witch named Magilou (UGGGGGGGGGGHHHHH) and a sailor named Dyle. You hijack a ship from the Titania Prison Island Docks and set sail. And then you get shipwrecked.

     

    And after that you get to hear 40 hours of Velvet whining about "I don't care about anything as long as I get my revenge on Artorious (Arthur, a.k.a.)". Which goes back to a point I want to make: Revenge plots never work out. They always end with suffering and despair and ultimately, there's just a giant pitfall of sadness. With the way Velvet portrays herself in the game, where she doesn't care about anything other than getting revenge, it's honestly hard enough to care, as a player, about someone like that.

     

    Eventually, you find Eizen (does that name sound familiar to you? It should, as he's a boss in Tales of Zesty) and he's a fucking badass.

     

    fac578d99e06627eb7470a71ab33959a.jpg

     

    Oh yeah, and you also meet a little kid I guess who's named Number Two but after about twelve hours of him being useless Velvet decides to call him Laphicet because FUCK ORIGINALITY AM I RIGHT? Oh yeah, and also Laphicet Version 2 has a giant crush on Velvet for whatever reason. How anyone can have a crush on someone who yells "DIE DIE DIE" is utterly beyond me.

     

    1283f25bd444ad33f43abbc1b78bbba2.jpg

     

    Oh yeah, and there's also an Exorcist bitch you come across periodically in your travels named Eleanor who starts out as a nuisance and quite quickly becomes my favorite character in the entire game. Not just in her story and why she chose to travel with Velvet but because she fucking rocks in combat. Despite her being very dramatic and quite a nuisance in the early game, she gradually opens up to everyone and easily becomes one of my favorite characters.

     

    Eventually, Velvet finds an answer to the million dollar question that everyone in the game seems to ask like every ten seconds. Why do birds fly?

     

    c2e7622d0854dea4a63a586bff726988.jpg

     

    REALLY? THAT'S YOUR RESPONSE YOU STUPID DUMB FARM VILLAGE GIRL? WAY TO MAKE MY 50 HOURS IN THE GAME COMPLETELY WORTHLESS!

     

    As you can tell, I didn't really like the story of this game all that much. Not because of the way the story was handled (it could have been done a lot better in my opinion, starting with Velvet not being so much of a bitch, for one), not because of the characters, but because...everything you do just feels pointless. You run around for 40 hours before Velvet finally realizes her quest for revenge will never fully come to fruition, and at that point, the game just takes a dramatic spiral downwards because, yes, it IS all pointless.

     

    Revenge is pointless. Don't make it the central core plot device of your game. Game Dev-ing 101 folks.

     

    About halfway through the game, after doing a quest where you have to go through an underground water temple or some shit that triggered me because it reminded me of Zestiria's Water Temple, the village along the coast, Haria, turns into a den of monsters, similar to the beginning of the game. Once you escape from the town, you soon realize something. See, there's this "disease" that everyone refers to as daemonblight. The Abbey (the big bad guys) coined this term because when you contract daemonblight, you eventually lose your senses and turn into a daemon. This isn't the case, it's all a lie. There is no such thing as daemonblight. What actually triggers people turning into daemons is malevolence. And you'll see me use this term a lot, because it ties in with Tales of Zesty. The malevolence, ill intention, and hatred that we have in our human hearts is what makes us turn into daemons, not some crazy disease spreading around. In Zestiria, those afflicted with malevolence were called hellions. In Berseria, they're called daemons. It actually sets up Zestiria's plotline really nicely as now, it makes sense. Along with that, we learn that people have started calling Velvet the "Lord of Calamity". Sound familiar? That was the final boss in Zestiria. So in essence, Berseria sets up Zestiria's plot, seeming as how Velvet is technically the very first "Lord of Calamity".

     

    Oh yeah, and Laphicet Version 2 at the end of Berseria becomes Maotelus. Maotelus, in Zestiria, is this fictional being that is designed to bring peace to the world by eating Hellions and Seraphim alike. How a little boy of 12 years of age grew to become one of the most notorious figures in Zestiria still boggles my mind, but you know. It's a game.

     

    There's also Zaveid. <3

     

    Anyways, I realized I may have went on a bit too long with the story, but don't worry, the gameplay portion will be really really short. Mainly because you'll read the first sentence and I will have wrapped up the entire sum of gameplay for Berseria. So don't worry. It at least had a somewhat better story than Zestiria, bottom line.

     

    Overall: 7.5/10.

     

    a40259eed079a2e594e58054f34c252b.jpg

     

    Gameplay:

     

    The gameplay sucks.

     

    Yeah, you didn't think you would be hearing that coming from a Tales game, would you? The massive pioneers of putting great gameplay before anything else, right?

     

    No, the gameplay actually sucks in this game.

     

    Granted, it did SOME things right with the actual MECHANICS of the system, like how you're not stuck to a line anymore and can freely move around the battlefield. In a 3D environment. Not like Zestiria did it. Your arte skills are also no longer bound to which direction you push the analog stick, and instead, all four of your face buttons to a different attack. This makes combat a lot more fluid, intuitive, and feel actually wonderful to play.

     

    ...Until you get to the actual reason why the gameplay sucks.

     

    4674b88edce57810c7dee3b981d24af1.jpg

     

    At the start of each fight, you get 3 souls. They're the little blue diamonds in the corner of everyone's portrait. You can upgrade your souls as you fight by inflicting Power Hits, inflicting Stuns on an enemy, performing a Perfect Dodge and getting Souls that way, or just straight killing the guys. Out of all four of those options, only one of them is really a consistent means of upgrading your Souls. When you inflict a Power Hit on an enemy (using moves that hit an opponent's weakness), they take more damage. If you manage to hit all of the opponent's weaknesses, it starts a Chain. When an enemy is under a Chain, they're more susceptible to being Stunned. However, even if you manage to Stun an enemy, there's no guarantee you'll actually get a Soul for all of the hard work that you put in. It's completely random. Same with getting a Perfect Dodge. As you can see in the screenshot, I managed to Perfect Dodge and a Soul popped out. Yet, it's completely random on how these things work out.

