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The Reimagining
*reads last blog entry
oh my... that's a lot.
Anyway, I'll keep it short this time. I'll be recreating all 3 of my not-so-great-hits TOD the Grim Reaper, TOD the Grim Reaper 2 and TOD the Grim Reaper 3 into actually fully developed big Projects.
I'll aim for the first Game to come out this year, if my Composer is fast enough.
I had the same things in mind for the first 2 Games:
-They are (still) going to be liniar
-Because of the liniarity, I made up for it in some unique and twisted ways. I.e. You can miss your Party Members, but they will still join you regardless later on. You can miss out on great Treasures that will make it easier for you to go from area to area. Areas change dramatically after the Boss is defeated and opens up new paths for some other secrets.
-Literally had 7 modes (of which 3 are basically just copy pasted) in mind for additional Challenges once you beat the Game, since they are so short and mind as well.
In addition to Normal and Hard mode, the new modes are going to be
- Lvl 1 (Normal)
- Lvl 1 (Hard)
- Time Attack (Normal) aka. Speedrun this under 1 hour
- Time Attack (Hard) aka. Speedrun this under 45 minutes
- Lvl 1 Time Attack (Normal) aka. Speedrun this under 45 minutes on Lvl. 1
- Lvl 1 Time Attack (Hard) aka. Speedrun this under 30 minutes on lvl. 1
- Ultimate Mode
All are pretty self explanatory, except for Ultimate which I won't spoil the surprise for. (Which is probably the only thing I won't spoil from the Games)
Since TOD 3 is another thing entirely, It won't have these fancy things at all, since it's multiple path based and this could just be an enourmous amounts of work, considering I'm planning to make sometihng even better than all these modes combined.
But yeah, TOD 3 is basically just going to be another choose your own adventure with twists and turns and yadda. And it's also going to be the regular formula of "There's towns in this game you can chill out in!".
^^^^^^^^
if this is my definition of "I'll keep it short", then I will be hopeless in the future...
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I'm Back, mostly.
For those that aren't aware I've been inactive on the forum for a while. I'll hopefully be getting the ball rolling again with some cool stuff.
Got to get back into game dev after a long hiatus.
Also, keep an eye out for a shop I'm opening in the forums. Soon, no ETA.
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Red Sky at Night: Killozapian Boogaloo
Read through a previous blog post from around this time last year and feel like doing a followup of that socially conscious type stuff.
So, life's still pretty messy right now, eh?
We keep seeing everything Brexit and Trump touch getting worse, yet we don't stop them. Granted, props to the yank's courts and some politicians for taking firm stands against Trump at times; they deserve a lot of respect for standing up against someone as downright dangerous as that dotard :3
I guess its weird for me to see people dig their heels in rather than just concede making mistakes. Remember when people considered recognising errors and learning from them to be a positive trait?
For people who aren't keeping score with Brexit it currently looks like this:
-We pay a tremendous divorce bill that will likely range between £40-£60 billion. Would you like me to write that out with zeros?
Remember that a huge campaign point to leave was all the extra money we'd save by not contributing to the EU.
-We will continue to be aligned with the European Courts.
...But we'll have sovereignity* ofc (no, not that rad card game). Even, if this wasn't the case, sovereignty would have minimal impact on a layperson; it just means some other asshole rules over you...and its not like we've got any particularly competent people in office atm. And that applies to both major partys.
*You will not have sovereignty. No substitions or refunds.
-We're begging for access the single market and customs union.
And ofc we would. Unfortunately, see above. The overwhelming majority of EU policy is for the purpose of harmonious trade. Wont oblige? Then you don't get access to the single market. And all that legislative nonsense about worker's rights. Well, why do you workers want that anyways? You've got just enough sovereignity so that companies can eliminate H&S standards for marginal profit (but hey, its not like you can put a price on human life otherwise).
-Immigration has been reduced. Or, the 'no-one wants to live here anymore effect'.
Aww ****. Now who's going to toil the fields while I play xbox? Don't be surprised when the same legal migrants we belittled and shoved out are given a golden handshake in five years to return. Guess who foots that bill.
-Inflation is ballooning.
Y'know how before Brexit people were saying, 'Mannn, the acceleration in inequality is really problematic.' Yeah, that's not better now.
