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Lord Vectra

Here is my progress and plans for World of Chaos.

 

FINISHED PLANS

Dialogue Reform

I intend to clean up the dialogue a bit and flesh the characters more. Right now, they are kind of bland; you don't want to see them.

 

Mapping Reform

Going to try to make the maps less box-like.

 

PLANS

Smarter Enemy AI

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

Lord Vectra

Here is my progress and plans for World of Chaos.

Note: Imma do this on the 1st of every Month (I truly mean it this time lol)

 

NEW FEATURES

Evented Crafting System

The crafting system is evented, and therefore, will be original.

 

Minigames

Minigames have been added. They are all card games at the moment. We may/may not see a variety by the end.

 

PLANS

Dialogue Reform

I intend to clean up the dialogue a bit and flesh the characters more. Right now, they are kind of bland; you don't want to see them.

 

Mapping Reform

Going to try to make the maps less box-like.

Lord Vectra

Sorry, I totally forgot to make an entry.

 

Here is my progress and plans for World of Chaos.

Note: Imma do this on the 1st of every Month (I truly mean it this time lol)

 

NEW FEATURES

Enemy Stats Reform

It has been complete

Quest System Reform

All quests have been carried over to our new system

 

PLANS

Dialogue Reform

I intend to clean up the dialogue a bit and flesh the characters more. Right now, they are kind of bland; you don't want to see them.

 

Mapping Reform

Going to try to make the maps less box-like.

 

PROGRESS(Shortened the list to things that matters to you)

Roughly 387 skills (was 381)

Roughly 99 items

Roughly 121 Weapons

Roughly 94 Armors

Roughly 108 Enemies (was 106)

Roughly 210 States (was 191)

17 Actors (13 are temporary)

11 Classes

9 Weapon types (was 7)

4 Armor types

7 Skill types

Lord Vectra

Here is my progress and plans for World of Chaos.

Note: Imma do this on the 1st of every Month

 

NEW FEATURES

Weapon stats reform

There will also be a reform for the weapons. Some are too strong and some are too weak. I also have to reform the rarity levels (Equipment set, legendary, legendary artifact, and unique (new one)).

 

Damage Formula Reform (Completed)

The game now uses a 1:(2/3) ratio instead of the default 1:0.5 ratio.

 

Equipment differentiation

I want two-handed blunts and blades to coexist, but I want them to be different somehow (atleast,t hat is how it started). The idea I have is:

 

Two-Handed Blunt Weapon: Ignore 15% Armor (for melee attacks only); +5% MP Cost Rate

 

One-Handed Blunt Weapon: Ignores 3% Armor

 

Two-Handed Blade Weapons: +30% Melee Resistance; + 5% MP Cost Rate

 

One-Handed Blades: +6% Melee Resistance

 

Daggers: +10% EVA

 

Bows: +10% CRI

 

Scythes (Battlemage weapon): Ignore 7.5% Armor, 7.5% Melee Resistance, -20% AGI (Or I might replace the AGI penalty with the +5% MP Cost)

 

Battlestaves: People who use these will be able to equip shields (Scythes still cannot). +6% Melee Resistance

 

Staves: -10% MP Cost Rate, -75% Cooldown (I may or may not add a +5% weakness to melee penalty)

Shields: +10% Magical/Ranged resistance.

 

PLANS

Quest System Reform

Still have to add some quests over.

 

Enemy Stats Reform

Due to my damage formula reform, many enemies are doing little to no damage.

 

PROGRESS

14 Quests have been finished.

No Quests are in progress.

Roughly 381 skills

Roughly 99 items

Roughly 121 Weapons

Roughly 94 Armors

Roughly 106 Enemies

Roughly 191 States

Roughly 133 Troops

Exactly 121 Custom Animations

Roughly 140 common events

17 Actors

11 Classes

Exactly 28 Elements (You need to only worry about 12)

7 Weapon types

4 Armor types

7 Skill types

 

My focus?

Enemy stat reform

NOTE: I have finals coming up and HW to make up so I probably won't get much done this month.

Lord Vectra

Here is my progress and plans for World of Chaos.

Note: Imma do this on the 1st of every Month

 

NEW FEATURES

Skill/Skill Type Damage Rate

Now, not only will you get things that strengthen elements, but you'll get things that strengthens a specific skill or skill type (melee, magical/ranged, and abilities).