     

    So you might be asking why is this a bad thing, you might ask?

     

    There are abilities you get throughout the game that take advantage of how many souls you have. By expending a Soul, you unlock a move that is more powerful than the rest of your moves (in the case of Velvet). But you can only use these moves if you have more than 2 Souls. Since you start off with 3, you can only use it once before you inflict a Stun, dodge perfectly, inflict a Chain attack, or beat the fucker to a pulp. Not only that, they are your primary source of healing. Remember that as I move along to this next section.

     

    So you might be asking why is this a bad thing, you might ask?

     

    There are some enemies in the game who like to start with a certain skill, called "X Break", where X is the most annoying status ailment you can think of given your particular situation. Not only do these incredibly powerful attacks have a wide area of effect and inflict Status Ailments, they Break your Guard if you try to Guard, AND reduce your Souls immediately. Tell me that's not a bogus idea to not only inflict Paralyze, but also reduce your ability to fight and heal for almost every single party member unless you happen to miraculously dodge at JUST the right time. Remember how I said before that Break Souls are your primary source of healing? Yeah, Healing Artes in this game are fucking useless. Oh, here, take this First Aid spell that heals you for 20 damage.

     

    ...

     

    I don't think I need to explain any more than I already have.

     

    Ultimately, the gameplay wears itself down to, if you can get all the enemies in a corner and wail on them with all of your best attacks, accumulate a shit ton of Souls, and spam RT as it is the most powerful attack at your disposal, you'll win and be fine. But take note that enemies can also Stun you just the same as you can to them, and when that happens...well remember this. If you get Stunned, not only do you lose a Soul but you take more damage as long as you are Stunned. And, as if by some miraculous exploitation of Artifical Intelligence, as soon as you are Stunned, ALL OF THE ENEMIES in the fight will run up to you and start hitting you immediately. And then you're dead.

     

    That's not fun at all. That's unbalanced.

     

    Granted it's unbalanced for both sides as you can get everyone into a corner and hit them like a punching bag, which is what this game's strategy is, but it's also unbalanced because enemies have these particularly powerful and unbalanced moves like "X Break" or Soul Burst (gives them additional Souls while you lose Souls) that you can't do anything about. It ruins the fun and adds artificial difficulty to a game with a broken ass gameplay system.

     

    You know, looking back on it now, Tales of Zestiria's combat system was way more fun than Berseria's, even though you were locked to a linear battle system. You know why? BECAUSE IT WORKS. There weren't broken enemies who spammed X Breaks or Soul Bursts or did overly insane amounts of damage.

     

    And this is all on Simple mode by the way. I got so fed up with combat that I just said fuck it and blazed through the fights because I absolutely hated the combat in this game. The first time I can say I was incredibly incredibly disappointed with a game's combat system.

     

    96dbacebfdcdabb47f6623e1477a09dd.jpg

     

    You get Mystic Artes quite early in the game, actually, at about 8 hours in and like when you're Level 10. And I know that's what all of you came here for, right? To see Velvet's bright and shiny face light up when she does a Mystic Arte?

     

    1227d2e9e6ecacb3c03bc914bda2ca43.jpg

     

    There are some other gameplay aspects I'll go into here but FIRST. Mystic Arte showcase.

     

    ...

     

    DAMN IT, I DIDN'T TAKE ONE OF SPIRAL HAIL GDI-

     

    Needless to say, Eizen's "Perfect Mayhem" and Eleanor's "Spiral Hail" are among the top two of my Mystic Artes in this game. Both of them are just so amazing and I have nearly fallen over out of my chair pretending to stab something as if I'm Eleanor. Oh, and punching the air is pretty fun, too.

     

    decbcf2fbe8654b7b0806cb5f3ed53b4.jpg

     

    Like in the previous game, you can upgrade your equipment. The amount of skills and battle prowess you get from upgrading your equipment can drastically change how fights work. For example, if you upgrade your equipment enough, you may get extra BG, which is needed to activate Mystic Artes, or gain extra Souls at the start of combat. However, the shortcoming of this is you have to go into the shop menu to disassemble items you don't want or don't need anymore. From those dismantled equipments you can get various materials used to upgrade equipment. However, if you've been grinding in a certain place for hours on end and you have about 100 pieces of equipment in each category, like I ended up having once, you have to spam the A Button in order just to get through all 100 pieces of torturous equipment. And by that point, your thumbs probably already hurt because you're mashing the buttons in combat just to have a chance. So, while it's a good system, it has quite a few shortcomings associated with it.

     

    There's, umm...there's card games.

     

    9e160d3a2851a0071d27d128344cd5ad.jpg

     

    I'm gonna be honest, I spent almost zero time playing the minigames. They're just pointless. And they are extremely confusing to understand, especially Card Heroes, like pictured above.

     

    But I guess if you wanna waste your time, go ahead.

     

    So the main bulk of gameplay is basically get beat up, die a lot, get frustrated, stop playing the game for about a week, suck it up, do it again, miraculously do 100000 damage in a single hit because what the fuck Velvet is OP, and then fly through combat.

     

    Disappointing gameplay.

     

    OH, BUT YOU DO GET A SKATEBOARD-I mean, A GEOBOARD THAT LOOKS LIKE A SKATEBOARD!

     

    a57716fecc79ba965be1c064344b10b0.jpg

     

    Gameplay: 4.5/10

     

    9f14c01b594f2ca797567ef977edff1b.jpg

     

    Quality:

     

    This game was rushed. It's painfully obvious and Namco Bandai didn't even bother to cover up that fact.

     

    Take the following skit for example:

     

    af972af0b934a0fd4afbb0ace1a0240c.jpg

     

    And yes, skits are back as usual.