Sorry, I don't want this to be too Brexit-centric (although, obviously I'm more informed on UK politics). One of the most interesting aspects of it though is the refusal by both major parties for a second referendum. I kind of agree since the alternative is to regularly revote on this topic in case the consensus ever generally does favour leaving again. My main issue though is that 52-48 is not a clear enough result and we should have set a threshold figure, say 70%, to warrant this would-be massive change; if there was a genuine majority politicians wouldn't have to pussyfoot around issues to avoid damaging re-election prospects.
Sorry again, its really hard not to get dragged into this ¬.¬ So, we're still seeing a raise in the political far-right. Jeez, we still might lose Merkel. She's really the last, best hope for humanity right now. One of the more amusing things about this is the British general populace's inability to recognise what the far-right is. Recently, its a become a catch-all insult used by airheads if someone says something they disagree with. Same as snowflake. As a literary man it saddens me to see language become the casualty of politics.
Actually, one more fascinating thing about Brexit. A lot of people who voted for it admonish Trump; "Trump is racist, Trump's an isolationist, Trump only puts his own interests first.". Its phenomenal to me that they can say this with a straight face.
Climate change is still, well, changing the climate. We're actually seeing some improvement in that regard when it comes to infrastructure, but the attitude of the general populace is still the issue. What's crazy is we're really seeing effects, even here in mild-weathered Britain. When grids go down businesses lose money. Those wildfires in the states aren't free for governments to put out. No-one benefits, people almost universally recognise it as 'man-made' climate change yet we continue to behave this way. Its unfathomable to me. Amusingly, someone actually tried to scold me at work this year for turning the lights off in rooms that weren't in use (naturally I reminded them they were not my line manager and that other's shouldn't have to suffer because they're too lazy to raise their arm when entering an exitting a room; Mama Nature's a milf folks, lets help her maintain her youthful exuberance).
Automation scares were a big deal a this year; Heck, 'they took his jooob' was practically a campaign slogan for Trump back in '16. Here's the funny thing about automation and any form of universal basic income; they'll almost definitely never happen (or, at least, in such a watered down form as to be unrecognisable). And its largely because of the people these systems would benefit. Now I'm not talking about the truly down-and-outs like the homeless, the beggars or the otherwise unemployed; they have zero to lose. Its the working classes and smaller merchant classes. And yes, these people would overwhelmingly gain from such social advances but they would lose something, and that something is purely cerebral; they would lose the perceived meaning of the labour (and all the associated struggles of just getting by) that they've performed 'til now. Perhaps more importantly they would lose a level of distinction; out-earning others provides a sense of accomplishment; from this we can gather that some level of inequality is actually desirable by some (to an extent, myself included I suppose).
My observations have been that the outright racism that sparked last year's entry has largely cooled down. In fact, everything kind of has. Maybe its the emptier bellies lowering motivation. Maybe the reduced immigration figures means we see less supposedly objectionable people. My view is that people are pretty regularly engaging in complete disassociation with the world; we read about Kimmyboy in Korea, how we're Putin up with the Ruskies, and that Trump's always got something funny to say. And then we just go about our day. I suppose its kind of necessary; its out of our hands anyways right? But it feels like people are really sincerely trying to find happiness now, to force it, because who knows when the bomb is going to drop.
Well, I've been at this a while now and more will probably follow in the comments so now here's Tom with the weather...
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I Like the Thing! Girls' Last Tour.
Let's talk about the apocalypse! It's kind of a scary thing that a lot of people are way too worried about, but if you're into action-fantasy entertainment, you probably know about all the creative things that people have done with the idea. It's an artistic and stylistic way of wiping the Earthy slate clean and present the world we know and love -- or knew and loved, I guess? -- in a different light. The muscle-bound, anarchic power struggles of Fist of the North Star. The desperate and seemingly futile wars for survival of Mad Max. There's something inherently fascinating about the end of the world, and what surviving the end would do to people and culture.