 

Damage Formula Reform (Completed)

The game now uses a 1:(2/3) ratio instead of the default 1:0.5 ratio.

PLANS

Weapon stats reform

There will also be a reform for the weapons. Some are too strong and some are too weak. I also have to reform the rarity levels (Equipment set, legendary, legendary artifact, and unique (new one)).

 

Quest System Reform

Still have to add some quests over.

 

Equipment differentiation

I want two-handed blunts and blades to coexist, but I want them to be different somehow. The idea I have is:

 

Two-Handed Blunt Weapon: Ignore 22% Armor (for melee attacks only); +5% MP Cost Rate

 

Two-Handed Blade Weapons: +22% Melee Resistance; + 5% MP Cost Rate

 

The idea is that both of these two-handed weapons will negate each other and even it out.

 

Two-Handed Scythes (Battlemage weapon): Ignore 11% Armor, 11% Melee Resistance, -20% AGI (Or I might replace the AGI penalty with the +5% MP Cost)

 

Battlestaves: People who use these will be able to equip shields (Scythes still cannot).

 

I plan on doing something for shields. I plan to give them a +10% Magical/Ranged resistance.

 

Enemy Stats Reform

Due to my damage formula reform, many enemies are doing little to no damage.

PROGRESS

14 Quests have been finished.

No Quests are in progress.

Roughly 381 skills (Was 379)

Roughly 99 items

Roughly 121 Weapons

Roughly 94 Armors

Roughly 106 Enemies (Was 105)

Roughly 191 States (Was 187)

Roughly 133 Troops

Exactly 121 Custom Animations (Was 119)

Roughly 140 common events

17 Actors

11 Classes

Exactly 28 Elements (You need to only worry about 12)

7 Weapon types

4 Armor types

7 Skill types

 

My focus?

Weapon stats reform and Equipment differentiation

Lord Vectra

Here is my progress and plans for World of Chaos.

 

NEW FEATURES

Increase element dmg rate

You can now increase your damage output of a specific element. Ex: +25% Fire DMG Rate means all fire damage you do is increased by 25%. Having some issue with specific skills, but this will be done.

 

System Options

You can now change the color of your windowskin (I suggest keeping it red). That is also where you'll be able to change the difficulty system.

 

Event Window

When something is added to your inventory, a window pops up to tell you what it is. One is in the lower-left corner and the other is a text pop-up in the middle. Makes it so I don't have to always tell you what you getting; the game does it for me ^_^

 

PLANS

Damage formula reform

I've been doing the 1:0.5 default ratio, but the damage throughout the game has grown increasingly large.

Ex: a.atk * 8 - b.def * 4

a.atk * 25 - b.def * 12.5

 

Instead of the 1:0.5 ratio, I'm going to see about a 1:(2/3) ratio.

 

Weapon stats reform

There will also be a reform for the weapons. Some are too strong and some are too weak. I also have to reform the rarity levels (Equipment set, legendary, legendary artifact, and unique (new one)).

 

Sub-Classes will be revealed on level 20 instead of 25.

Each character has a fixed sub-class. It used to be level 25, but they was insanely too long to wait to get it, so I decided to make it level 20 instead.

 

PROGRESS

14 Quests have been finished.

No Quests are in progress.

Roughly 379 skills

Roughly 99 items

Roughly 121 Weapons

Roughly 94 Armors

Roughly 105 Enemies

Roughly 187 States

Roughly 133 Troops

Exactly 119 Custom Animations

Roughly 140 common events

17 Actors

11 Classes

Exactly 28 Elements (You need to only worry about 12)

7 Weapon types

4 Armor types

7 Skill types

 

Quest System Reform

I scrapped the old one and added a new one, so I'm converting all of the quests in one script and trying to transfer it in the other. I count only 9 Quests so there is 5 I'm forgetting about.

 

My focus?

All my reforms has been my focus. I'm going to also focus on the WOC Bible again.

Lord Vectra

Welcome to another Update on the World of Chaos series.

 

I am creating a wiki for the series but it will only be released once this game has finished.

 

Recent Features

 

 

Default Zoom: The screen is zoomed in by 70%. It always bothered me how you can see the other side of the wall and that you had to make the walls extra thick encase you didn't want that to happen. Here's a screenshot of how it'll look:

UsP2QC0.jpg

 

 

Bestiary: This was added because, I felt, that the Encyclopedia didn't give enough info about enemies.