     

    But look at the following text. The voice actor for Eizen, however, ends up saying something completely different, something along the lines of "And what's wrong with having some dreams? It's a great opportunity you have. You all just don't get it."

     

    And this just doesn't happen once. It happens A LOT. Like, it's like the script for the game and what the voice actors are saying are completely different. It's like Namco Bandai gave the script to the actors incomplete and just said "Ad-Lib the parts we didn't fill in because we're too lazy for that and it isn't our first priority."

     

    Remember when annual games used to be good?

     

    However, I can't say that the voice acting in the game was all that terrible. Most of you have probably seen this scene floating around on Youtube, but it perfectly showcases just how well Velvet's VA nailed the character in question.

     

     

    Probably one of the best delivered scenes in the entire game in my opinion. But unfortunately, it doesn't overshadow all of the other problems regarding how rushed the game was regarding skits, scenes, and "lost in translations" the game got.

     

    Quality: 6/10.

     

    ea7dc252fd8d8a1befa21fb37606daca.jpg

     

    Replayability:

     

    Yeah, yay, New Game +.

     

    Why the fuck would I want to play through this garbage game again?

     

    Replayability: 0/10.

     

    c4ef790290eaaead2dee7ef237e23699.jpg

     

    Now, it's time for the final wrap-up. In this section, I'll detail if this game is truly one for you, and if you should decide to play it or not.

     

    Would I recommend this game?:

     

    No. It's not good, honestly. If the combat were to be completely gutted from the game and the story to be the main drive and focal point, with a bit of better execution, I probably would have liked it more. I've played games with a good story with slightly less good gameplay (Nights of Azure), but this game's gameplay is just downright ridiculous. Stay away from this one.

     

    Overall rating of the game: 4.5/10. Terrible.

     

    Now take some music or some shit, I don't care.

     

     

  12. Purple Phantom
    Latest Entry

    The test subject in question was a girl of about 15. Due to an incident involving some bioweapons rather recently, she'd lost the ability to walk. She'd been taken into the underground facility and put into lockdown, in case any other symptoms arose. Charlie glanced at her colleague.

    "Are you sure about this?" she asked him. He smiled that daring smile of his, brushing his nearly white hair back with his fingers.

    "I'm sure," he replied charismatically, "This girl will no-longer be wheelchair-bound once this kicks in."

    Charlie sighed, hoping he was right. She watched as he strode into the room and talked to the girl, then injected her with the syringe of liquid. Nothing happened...

    ...Minutes passed...

    ...And then, the girl stood up.

  13. So today I'm gonna talk about how TOD 3 is gonna be 10x more fun than the first 2 Games.

     

    But before we begin, I know I harp on the first 2 Games like they are trash and not worth playing, but there's is a legitimate reason as to why these 2 Games are the way they are. And as much as I tell myself that they could be improved upon, they aren't really that bad! It's just something you can do a 1st time Playthrough of and never play it again.

    But the reason, why they are so lackluster is actually a little complicated and has a lot to do with the 3rd Game as well.

     

    tl;dr. Basically symbolism and laziness.

     

    !Spoilers... kinda for the whole TOD series ahead!

     

    So... these 3 Games represent the 3 Alignment Types. The first Game representing being a Good Guy, the second one being a Bad Guy (Though that is extremely vaguely explained) and the 3rd one being Neutral.

    The Neutral Route being non-linear, symbolises that you have choices and can go whereever you please and whatever you can do.

    In the first Game Tod was determined to finish off the bad guy and he didn't care about anything else. After the defeat of the bad guy, Tod knew what he has done and didn't hesitate to take the killing blow. Killing the bad guy in the first Game is essentially killing off the entire Universe, because the bad Guy is actually the Creator of this whole thing. After you've killed him, the Universe slowly starts to vanish and will disappear in roughly 3000 years.

    After that, Tod didn't really know what to do and just started rampaging and started killing lots of Monsters that were getting in his way slowly but surely turning a bit mad.

    But at the REAL end of TOD 2, his Bro told him a lil' about his own past and told Tod to "calm down, Bro". He also told that his Home is still out there and that his Home isn't fully dead yet.

    Tod being calmed down and determined to face the consequences of his actions in the past. (He murdered all of his Friends and Family in his Home, because the bad guy of the 1st Game told him to do so.)

    And that's where TOD 3 begins. After that you can make lots of choices to redeem yourself or finish it off for good, or just do the right thing.

    That or i'm just lazy to make actual good Games...

     

    Now you know!

     

    So what exactly will TOD 3 do in terms of variety?

    Alright... check this shit out:

     

    -Negotiation/Interactions with the Monsters

    This probably will mostly determine your future in this Playthrough, so you'll be doing this a lot maybe... probably... or not.

    Monsters will have Traits of their own and you can decipher the Traits with your Scan Ability. You will also have access to the Talk Skill which let's you choose to interact with certain Monsters and try to do what they wish from you.

    Once you talk to them, you will be given choices on what to do. If the Choice is met with the Trait of the Monster (I.e. if the Monster Trait is Honest, tell the truth, or if it's Funny, tell a Joke, etc.), you two may get along and you will either receive prices, money, information, etc.

    There aren't JUST good traits though... there also will be bad and Neutral traits for Monsters as well.

    The bad traits are handled differently. You will have to fight the bad trait monsters, but of course not until you kill them, but until you hit them with certain skills. (I.e. if they have the trait Fearless, hit them with their weakness or if their trait is pessimistic, hit them with something they absorb, etc.)

    Neutral ones will be rare and will have HIGH rewards. They are regarded as very wise and will be difficult to convince. Their Traits will have special ways to convince them.