... oh!
Welcome to the other end of the spectrum. Say hello to Girls' Last Tour, which I can only describe as a post apocalyptic slice of life??? It follows the journey of two girls, Chito and Yuuri, as they explore dead landscapes and abandoned cities in search of food and fuel. That's it. That's the plot. Occasionally, they'll see something interesting in the distance and decide to head in that direction. The show is less about the journey and more about the bizarrely philosophical conversations between these girls.

Chito is an analytic, tactically-minded girl. She's knowledgeable of the old world, but has little to no understanding of it. She seems to prefer quiet, but will always humor Yuuri's boundless curiosity with the best answer she can muster. Her expression doesn't change much throughout the show, and her look in general is plain and uninteresting, which work well to reflect her thoughtful, introverted nature.

Compare that to Yuuri. The way her eyes are drawn suggest a carefree, possibly vacant personality. And, indeed, she is a little stupid. Unlike Chito, she is illiterate, and struggles with understanding simple concepts that, to us, would be common knowledge. However, it's this same lack of knowledge that makes her curious, and her curiosity is what drives almost every conversation and discovery in the show.
These two work well with each other. Chito is smart, but physically weak. Yuuri is stupid, but isn't afraid to take risks. Putting their strengths and weaknesses together, you come to understand that these two need each other, because without one, the other would be unable to survive on her own.

The world these girls explore is a character in itself. It's long dead, indifferent, and, as the show progresses, it becomes more and more bizarre, almost abstract. It gives the viewer a sense of unease and confusion; just what happened to this world? Why is the city built like this? It creates a stark and terrifying backdrop to the cute and philosophical explorations of the foreground, and adds a feeling of urgency to the adventure. Danger is real. Food is limited. There is no destination. There is no hope. And the city doesn't care.

It's cute, charming, and funny, and it's easy to forget just how bleak and terrifying the setting really is. The world is dead, and there's no fixing that. It's a strange and surreal environment for such a light-hearted adventure, to be sure; when we think about the end of the world, do we usually stop to consider the world we'll leave behind? What if society never rebuilds? What if what's left of humanity doesn't know how to rebuild? It's scary to think about the world we understand and, frankly, take for granted being stripped down to a search for essentials, where humanity is given a time limit based on how much food is left. Pop culture has made us see the post apocalypse as an anarchic fight for survival, jam packed with explosions and gunfire, and it's partly in subverting expectations that Girls' Last Tour really gets it's message across: cherish what you have, because nothing lasts forever.

In a less literal way, Girls' Last Tour is also a show about growing up in a world that truly doesn't make sense. I can relate to this, personally: it's been a struggle for me to learn and understand how to simply live on my own, let alone understand how our societies, governments, and laws got to be so confusing. If you've ever struggled with life, be it little things like paying bills, or big things like finding a job without a college education or finding your place in a demanding and unforgiving world, it's easy to put yourself in the shoes of these girls: truly understanding how the world around you works is a herculean task, but in the grand scheme of things, that doesn't really matter. What matters is the moment. If you know enough to get by, and you can find joy in little things, even simple, aimless conversation with a loved one, you can be happy. There's beauty in the world, no matter how bleak it might seem.
At just twelve total episodes, Girls' Last Tour is easily digestible, and it gets its' message across without taking too much of your time. Honestly, this meager blog entry hardly does this show the justice it deserves. This show had my full attention from episode one, and it didn't let me down. It takes it's time, has no action whatsoever, and consists almost entirely of conversation between just two characters. If you're okay with that, then this is definitely worth a watch.
Also, the show gets gay at the end, and I'm a sucker for cute gay things.This is why I like the thing! Girls' Last Tour.

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Latest Entry
Character Comics
I've been making one-shot comics for each of the characters in my game. Each comic will feature two characters! You can see more about them here.


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Latest Entry
Chapter 0 of Recollection
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!
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Latest Entry
Entry II: FFIX HD Remake
(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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Latest Entry
Finished sewer puzzle
I just wanted to post and say I completed a simple sewer valve puzzle. I'm pretty proud of it.

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Just Some Overview For ToE
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.
Okay, yea, bad design haha.
My next design was;

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;
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!
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Harmony the Robot/Doll? (Mature Debate)
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."