 

Combo Skills: Combo skills are skills that initiates many skills in a single turn. Combo Skills can consist of 1 or more participants.

 

 

 

12 Quests have been finished.

2 Quests are in progress.

Roughly 332 skills

Roughly 94 items

Roughly 113 Weapons

Roughly 88 Armors

Roughly 100 Enemies

Roughly 157 States

 

My main focuses are quests and WOC Bible

Lord Vectra

Some features specified in "World of Chaos Progress and Plans II" has been removed but I also added others.

 

I took out the reputation system and I have thought of a skill-learning system but I'm scrapping that idea as well. These two systems just seemed out of place in the game.

 

I did add a couple of features.

 

NEW FEATURES

Quest System

As specified before, they are tiers. Your quest journal will, instead, give you the recommended level rather than the Tier. It used to tell you tiers but the level difference between Tiers were too big (10 level difference) so it shows you level instead.

 

Achievements System

I recently added an Achievement system for those who would like that.

 

Crafting System

You can now craft things but only certain things (which you have to buy the recipe). I've added Granite, a high defensive metal, and I added something called Izukrum which is used by the Orcs. A recipe you learn near the beginning is Long-Edge, a long katana with a longer handle than most and has a crystal at the end of the handle (which determines it's attack element). Can only be used by Battle-Mages (the main character). You must be level 26 to equip it so you have it but it'll be a long time before you're able to use it.

 

Random Loot

By my game being open-world, I made a random loot system. The type of chest determines what equipment you will get. Wooden Chests gives you the basic items (HP, MP potion) along with junk items (wolf fur, burnt book, etc.) A chest will always give you 2 items so your chances are a bit higher if you want or need something specific.

 

Encyclopedia (isn't new but wasn't specified before)

You have an encyclopedia of armors, weapons, items, and skills. This, in a way, tells you how much you have explored. I say in a way because some items aren't in the encyclopedia such as Quest Items.

 

Equipment Types

I have added a few new equipment types that work as adjectives.

 

As was specified in "World of Chaos Progress and Plans II", there is a tier system for armors, weapons, and items. There are sub-types like Equipment Sets, Legendary, and Legendary Artifact.

 

Equipment sets are more common yet you need the entire set or else it's just another armor.

 

Legendary equipment is rarer; they are called Legendary because they have more enchantments than the max of most weapons at that level.

 

Legendary Artifacts are one-of-a-kind items. Those are items where, the one you get, is going to be the ONLY one you get. Legendary Artifacts are like Legendary but they receive an EXTRA enchantment.

 

Full Screen Optional

Before entering the title screen, you are asked if you want it full screen. When Full Screen, there is a REALLY SMALL delay but it goes away once the game starts;

 

Loading System

Due to this feature, there are NO MORE BUGS in the game! I found out that the program was getting glitches because it was trying to process a ton of things at once.

 

I had to event loading screens because I had too many parallel process common events. I found that this would also be a great way to show lore for you to read it while you're waiting. Loading Screen only pops up on certain maps that needs time to load.

 

Integer Slip DMG

Percentages were doing way too much damage, especially against bosses. As a result, I was able to find a script that allowed me to use an integer which made things a lot easier for me.

 

Victory Aftermath

I'm using Yanfly's Aftermath script; I'm mainly using it so you can see your EXP bar rather than having to go to the status to see. Though, it is cool to see how your stats change from one level to the next.

 

Autosave

I have it set where it only saves on transfer. Meaning, you will still have to save but don't worry, I'm not going to have a Tank Boss drop from the sky out of nowhere with no warning.

 

Change Equip During Battle

You can now change your equipment during battle. It won't cost a turn but there is a 2 turn cooldown before you can switch again. This is a good feature to use against enemies who weaknesses you're trying to find or enemies (like Revenants) who can vary in elements (Earth Revenant, Fire Revenant, etc.) Really useful against bosses who change their element mid-battle.

 

Inventory System

Each weapon has a weight that is specified by a formula I created. The current formula for the party's inventory is (Level * 100). It may vary later on but that's the current formula.