     

    Here are the Traits for each Group:

     

    GOOD Traits (Indicated by Blue Names)

    Honest = Tell the Truth

    Kind = Show Care

    Funny = Show your Funny Bone

    Optimistic = Show you see potential in the Future

     

    BAD Traits (Indicated by Red Names)

    Fearless = Hit their weakspot

    Confident = Hit them with whatever

    Pessimistic = Hit them with what they absorb

    Wild = Survive the Battle until he's had enough

     

    NEUTRAL Traits (Indicated by Green Names)

    Persuasive = ???

    Ambitious = ???

    Informed = ???

    Authoritative = ???

     

    -Keywords

    Remember Final Fantasy 2?

    No... not for the SNES but for the Famicom.

    Remember how that had a neat Keyword Mechanic and how almost every NPC reacted to the Keywords (To be Fair, most of their responses were "?" lol)

    I will implement that and have every NPC tell you something about every Keyword.

    You will receive a bunch of stuff if you say certain Keywords to certain NPCs.

     

    -Mini Games

    lol for those that just wanna fuck around. (I saw a Touhou sort of Script for VX... i might throw that in, just for lolz)

     

    -Side Stories

    Remember your Friends? That one Robot dude, that Abomination with just one eye and a Silent Puppet? Yeah... they were kinda there in the first 2 Games.

    I'll give them proper Stories in the 3rd, but only if you want to.

    This will be completely Optional for each route, but you will receive something for it, don't worry.

    I'll also not forget about the NPCs, i'll give each one a lil' bit of Backstory and Character.

     

    -5 Endings.

    5? Why not 3?

    Ok, so i kinda hated how Undertale handled the 3 different Routes with their endings.

    Like, let's say if you kill EVERY monster and like hit Metatton not hard enough you will get the neutral ending... that made sense...

     

    There will be more variation in the endings you approach.

    -True Pacifist Ending

    Never killing anything.

    -Pacifist Ending

    Never killing anything, but also not really helping out anyone.

    -Neutral Ending

    Kill some Monsters.

    -Mad Ending

    Killing a bit too much...

    -Death Ending

    Killing everyone.

     

    Is this going to be too much for me? Is this just a promise I will never keep? Am i a madman who has way too much Time?

    You tell me, i don't really know.

    Either way, i will inform you once i'm done with the Game.

     

    Cheers, fam! ~Shin

  14. Hey nosy blog reader~

     

    Just found my old concepts for one of my main charries from Tales of Eadris and wanted to give you all a laugh.

    This also shows my lack of creativity... ToE is a medievil-esque fantasy genre RPG.

     

     

    This was my first ever concept for Leina, a quiet girl. Very meh.

     

     

    _old__leina_by_takeo212_d88g5je_by_takeo212-da103yp.png

    _old__leina_by_techkit_d891ld6_by_takeo212_d8brs6g_by_takeo212-da103yg.png

    ^ ABOVE IMAGE DRAWN BY TECHKIT ON DEVIANTART ^

     

     

    Okay, yea, bad design haha.

     

     

    My next design was;

     

     

    _old__leinaref_by_takeo212_d8cqokf_by_takeo212-da103xz.png

     

     

    I like this design to be honest, but considering the game type/genre... this outfit doesn't really fit in...

    Also, can you tell I like Tomb Raider? xD

     

     

    My final design was;

     

     

    leina_farronwood_by_takeo212-da103ya.png

    leina_sketch__by_techkit_d97lql2_by_takeo212_d9bkd_by_takeo212-da103y6.png

    ^ ABOVE IMAGE ALSO DRAWN BY TECHKIT ^

     

     

     

    Her entire design changed, as well as her race. She originally was a simple human, but became an Elven hunter/thief.

     

     

    I also had a similar... phase... with Faeona. Her original design was stupid. I don't have the old file anymore, but trust me on it. She looks better now.

    Marina's design came so nicely. I got her design pretty well based for her first design and her final was just a detailing of the original. I love Marina <3

     

     

    What similar stages did you guys come across?

    Are you still developing your characters?

    What characters are you having most trouble with?

    Is there a favourite amongst your cast you just can't help but like more than the rest?

    Find out next time, on Dragon Ball Z!

  15. BY READING PASS THIS, YOU AGREE YOU ARE MATURE ENOUGH TO HANDLE THIS!

     

    Harmony is a new robot/doll that came out. It's main purpose is to be Sex Bot or is also referred to as Sex Doll. However, the company took it up a notch (well, maybe a lot of notches) as it now has artificial intelligence that's actually pretty cool.

     

    "Harmony smiles, blinks and frowns. She can hold a conversation, tell jokes and quote Shakespeare. She’ll remember your birthday, what you like to eat, and the names of your brothers and sisters. She can hold a conversation about music, movies and books. And of course, Harmony will have sex with you whenever you want."

     

    1492371671fqQKWfBkrQ_1_1.jpg

     

    Worlds-first-speaking-sex-doll-answers-questions-has-18-different-personalities-and-even-remembers-your-favourite-food.jpg

     

    This is how she looks. She will be on the market for $15,000.

    The reviews for it (from what I was told) are a lot of people who are...

    1. Guys not good in social skills

    2. Friendzoned guys

    3. Guys who gave up on dating

    4. Mentally Ill people

    5. People whose girlfriends/wives have died and they can't get over it

    6. Couples who want the fantasy threesome

    7. Lesbians

    8. Straight women who want to experiment

     

    I am for it; I feel if yo want it then you can have it. One complaint was that rapists would use this to cope with their "rapiness" (idk how to explain) which is kinda dumb because I would rather a rapist have sex with a robot/doll then doing it to an actual person.

     

    Another complaint was that it reinforces the idea that women are just there for their bodies. I will make the argument that people will always cherish relationships with other people, even other women (unless they are sexist). And you can't act like women don't have dildos. Yes, they don't talk, but if they did, I doubt that argument would be made again. Considering Harmony is really new, it will be time before they make a guy version.