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?
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"Anti-Black"?
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.
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#4. Finished Writing States + Block
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.
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Regen heals 12.5% of Maximum HP each turn. Characters with this status will be tinted bright cyan.
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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)
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Shell reduces magical damage taken by 33% of the expected damage.
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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.
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Manaregen heals 12.5% of Maximum MP each turn. Characteres with this status will be tinted bright orange.
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Manasave reduces MP cost of magics by 33%.
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Manashield substitute MP instead of HP when taking damage, happens when MP > 1, (Bravery)% of the time.
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Bubble doubles the character's maximum HP as long as the character is affiliated with this status.
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Defending is automatically applied when you select Guard from the actor action menu. Reduces the expected damage from both physical and magical attacks.
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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.
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KO basically is the state applied to anyone dead/knocked-out.
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Poison decreases 12.5% HP at the end of each turn. The character sprite will be toned dark green.
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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).
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Silence will hinder you from using magics, speechcraft, bardsong and basically anything that involves speaking, including ACTing.
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Confusion will make your character act deliriously and attack anyone.
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Sleep will hinder your character from getting a turn and increases the damage taken.
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Paralysis will prevent your character from acting. His step animation will be stopped.
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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.
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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.
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Charm allures your unit, forcing them to attack allies instead of enemies.
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Oil doubles fire damage taken. The character will be tinted slightly black.
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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.
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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]
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Regen heals 12.5% of Maximum HP each turn. Characters with this status will be tinted bright cyan.
[*]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.
- Positive states benefit the user.
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Weapon Powers
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} endendSome 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
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Latest Entry
My 2.5 years journey of game development
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:
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Use an existing game engine, it will save a lot of time.
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Research up on games with the same genre and study them to get ideas.
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Write up a story/gameplay script and go over it with your team to compromise on a vision before jumping into development.
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Hold multiple sessions with the team in gathering feedback, ideas and criticisms.
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Have a test run of the game often to find bugs and glitches.
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When fixing problems, always strive to fix it fully, never give up on a problem just because it is difficult.
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Always think of the players and how much fun they will have playing the game. Having a good GUI is very important.
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Be willing to spend a bit of money if you can for quality work. The impact is surprising.
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Invest time in fueling the team spirit. Your team is everything.
Don’t:
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Throw away artworks that artists draw for you, be resourceful.
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Depend too much on others to help you all the time, you will be on your own sometimes.
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Give up on your team members, each have quality talents that need to be utilized correctly.
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Give up on yourself, quality work requires perseverance.
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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
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Use an existing game engine, it will save a lot of time.
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New characters - Haunted Hills
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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Latest Entry
Good Night
My laptop screen can't be calibrated. Oh well. I guess this turns out fine...
(Uploaded on my personal imgur acount)

True Story: My printer/scanner died just a couple of days ago. I only had blank post-it notes, a kiddie pencil, my smartphone (camera), a creaky-old office laptop, and Photoshop.
Voila! My post-it note artwork was born.