 

Storage System

Works well with the inventory system. If you must put something away (due to lack of room), you can put it in a storage (in your house) to avoid having to destroy it.

 

"Junk" skill

This is a level 1 skill you'll see (can remember which category). You basically destroy items by using this but you get 25% of it's value back. Sell Only Shops are similar but give 50% back.

 

IMPROVED FEATURE

 

Difficulty System

We all know how these work; you pick a difficulty and roll with it.

 

Here are the difficulties:

Normal: No Change

 

Apprentice: +10% Enemy stats and EXP, - 10% Gold

 

Man of Bravery: +20% Enemy stats and EXP, - 20% Gold

 

Man of Valor: +30% Enemy stats and EXP, -30% Gold

 

Man of the Ten: +40% Enemy stats and EXP, -40% Gold

 

True Chosen Savior: +50% Enemy stats and EXP, -50% Gold

 

I didn't want to create an easy difficulty because I feel like that it's easy enough.

Lord Vectra

From the beginning, I've been using a level requirement script.

 

As far as weapons and armor, I've gotten to only level 16. In skills, my highest leveled skill is 25. I plan to finish weapons, armors, and skills go up to, at least, level 40. Recently, I've made three skills that I want to talk about.

 

I'm not sure if I'm going to add them but I want to, at least, get your opinion on the subject. If you had to pick one, which one will you pick? Explain why

 

Solis Constringitur: Caster is resistant to Ice and immune to Fire. The Caster counters all physical attacks with 300 pts of damage at a cost of 10% MP. If Caster’s MP < 10% of MaxMp; then 5% of MAXHP is taken instead. This spell will last for 10 turns.

 

Holocaustum Luna: For 5 turns, all damage received is halved at a cost of half of your MaxMP.

 

 

Angelus Daemonium: These effects last until your health reaches 0. All damage taken is reduced by 30%. 50% chance to reflect magic and 100% chance to counter physical attacks. When you counter-attack, the defense of the target is halved during the next turn but the caster loses 5% HP. Immune to death. When health reaches 0, you are reborn with 50% health without Angelus Protection.

 

Note: All three has a 35 turn warmup, 35 turn cooldown, and takes 5 turns to activate when selected.

 

I don't know if I want these usable by the player. When my friend told me Holocaustum would be great to have, I began to reconsider. Therefore, I'm currently thinking of a few options.

 

Option 1: Give the player the choice to pick one of the three.

 

Option 2: Give the player all three

 

Option 3: Give them none

 

How do you feel, personally, about the three Latin Gods(skills)? Explain why

Solis, God of the Frozen Sun

Holocaustum, God of the Burnt Moon

Angelus. God of Fallen Angels

Lord Vectra

I'm on my 3rd book of the bible. The first 2 books of the bible are short; they only cover 9-1/4 pages. The next one, Lucent, should be a lot longer.

Note: I will edit as I finish the bible and create status updates from now and then.

 

Book 1: Gods

This book introduces the Gods, their powers, and their personalities. This chapter is where they also share a small part of their wisdom. Xerx, being the most relatable, shares wisdom that humans can relate to. Xerx, God of the Physical Element, is the only God that does not have God Magic. Instead, he have God Strength and nearly has incredible speed (250 miles per minute). He represents the perfect warrior.

 

Book 2: Power of the Core Classes

Explains the power, requirements, differences, and capabilities of all the clasesses.

  • Warrior
  • Mage
  • Assassin
  • Battlemage
  • Might Assassin
  • Warlock Assassin
  • Champion

Book 3: Lucent

Tells a story of an ancient powerful mage named Lucent. A man whose eyes were opened when he saw the King's true and evil intentions of trying to becoming a God. A King who deceived his children as well.

 

Book 4: The Divide of Humanity

Tells the story of the beginning of all religions. Ravengear, Malacari, Necro-ality, and many others.

 

Book 5: Volk Empire(Latin)

An empire of magic. Their King grew prejudice against Ravengear City. A city that overthrew a recent city because the city followed the way of the Holy God, Battle-Horn. He had aligned with enemies of the Gods which made him an enemy too. A good hearted man but a misled soul.

 

Book 6: Fault of Generalization

This story is about an Amazon Village who were successful at what they do. Killing tyrant kings to cleanse the kingdom of which the tyrants ruled. An Amazon Witch went sour and started killing men due to her prejudice against men and her generalization of them.