     

    While on this argument, the add-on argument was that its the "perfect date" and men can pretend to care for human interaction with a woman. Let me tell you, Harmony could be everyone. What that tells me is that you can't hold a conversation, can't be talked to about music, movies, etc., you won't remember his birthday, you never remember what he likes to eat, and you won't ever have sex with him. Any boyfriend, girlfriend, wife, or husband can be that. Heck, best friends have most of that except for sex (usually).

     

    Like anything, off-topic subjects always ends up somehow getting into everything. For example, the argument I just told you about came from a Feminist, so therefore, the Anti-Feminists came in. Part of what the Feminist said was that feminism is to show women don't need men. Anti-Feminists said "and men don't need women." Generally, the Anti-Feminists (including women) were saying "keep your dildos, you don't need men; do what you do. We will do what we do." And, I'm not going to lie, I don't even know what the Feminists are trying to do. Women got sex machines, vibrating dildos, squirting dildos, so I don't get how there is no outrage on that. *shrug*

    So there is a social and moral question to whether the Sex Bot is right. I believe, in both counts, that it is right and that it should be in the market. Now, I'm not saying put it in the bread section of Walgreens; if I had to guess, it'll be order online only because I don't see a store putting that in public with a sign like "Sex Doll for $15,000!."

     

    With all of that, are you for or against the idea of sex dolls to this extent? Explain why on the moral and social standard. Then, if your closest friend had one, how would you react? What will you say or do, and why?

  16. Lord Vectra
    Latest Entry

    One problem I have with certain people is when they wrongfully use the term, "Anti-Black."

     

    As a black man, I'm not against blacks. I go for the side of which I believe is right as should everyone. I am totally against riots, unnecessary behavior, and the killing of anyone no matter the race.

     

    Recently, there has been chaos within a particular college. I said their behavior was completely unacceptable. They cornered faculty members, threatened teachers, ganged up on school officials. The thing that triggered all of this was an email. Some black guy sent an email to create an event that was made to stop whites from coming to college on a particular day. This was sent to a white guy and he said he will not be participating because he views it as an act of oppression. He was branded racist and all this stuff started happening,

     

    I said their behavior was unacceptable. I was branded, by my own father, as Anti-Black. Apparently, I was against my race because I was against blacks who ran around a college terrorizing teachers and faculty members. Apparently, I don't being black anymore and I'm proud of it all because I say its unacceptable.

     

    I've been called Anti-Black, White-lover, and Cracker-lover. I don't like whites who hate blacks just like how I don't like blacks that hate whites. I don't side with blacks just because they are black. I side with who is right no matter the color. If a bunch of blacks rioted and killed 6 people, I'm against it. If a bunch of whites rioted and killed 6 people, I'm STILL against it. I don't differentiate my judgment based on skin color. If I am Anti-Black for saying the black rioters' behavior was unacceptable, then so be it (The blacks in the college didn't riot; I was just using riots as an example).

     

    So for anyone who is like me, and not just Anti-Black but anything else that has a similar effect, stand for what YOU believe in because, at the end of the day, you have to be happy with who you have become. If you are the only person on Earth that believes what you believe, then I advise you believe in it even if it means you are standing alone. Any great idea, any original idea, and especially any unpopular ideas need to backed up by you.

  17. May 31, 2017

    • Finished writing and coding the states (mostly inspired by Final Fantasy Tactics). We categorize all states into three: positive, negative and neutral states.
      • Positive states benefit the user.
        • Regen heals 12.5% of Maximum HP each turn. Characters with this status will be tinted bright cyan.
        • Protect reduces physical damage taken by 33% of the expected damage (the damage reduced is the expected damage, that is, the damage that is sent to the keyboard input window for modifying, not the damage after being modified by the input window)
        • Shell reduces magical damage taken by 33% of the expected damage.
        • Haste increases the speed of the character by 150%, re-arranging their turn in the game's internal action list order. Hastened characters animate faster.
        • Manaregen heals 12.5% of Maximum MP each turn. Characteres with this status will be tinted bright orange.
        • Manasave reduces MP cost of magics by 33%.
        • Manashield substitute MP instead of HP when taking damage, happens when MP > 1, (Bravery)% of the time.
        • Bubble doubles the character's maximum HP as long as the character is affiliated with this status.
        • Defending is automatically applied when you select Guard from the actor action menu. Reduces the expected damage from both physical and magical attacks.
        • Invisible will render your character unseen and prevent them from being targeted by the enemy. Aside of that, while invisible, any keystrokes sent to the keyboard input window will be considered correct, further supporting 100% action success rate while invisible.

        [*]Negative states harm the user.

        • KO basically is the state applied to anyone dead/knocked-out.
        • Poison decreases 12.5% HP at the end of each turn. The character sprite will be toned dark green.
        • Blind will make the text we need to input at the input window invisible (meaning that you'll be presented by a blank input window and have to figure out the keys by bashing keyboard letters).
        • Silence will hinder you from using magics, speechcraft, bardsong and basically anything that involves speaking, including ACTing.
        • Confusion will make your character act deliriously and attack anyone.
        • Sleep will hinder your character from getting a turn and increases the damage taken.
        • Paralysis will prevent your character from acting. His step animation will be stopped.
        • Stun is when a shock damage is applied and the character is temporarily stunned to the ground. The character's step animation will be stopped.
        • Vampire is also considered a death state. Once a vampire, the character will drain anyone's HP, either enemy or ally, and inflict them with the Vampire status. A party loses if all of the members are vampires. The character will be tinted pale magenta.
        • Charm allures your unit, forcing them to attack allies instead of enemies.
        • Oil doubles fire damage taken. The character will be tinted slightly black.
        • Stone means your character is petrified. A party loses if all of the members are petrified. The character will stop animating and stand still while its sprite is tinted completely gray.
        • Slow downs your movement speed to 50%. The character's walking animation will slow down.
        • (to be continued)

        [*]Neutral states neither benefit nor harm the user. [To be written tonight]

      [*]Re-wrote the weapons (some description errors and some imbalanced formulas). I've also added dual wielding capability to some projectile weapons (four crossbows, all types of handguns and sub-machine guns). Projectiles can only be dual-wielded with melee weapons or other projectiles of the same type (you can dual-wield knife and bowgun, but you can't dual wield bowgun and pistol). Furthermore, dual-wielding two projectile weapons will use two bullets (and more if you're using a machine pistol) each time you launch an attack.

      [*]Started concepting the armors.

  18. oichidan
    Latest Entry

    Alright, so... I know there are many scripts about weapon powers out there, but I wrote something for use within my project. Please feel free to use it the way you'd like to.

     

    Features:

    • A new parameter: Weapon Power (WP). Define each weapon and armor's 'weapon power' by note-tagging in the database.
    • Rewrite performance considerations by factoring the weapon power into the equation, meaning that when we select 'optimize', weapon power will also be considered.

    Here's the code. As always, insert it below the materials section above Main. Place it on top of scripts that will depend on 'wp'.

     

     

    # WEAPON POWERS# ------------------------ oichidan | 2017# Originally intended for use within #TMoJ RPG# Description# This script adds a new property 'wp' in the RPG::Weapon class. Each weapon and armor will now# have weapon power parameter specified by note-tagging in the database. The weapon power will also# be factored when optimizing equipment and can be used in damage equations as well.# This script is meant to be used in RPG Maker VX Ace.# Notetags (Place it in weapon and armors)# 1. <WEAPON POWER: xx>#    Sets the weapon/armor 'weapon power' to xx.#    We can also use weapon_power, WP, wp, WEP, wep, and weapon power, #    case insensitive, instead of WEAPON POWER in the notetag format above.# Usage# 1. Obtain the equipment by using (Game_Actor).equips[0] for the weapon, [1] for the second slot#    (if dual-wield), and other numbers you're using as to place your equipment slots.#    For example, in a damage equation: a.equips[0] refers to the topmost weapon equipped#    (in case you're using 'vanilla' RPG Maker VX Ace, that is, the equipment slots have yet to#     be modified).# 2. Reference the weapon power with the 'wp' or 'power' property.#    a.equips[0].wp refers to the weapon power equipped in the topmost equipment slot of the actor.#    REMINDER: the 'wp' parameter will be invalid if:#    - The weapon power has not been set#    - The actor is not equipping any weapons#    At such cases, exceptions will raise.# Note: The 'wp' property is read-write, meaning that you -can- change its value mid-game.# Here's the script. Feel free to use it the way you'd love to.# There are still errors here and there, but if this eventually comes of use, I'm glad.# You are not required to credit me at anyway, and you're free to use it in commercial games.# But if you do, I'd really appreciate it. Credit me as 'oichidan' or 'Aldian Hudaya',# and the copy of the game would be much appreciated, too.# Cheers! -oichidan | Aldian Hudaya# -------------------------------------------------------------------------------------module DataManager    class <<self; alias load_database_wp load_database; end    def self.load_database      load_database_wp      load_notetags_wp    end        def self.load_notetags_wp      for weapon in $data_weapons        next if weapon.nil?        weapon.load_notetag_wp      end      for armor in $data_armors        next if armor.nil?        armor.load_notetag_wp      end    end      endclass RPG::Weapon < RPG::EquipItem  attr_accessor :wp  alias :power :wp    def load_notetag_wp    wep = 0    self.note.split(/[\r\n]+/).each { |line|      case line        when /<(:WEAPON_POWER|weapon_power|WP|wp|WEP|wep|WEAPON POWER|weapon power):[ ](\d+)>/i          wep = $2.to_i          @wp = wep      end    }  end    # Overwrite: Performance  def performance    self.wp + params[2] + params[4] + params.inject(0) {|r, v| r += v}  end  endclass RPG::Armor < RPG::EquipItem  attr_accessor :wp  alias :power :wp  def load_notetag_wp    wep = 0    self.note.split(/[\r\n]+/).each { |line|      case line        when /<(:WEAPON_POWER|weapon_power|WP|wp|WEP|wep|WEAPON POWER|weapon power):[ ](\d+)>/i          wep = $2.to_i          @wp = wep      end    }  end    # Overwrite: Performance  def performance    self.wp + params[0] + params[1] + params[3] + params.inject(0) {|r, v| r += v}  endend

     

     

     

    Some damage formulas created by using weapon power (though creativity -is- limitless):

     

    # Some damage formulas using the 'wp' property and the weapon power script. # Inspired heavily by Final Fantasy Tactics: War of The Lions (Square Enix).# Place the damage formula below in the damage formula textbox in the database.# Reminder: - Set the weapon power for each weapon accordingly.# There are many a thousand ways or more to implement different skills for different weapons,# or at least different formula for different kinds of weapon attacks. The formulas presented# below are merely things that might inspire you in creating damage formulas that differs for each# weapon.# For the other hand in a dual-wield weapon, a.equips[0] becomes a.equips[1].# KNIFE, LONGBOW(a.atk + a.agi) / 2 * a.equips[0].wp# SWORD, CROSSBOWa.atk * a.equips[0].wp# FLAIL, AXErand(a.atk) * a.equips[0].wp # rand(x) means to generate a random number from 0 to x.# NINJATOa.agi * a.equips[0].wp# STAFFa.mat * a.equips[0].wp# PISTOLa.equips[0].wp**2 # The same as a.equips[0].wp * a.equips[0].wp# BOOK(a.mat + a.atk) / 2 * a.equips[0].wp# The possibilities are limitless! 

     

     

     

    The comments box below are open for further discussions. Ideas, suggestions, critiques and feedback are always welcome! <3

  19. Tarq'o'Lantern
    Latest Entry

    I've been posting a bit about baking recently so here's some pics of the goodies.