 

Book 7: Nether Spirits

A part of the bible that tells you how Nether Spirits are created.

 

Book 8: Chronicles of Viastin

Speaks on the Great Viastin War. A war between the Vagre Orcs and the Rektaurs (part Minotaur, part human). An event that shows that knights and warriors can be just as bad as warlocks and mages.The war grew beyond the Viastin Plains and into neighboring regions. At the end, it was a war of the Rektaurs and Cavalier Orcs versus the Vagre Orcs. In today's time, the Rektaurs rule all of Viastin.

 

Any suggestions or questions?

Lord Vectra

I'm currently making armors and weapons.

 

There are features that'll be included

Tiers - There are tiers for weapons, armors, enemies, and quests.

 

Each tier, depending on object, shows the level of which the object is.

 

Weapon.Tier

Tier 1: Level 1 - 9

Tier 2: Level 10 - 19; + 1 rune slot; +10% ATK

Tier 3: Level 20 - 29; + 2 rune slots; +20% ATK

Tier 4: 30 - 40; + 3 rune slots; +30% ATK

 

Some weapons are pre-enchanted and, depending on the enchantment, you may lose a rune slot or gain one. I do a plus/negative formula to find out how many rune slots.

2 negatives and one positive, depending on what they are, you will gain 1 rune slot. Since there is one positive, the equation would be.

 

x = # of Negative effects

y = # of Positive effects

z = # of rune slots (+ or -)

 

x - y = z

 

Armor.Tier

Armors are pre-enchanted and can not be enchanted. They follow the same rules as weapons when it comes to enchantments. Armors go by defense bonuses rather than attack bonuses. The percentage and levels are the same for both weapon and armor.

 

Runes

The strength the pre-enchanted also plays a part in how many rune slots you have.

 

Enemy.Tier

Tier 1 = Level 1 - 9; +10% Stat bonus

Tier 2 = Level 10 - 19; +20% Stat Bonus

Tier 3 = 20 - 29; +30% Stat Bonus

Tier 4 = 30 - 40; +40% Stat Bonus

 

Quest.Tier

Tier 1 = Level 1 - 9; any equipment

Tier 2 = Level 10 - 19; any equipment

Tier 3 = Level 20 - 29; Tier 2 or higher equipment

Tier 4 = Level 29 - 40; Tier 3 or higher equipment

Tier 5 = Level 40+; Tier 4 Equipment

 

You'll be notified of the quest's tier if it is higher than Tier 1. This is to show what equipment you should have before entering. If you don't, you'll have a difficult time beating it.

 

Difficulty System

I'm probably going to have a difficulty system so you can pick what you want.

 

Newbie(Easy)

Apprentice(Normal)

Hero(Hard)

Hero King(Very Hard)

 

Cooldown/Warmup System

All skills have cooldown but not all have warmup. Currently, only a few have warmup. A skill's cooldown depends on it's original MP cost. Some skills, like heal, has a higher cooldown than some. This is so you can't spam a spell or skill over and over.

 

Reputation

When your reputation increase, usually by doing missions, your discount increases as well. You get special "extra" discounts in certain places. Then, there are some that has high pay (less discount %) but has unique items that makes the coin worth it.

 

For example, in Lishtar Village, you get a 50% discount in poisons. If you want poisons, going there would be the place.

 

Another example, Salik City has a tax rate but they are the only city that sells runes. They sell all the runes in the game depending on your level.

 

Heroic Missions

Heroic missions are similar to "Test of Valor" missions. If your level is equal to or greater than the required level, you may enter. Once you start the mission, your skills will be tested. If you pass, you get stat bonuses and, on some missions, you get more. The tiers of Heroic Missions are the same as Quest Tiers.

 

Skill Diversity

In the World of Chaos demo, I've been told, by a friend, that the skills of the actors are too similar. I will assure you that they are diverse but it was so early in the game so you wouldn't have seen it. The diversity starts at level 9, the level you become after you finish with the first boss in the game. After that, you'll see a difference in the skills they learn. It get's really interesting once you reach level 25 (can't tell you what or I would be giving you spoilers).

 

Any questions or concerns?

Lord Vectra

This is where Vectra Productions is hiring enemies made by the audience!

*Crowd goes wild*

 

Hire does not equal pay. Sry

*Crowd intensely stares*

 

Anywho...