     

    These are the first attempt.The welshcakes came out a little burned obv T.T but everything tasted pretty good.

    xNkTb42.jpg

     

    These are the second batch of shortbread. Had a little dough left over hence the Pacman shaped one.

    Ni28WEj.jpg

     

    These were the cookes that became brownies. To make them the soft chewy kind I used brown sugar and self-raising flour, but yeah, came out too big.

    bFwqsa6.jpgoooCOON.jpg

     

    And these are the last things I baked. A second batch of welsh cakes that came out looking a lot better than the first.

    QqBcdeK.jpg

  20. Been a while, I think the following topic is actually quite timeless since sadly it will keep happening. Let me tell you...

     

     

     

    Why i Hate: Things shutting down

     

    Not a very crystal clear title i agree but you'll get the point. Lets start with something recent, the Nintendo Switch is released now and along with it a new Online Service is released, what that means is that the already existing Online service for the Nintendo Wii U and/or probably the Nintendo 3DS is different and not supported on the Switch but here's the catch. Now with the new service inbound the old service is endangered, meaning that god knows how long will it take till they shut it down and then you will no longer be able to do, well anything online really. "Wait a minute, how are you so certain that they will shut down these online services" Remember Nintendo WI-FI? Well its been dead for quite a while although this has more to do with Gamespy shutting down but hey, same thing one day it was simply killed off without warning or intention of bringing in an alternative.

     

    So why would this happen? Because sadly this is how the console world works nowdays. If you dont have the latest one, you're dead in the water and there's nothing you can do about it. Its not just a console thing however. Entire games or their multiplayer components for any platform get shut down at any given time without any feedback to the community as to why this has happen and no alternatives from the developer arise. One of the worst offenders are games that rely entirely on multiplayer, one day they shut down and then thats it, you can never actually play these games again not only that, but you immediately lose all the value you made from this game. How? You paid good money for this game but ooops you cannot play it anymore, sucks to be you. Thats like getting a brand new car, driving it for 2 years but then the car manufacturer comes to you and says "Ya know what, we dont care about this car anymore so we're taking its engine and leave the rest to you, have fun" So you end up with literally nothing of value to you only and since there's no tools or even documentation as to how its engine was made, there's not way to bring it back up and running only because someone thought it was a good idea to shut down a multiplayer only game.

     

    "Now now, you're being unreasonable. Sometimes due to financing issues games and/or services have to be shut down"

     

    Fair enough, but why not give certain tools or features to your playerbase in order to still have have access to multiplayer or even the entire game? Some developers do that and thats pretty good while others.... uhhhh.....

     

    All im saying is that shutting down games or online features sucks. I mean hell, you pay with actual money for something to own forever but one day it just disappears? Thats a straight out fraud. Again the right thing to do is keep servers alive or at least give people the power to make dedicated servers or something. Whats your take on the subject?

  21. Hello all,

    Just thought that I would share a bit about my game development experience in these past 2.5 years to those that are willing to listen. Hopefully someone finds this interesting or helpful.

    2.5 years ago, I had an ambitious goal to make one of my stories come to life. As a programmer, making a video game had always been a dream of mine and I thought what better time to make a game than now? I knew from the beginning it was going to be a difficult journey, so I researched all I could at first before fully committing to the project. Even with all the research, there were numerous factors I did not foresee and things I wish I had taken into account.

    After finishing the basic framework and refining the game mechanics, I gathered several talented friends and pitched them my idea. Despite the small budget, we had to work with, everyone was on board. Development was progressing and I started seeing my dreams become reality. Unfortunately, my team members begin to lose interest as time progresses. This was when I learned the importance of team morale and the difficulty of commitment. There was a period of time when I was the only person working on the project, and had wanted to quit several times myself. But then, I realized I have too much attachment to my project so I continued to persevere and it was well worth it. Eventually, developing the game became an enjoyable experience rather than a struggle. The whole process opened my eyes It broadened my experience in not only coding and debugging, but also art, sound design, and how to effectively convey mood through the environment. I became more independent, having to take on multiple roles because the team spirit we had was just not there anymore.

    I did not have a concrete road to follow, but I knew that if I wanted to see this project through to the end, I had to get my team back on board. Team management and sustaining everyone’s motivation took a lot more out of me than I expected, but the hard work paid off. I eventually managed to finish a “skeleton†version of the game and rekindled the spirit of the core members on the team. With everyone back together, we established a clearer direction to the game and it really helped align everyone’s vision. As we progressed, I realized how limited our resources really were. Our team was too small, and we really needed more experts in different fields. This was when I learned another valuable lesson in game development. Sometimes, reaching out for help and being willing to pay for quality work can go a long way. I started to pay for quality work from several different artists and the impact it had was beyond my expectations. After seeing how much the art affected the whole game, I became more willing to save a little more of my paycheck to invest in the game.

    There were rough patches along the road, but we managed to sew most of the game together and I’m very proud to say that the game is nearing 100% completion!

    Reflecting back on the experience, I really wish I spent more time finding the right motivation for each individual on the team to continue with the project early on. This was a critical mistake and it set us back more than I’m willing to admit. I also wish I spent more time figuring out the best quality of each team member and better utilized their talents from the beginning. Due to my lack of experience in game development, I spent a lot of time focusing on improving my knowledge, but neglected the team in the process. Even so, I’m very content with the state that the game is at today and I couldn’t have done it without the hard work and perseverance of my team. A word of advice to anyone attempting to create an indie game with a small group: Be a team, be willing to spend on quality, and be patient.

    Whether the game is successful or not, the work we have done so far has definitely been worth the effort. Seeing an idea come to life is one of the most satisfying rewards. I’m uncertain where the game will go from here, but I am excited to take the next step to really getting our game out there.

    Finally, I leave you all with a list of Dos and Don’ts that I learned from my experience. Hopefully it can help someone.

    Do:

    • Use an existing game engine, it will save a lot of time.
    • Research up on games with the same genre and study them to get ideas.
    • Write up a story/gameplay script and go over it with your team to compromise on a vision before jumping into development.
    • Hold multiple sessions with the team in gathering feedback, ideas and criticisms.
    • Have a test run of the game often to find bugs and glitches.
    • When fixing problems, always strive to fix it fully, never give up on a problem just because it is difficult.
    • Always think of the players and how much fun they will have playing the game. Having a good GUI is very important.
    • Be willing to spend a bit of money if you can for quality work. The impact is surprising.
    • Invest time in fueling the team spirit. Your team is everything.

    Don’t:

    • Throw away artworks that artists draw for you, be resourceful.
    • Depend too much on others to help you all the time, you will be on your own sometimes.
    • Give up on your team members, each have quality talents that need to be utilized correctly.
    • Give up on yourself, quality work requires perseverance.
    • Rush the game and release an unfinished product. It is better to take it slow and deliver something with more quality.

     

    For those interested, check out our game project at: http://steamcommunity.com/sharedfiles/filedetails/?id=887509287

  22. I have been continuing working on graphics for commissions, my own game "CHRONICLES OF HONOR - Age of Heroes", but I have continued my work on Haunted Hills. I have added more character types to my game, other than just women who work the streets to expand the reality of being in that situation. There are people of various levels of risk at being a victimized and how likely they are to be noticed being missing. The one thing that will not be in my game, as it doesn't fit the theme is that this game will not have any male characters in it. I am actually planning on having men in the next game, but this game or any game does not have any romance in it.

     

    Okay, so the new characters are as following, but are currently not named or place holders for now.

     

    Diane - A woman, who served in the army, but due to nightmares that she suffers from and an addiction to drugs has led her to losing her job and house. Her family hasn't seen her in years and mostly, she pan handles to get money for whatever she needs. She goes to the center, once or twice a week to get her money from an ex-spouse who isn't aware of her hardships or if he does, he doesn't seem to care.

    VICE: Drugs, alcohol

    Strengths: Her strength is that she knows quite a bit about fighting, when not high on something or drinking.

    Weaknesses: She can be cruel, fights when on drugs or drunk, and fights very suddenly.

    Uncertain: It is believed that she might have PTSD, but other people just think that she's hiding a deep pain inside that she doesn't like to talk about.

     

    Rachel - A runaway, who likes to hang out at the beach and is apart of a band called the 'Death Angels' and ran away from home, away from her Catholic family to become a big star. Death Angels is mostly an underground band right now, but she she trying to get it into the big stage. She and her band live in a single apartment and work part time jobs. The sad thing is that she swears that her band is going to find her at any time and that they're going to make it big.

    Vice: Seems pretty normal, actually

    Strengths: Kind and sweet, with a bit of sass to go along with it.

    Weaknesses: She actually can say one thing, and say another thing to someone else. She can turn on you in an instant.

    Uncertain: Does she have a band or is there something wrong with seemingly average girl that doesn't fit in with the group of woman whose activities all involve the street in some way.

     

    Michelle - Another woman, who has lots in common with Diane in that they are both addicted to drugs, only Michelle has turned away from drugs when she got pregnant with her twins. She still works the streets to earn money for college and lives with a three other women in the same situation. She has been beaten, robbed and raped (Two times in the last five years), but only once when she was working as a prostitute. She hasn't been arrested, since she had her children, but has been fined and ticketed over the years.

    Vice: None, only a few cigs and maybe a drink from time to time

    Strengths: She is fierce, determined and it is one of the reasons that she has survived over the last year in this horrible place. There is a humanity about her, as she tries to survive the best that she can without killing anyone and will not attack first. Although, she doesn't trust people enough to turn her back on them, either.

    Weaknesses: Her lack of trust is what is her biggest problem, as she has seen women with PIMPS who are beaten and even, murdered at the hands of their pimps.

     

    Candy - (real name not known) - She is a former exotic dancer, who burnt her bridges, because she was underaged when she started and even, did porn underaged, too. Now, she is 19 years old, and recently turned to prostitution to earn money. She has a real hatred of men, as it is believed she was molested by her father, uncle or close family member. She has been arrested for stabbing a man, even arrested for assault, but she claims that they were trying to attack her, so she defended herself.

    Vice: None known

    Strengths: None known

    Weakness: No one can get close to her to find out what her strengths or weaknesses are, as she apparently doesn't trust anyone.

     

    ( =^_^= ) My inspiration still is to have a group of people that people seemingly think deserve their fate and me, I am saying that this women have stories, lives and the only thing that they deserve is that they should be safe any where. No one should be forgotten, not even if they are doing things that they shouldn't or things you disagree with. I wanted to create a story with a group of women, facing a horrible situation where you can, either pull together as a group or doing the wrong things. This game has three endings, a good ending, a neutral ending and a really bad ending, and I might create a secret ending... I am still trying to figure out how to have a better way of creating the endings.

     

    Those are my new characters, but as usual, there is something more going on in this city. I do hope that people will, at least, give it a try. I am going to be selling it for $5.00, in hopes of making enough money for a new computer tower, so that's my ultimate goal. I will say this, though, none of my characters, even people who are the antagonists are throw away characters and each has/had a life, feeling and reasons for doing what they are doing. In the first game, I was making for a contest, I was pushing myself to get it done, because I was trying to make a short game and in a short amount of time. If I had been more honest with myself I would have decided that this game isn't going to be the right game for that contest and taken more time to get it finished.

     

    I left things out of the game that should have been in there, if I had more time that is. This time is going to be very different and I am going to have more interaction with the characters. Jason, the antagonist isn't going to be seen in this game and it isn't even certain if he is in the city. Carol, the woman that he is looking for and believes that he finally found is his wife or girlfriend. It is his intention or their relationship that you will discover as you search your way through the city and avoid traps..

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