 

Things available to you...

 

Elements:

Fire, Ice/Water, Lightning, wind, earth, physical, holy, and darkness

Note: Pick 3 or less, pick one or, if you have 3, pick two, of the elements you picked, as your favored ones.

 

Minimum level: 10, 20, or 30

Note: I might adjust the tiers. If so, 5 will be added to the level you pick.

 

Class: Templar, Mage, Assasin, Battlemage, Warrior, Non-humanoid

 

Weapons:

2handed - Greatsword, Battleaxe, Weaponless, bow, daggers, staves, and battlestaves.

Note: Weaponless is only available for mage-types.

 

1handed - Sword, axe, mace, and shield.

 

Armor:

Stealth, might, magic, other

 

Combat Style

  • Offensive, Average, or Defensive
  • Speed or Strength?
  • Combo-maniac?
  • Solo-hitter, Area-hitter, or Average

*Optional*

Specials skills with their effects, max is 4.

 

Format of your creation's resume

 

Name:

 

Elements:

 

Favored:

 

Class:

 

Minimum level:

 

Weapon(s):

 

Armor:

 

Combat Style:

 

Special skills:

Lord Vectra

Ive been doing skills for my game. Progress went a bit slow due to school and stuff. A linear demo should be released sometime in late october.

 

The current demo is all over the place but the new one will be more linear.

 

Im thinking of actually writing a bible for my game since it's religion-based. What do you guys think about that?

 

My plans is to make the game where you feel it. I want you, yourself, to feel like the hero. I want you to experience the world; I want you to feel like you're actually in it.

 

That is my current progress and plan.

Lord Vectra

I decided to give myself a deadline so...

 

The Demo will be ready on 8/31(6 days). It should be posted around 6:00 pm.

 

 

Recent Questions

"About how many hours of game play are they on average?"

It's hard to pinpoint. I have to rearrange some things before I can say. I'm trying to it at least have some days of gameplay. Basically, I'm trying to make it long like most games.

 

That's what I said at first. Now...

In World of Chaos, I'm aiming for it to have 1 - 3 days of game play.

 

I'm curious about one other thing. 18 games is whole lotta games. Do you sleep?

I sleep at like 12 to 1 am. Sometimes, it's later like 3 - 4 am. Then I gotta get up at 6 am.So... yeah, I be doing stuff. Lately, I'd have to stop at 10:00 and lay down cuz mom get's mad when I stay up even thought I still be awake for about 2 - 6 hours later.

 

Combat-based or story-driven?

It's going to be story-driven more than combat-based but the combat is still good(or at least I think it is(hope it is)). There is also many other stories to find(side quests) and I try to make them really interesting to keep the player occupied and engaged in the game. Again, I try to make the battles interesting too so it's not like a story-only game cuz then I might as well make it a movie.

 

Is there any questions or concerns?

Lord Vectra

Eventing 2

I will be talking about eventing... again. I will say that ANYTHING can be made with events. No matter how many times I say that, people still don't believe me. To be honest, the only reason I joined this forum was to show people the true potential of eventing. Sometimes I feel like some people just don't want to see it. I proved many times that eventing has more potential than what people give it credit for, yet people still insist that some things are impossible with events. Do I have to gather all mechanics and scripts ever written and make an event form of them all? I'm not saying "Do events only." as some things, a person would prefer to use scripts. I use scripts myself because I just don't feel like putting in all the work. Occasionally, if I feel like putting in the extra work, I would.

 

To be honest, my problem is when people say something is impossible to do with events. You can't say that unless you tried it multiple times. I, for one, has done and succeeded, so I will say that NOTHING IS IMPOSSIBLE with events. I should make that my signature, "Nothing is impossible with events. PM me if you need help with them." It's very interesting how people are quick to say "That is impossible with events." and then when I show them otherwise, the argument is "That's difficult." or "That's time consuming." Did I say it was going to be easy? Did I say it was going to be fast? Just because it's long and/or difficult, it does not equate to impossible.

 

It's hard to travel around the entire world but it's not impossible. It's hard to climb Mount Everest but guess what? People did that too. I managed to create my own battle system for god's sake. I managed to event an action battle system AND a side-view battle system. A guy asked me was it possible to make an evented Action Battle System. I explained that it is possible(because I've done it) but he would need a lot of eventing experience since it's one of the most complex systems you can do with events.

 

I'm not saying "Only use events" but I'm just trying to show that Eventing has much more potential than it's given credit for. There was one post about a year ago that was asking for what was the full potential of eventing. At the time, I believed Eventing had limits until I broke them... all of them. You name it, I've done it.

 

This might sound arrogant(at least someone said it sounded arrogant) but I believe it so I'll say.

 

I am Vectra, the Master Eventor(spelled wrong on purpose), anything is possible with eventing. I said it and I'm sticking with it. Unless you can throw something at me that is impossible, I'm sticking to what I'm saying. I'm a Master Eventor, haven't seen anyone better than I, so... yeah.

 

Vectra, you sound arrogant! :angry:

I'm sorry you feel that way. I'm not asking for a medal or a award since I don't care about them. I'm not asking to become popular. Like I said before, my goal is to show everyone that nothing is impossible with eventing.

 

If your goal is to show the true potential of eventing, how come in the year you've been here, you don't have more tutorials?

I've been busy on making games. That might chance since I'm second guessing on what I want to do. If I choose to no longer follow the path of Game Designing, I will make sure all tutorials will be done, before I say my byes and farewells.

 

How long have you had Rpg Maker to be so good in it?

I've been using Rpg Maker for 4 years.

 

Are you really going to leave? :(

I kind of have mixed feelings. I'm starting to question myself in my choice of a career but at the same time, I have so many memories here. There were many times I had to abandon memories. In the 15 years I've been on this earth, I've moved more than my age. Then to move recently just made it worse. I will decide, soon enough, whether to stay or go.

 

Anywho, this post is not about me.

Everything is possible with eventing whether you like it or not and/or agree or not.

 

Link to my deeds B)

 

I think I covered everything :D

 

For all my supporters...

Marsigne

Yamikitsune

Zoren Darthneko

YaksterX

 

...thank you

Any questions, concerns, etc.?

Lord Vectra

Just so everyone knows, this series is going to have at least 18 games in it.

 

A lot of people have concerns or questions about this series so I'll answer them here.

 

 

I mean assuming the whole chunks of the series is like one big story, wouldn't it flow better as a single game?

One of the most frequent asked questions. No, it would not. Each game has different mechanics. One game might not have X mechanic but has Y mechanic while the next one has Y mechanic but not X mechanic. The mechanics are based on the atmosphere and environment I'm trying to create. All heroes live in different environments and atmospheres.To have them in the same game might confuse the player since the environment and atmosphere would be changing mid-game. It's hard to play as a mage in a town, then have to play as an assassin in the forest, then to play a warrior who fights in a gladiatorial city.

 

World of Chaos' story is short?

Yes and no. You have the general story and then the main character's individual story. For a quick summary, the general story is that 5 heroes combine to defeat a great threat. Individual stories are the stories of each hero. The general story NEVER changes. The individual stories obviously change and I try my best to make them interesting.

 

What exactly is World of Chaos?

Basically, you play each hero's life individually until every 6th game where you play 5 heroes in one game.

 

How is this series organized? It seems complicated?

Another frequent asked question. I do it by generations. Every 6 games is one generation. 5 being each hero and the 6th which has all of them. Here's what I mean...

 

Gen 1 = I - VI

Gen 2 = VII - XII

Gen 3 = XIII - XVIII

Gen 4 = XIX - XXIV

and so on and so on...

Each of the 5 heroes has their own game who fight their opposing general. The 6th one is where all 5 join to fight the main evil. For example, the 1st generation...

Hero > Opposing General

Dreg > Appopalisis

Falcon Murrine > King Shen

Cassandra > Magi Zao Zao

Menestra > Dracula

Captain Shard > Bull

All 5 > King Magnificent(Chaos God)

Wait, if they have different mechanics, how can they be together on the 6th?

The 6th one is a single environment and atmosphere so it's easy to handle. The mechanics of all the other 5 are going to be inserted in the 6th one.

Why not just have all mechanics in all 6?

It doesn't fit the game. It fits for 6 since all heroes are involved.

Vectra, do you plan on having any of your games becoming commercial titles?

They will be commercial after the 1st Generation. Any World of Chaos game created after World of Chaos VI will probably be commercial.

How far, in the series, have you planned already?

I did World of Chaos I - VII but I started over because I didn't like them. I was almost done with World of Chaos VIII but I deleted that one too. As far as planning, I planned all the way up to the 12th one(World of Chaos XII). It was 18 but I didn't like 13 - 18 so when I get close to the 2nd generation, I will plan it again.

 

How far are you in the 1st one?

I would say roughly 20-ish %. I've been all over the place so once I'm done being all over the place, I would just have to connect the dots :D. I finish quests as I'm making the game. Let's say one quest, I need to have 2 cities done. I will do quests from what I did and when I finish the 2 cities I need, I will then begin on that quests. So as I'm doing quests, I'm slowly but surely is connecting the dots.

 

Note: It's 20-ish% mainly because I'm not done with the maps.

 

Are you really going to make this series long?

Yes, I planned on making this series long since I was a kid. My dad would ask me "How long is the series?" and I said "It depends when I run out of ideas for it." You might think that's super long a game has to have certain things to qualify in the World of Chaos series.

 

If the heroes are good, can we do bad things?

Yes and no. I made a side story of the World of Chaos series. I make it after every generation. It's called World of Chaos Armageddon. The 1st one is World of Chaos Armageddon Generation I. I love roman numerals lol. Anywho, Armageddon will probably be the only side series where you can actually be a bad person. Meaning, if you want your ending to be an evil ruler of the world or become new King to the chaos throne, then you can.

 

World of Chaos Armageddon?

Yes, a side series where you can literally forge your own character. You start out as neutral but depending on your karma at the end(and the choices), it will decide your ending UNLESS YOU ARE NEUTRAL. If you are neutral, then you can decided to either be good, evil, or become Ruler of both Chaos and Order.

 

I think I covered everything. Any Questions? B)

Lord Vectra

Vectra's bag of feelings :wub:

I want all my friends to know that I love you all. On this forum, I can be very immature without being judged. I look forward to this forum everyday. I feel accepted and understood. Even on my roughest days, you guys make me smile. You guys make my most stressful days, stress-less. Love you all and don't you forget it. :D

 

Here's two sayings I've made... :lol:

"To deny feelings is to deny existence; to deny existence is to deny life. If you deny life, why are you living" - Vectra

"A person with no feelings is like sand with no rocks. What is sand with no rocks? What is a person with no feelings?" - Vectra

"Don't trap all your feelings in a box. They will rebel and escape. When that happens, it'll hurt in the long run." - Vectra

 

Had to break this saying up so it's easier to follow :P

"No light means no darkness. No darkness means no light.

Behind light, there is a shadow. To make a shadow, you need light.

You can't have good memories with no bad memories. If bad memories didn't exist, what would define good?

That is like feelings. If bad feelings didn't exist, how would people know what's good if it has no opposite?

Some say we can learn it. Some say we can find it. How can a word exist when it has no opposite to give it meaning?" - Vectra

Lord Vectra

Eventing

I thought I would say a few things about this. Not everything need a ton of switches and conditional branches and variables. Some things are simple. I take whatever the thing I'm eventing and I try to simplify it so that it's easier for others to do it. Being a Master Eventor does not equate to "make everything that's eventing as long and hard as possible". I simplify it so that it's less of a headache. Eventing isn't hard unless you make it hard. I showed people how to event many things. Here's the list...

 

Event a missile launcher outside of battle:

http://www.rpgmakervxace.net/topic/28438-missile-launcher-out-of-battle/

 

Event a crafting system(simple):

http://www.rpgmakervxace.net/topic/27997-crafting-system-from-events/

 

Event a upgrade system(simple):

http://www.rpgmakervxace.net/topic/28002-actors-as-weapons/

 

Event a daily quest hub thing(Advanced):

http://www.rpgmakervxace.net/topic/29205-random-multi-level-daily-quests/

 

Event a city building system(Advanced):

http://www.rpgmakervxace.net/topic/29999-event-a-city-building-system/#entry206460

 

I've been given a request to show an event system where you can detect the range of objects from the player. I know how to do this and I will post it today or tomorrow. As you see from the links above, some are simple and some are advanced. There is no need to make the simple more advanced and there's no need to make the advanced more advanced. No need to add unnecessary stuff when it can be so simple as a conditional branch or a few switches.