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Introducing Zenori Gravius & Update
I stopped working on the game, forgot to introduce the characters, AND forgot the Boot Camp post. On the bright side, I'm working on the game again and will be introducing the characters one at a time, starting with the main character. As for the Boot Camp post, I don't think that will be happening. It took me 5 hours to tell my brother the ins and outs of Boot, so if you really want to know what it was like, shoot me a message. Also, I'm posting about my game for feedback, not to have characters and ideas stolen. Anyways, without further ado, I shall introduce my main character: Zenori Gravius!
Zenori Gravius is a character that I came up with as a little kid, although the name "Zenori Gravius" has only been in use since 2012. His original name was Lewis Druid (yes, like my username on literally everything). When I got Skyrim in 2012, I looked up a name generator for Imperials, and I dug around and chose a first name (something similar to what became "Zenori") and the last name Gravius. I fell in love with the name, and have always wanted to make him a character. His personality is similar to mine, with minor tweaks. Here is some basic info on him (some info is subject to change):
Age: 21
Sex: Male
Hair: Grey
Eyes: Grey
Height: 6'5"
Hometown: Krane
Short Bio: No one knows where he was born, just that he shown up in the small village of Krane as a baby in the graveyard. He grew up under the care of the village's resident blacksmith, and as such knows a decent bit about weapons. As he got older and monsters started to become more aggressive, he saw a need for a group to defend the village. He gathered other local youths, trained them to fight, and formed a group dedicated to the defense of the village.
So that's about it for the basics. I know it's not much, but it should give you a vague idea of who he is. When I release the demo, you'll get to see him and three of the other characters more in depth, so keep an eye out for that. For him and other characters, I may mention names of people or places with little to no explanation, but know they will be explained in a post about basic world lore later on. Anyways, that's it for this time. Keep an eye out for the next character soon!
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Latest Entry
Main Page: Plot, FAQ, and Progress
Welcome to my new project, Scalvose: Demons and Dragons. This project is aimed at the general audience, though it is technically PG13. Ratings aside, the whole project is aimed to be around 47 hours of gameplay, excluding additional chapters and the ending. With 2 chapters (Prologue and chapter 1 for the beginning project) per game planned, I'm hoping to get as much done within the next 4-5 years as possible. Otherwise, let's begin with the plot.
It's been extremely calm on Scalvose lately. After Xerian's defeat and the return of peace, it seemed the whole world was taking a breather from the destruction caused. Sacred Leaf, a band of friends and heros bent on protecting Scalvose, split up to enjoy the summer and repair damages dealt. Wane Kurriro, the leader, left to nurture the forests belonging to Veryll. Crystal returned to her caverns, lazily enjoying the silence with the snow around her. Darkness left to be the pervert he was, hitting on as many girls as he could, hoping to land a date or two. Lek Nisshoku, king of Xoa, returned to his land, helping his people recover from the destruction of the war.
In Rya Ruins, however, Will had plans to find a secret treasure pertaining to the history of Scalvose. It wouldn't be easy, considering Rya always shifts, with nothing to see or predict below. Will ends up running into another person who's trying to acquire the artifact as well, and with natural rivalry and hatred towards another, they end up fighting. Meanwhile, Xex Nisshoku, Lek's brother and cruel experimenter, is working on finding alternate dimensions when he ends up opening a portal to the demon's homeworld.
Migrol, referred to as the leader, enters, attacking him and begins to attempt to enslave Scalvose, while another extreme threat opens up to destroy it. However, it's not all as it seems, as Migrol is experimenting on a kid and her child in hopes of opening another portal back to his homeworld to bring more of his kind to his side. Sacred Leaf, Xex, Xerian, and others will have to fight against three different threats. Can they defeat Migrol, protect Scalvose, and prevent the portal from being opened? Or will they be too late?
Game Production Progress
- Sprites- 1%
- Artwork- 4%
- Mapping/Eventing- 22%
- Animations (Battle)- 3%
- Story Progress- 10%
- Database for Items and Equipment- 30%
- Characters -79%
- Tilesets- 0%
- Voice Acting- 0%
- Plugins- 100%
- Overall Progress- 15%
I plan on seeing if anybody is wanting to work on some parts of the game with me, although broke due to college, but until then, any feedback, suggestions, questions, and so on are highly appreciated!
FAQ
Q: Why is this blank?
A: There isn't any question asked repeatedly, yet!
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End of Tides has Been Redone!
This is a minor update to those who were wanting to know progress on my End of Tides project.
I have decided to refresh the project, and as of the beginning of last year, it has become Dark Tides. The story and plot has been changed, and playable characters changed slightly. If you'd like to know more about the changes, please notify me in the comments below!
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Not dead, promise!
Hey all.
Just giving an update again. I've almost got my V1 Demo re-completed. So many things have changed since my last version. Currently finishing up mapping and NPCs before moving onto battle balancing and plot.
I hope you're all looking forward to it!
ShindoW
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My latest fangame...
So...my latest attempt at a Pokemon fangame is inspired by Sun and Moon and Lucario and the Mystery of Mew, with a bit of Final Fantasy, Zelda, and Tales of thrown in.
The basic premise:
In Chiron, a fantastic Pokeworld far from the Pokeworld we know today, magic comes from a mystical substance known as Aether. For the most part, Aether is seen as helpful, but for those that would seek to abuse Aether and its power, there is the Order of the Aether Knights--an order of magic knights and paladins that defend the world from hostile monsters and other threats, as well as keeping the peace (though there are other orders too)
But not long after Lusamine, the 250th leader of the order and only the fourth female to lead it, ascended to lead, rumors of otherworldly beasts from another world began to swirl, and what started as intellectual curiosity became a near obsession for Lusamine. While she kept up an air of kindness in the public eye, in private she became cold, angry, and distant from even her comrades.
Lusamine's daughter Lillie, who preferred holy magic to knightly deeds, suspected that something had changed in her mother, and vowed to find out why her mother had been drawn to the darkness, and purge it before her mother did something truly terrifying. Her brother Gladion agreed to stay behind and find out what he could from inside the Order's walls, and wished Lillie luck on her quest.
But being a white mage that preferred to heal rather than fight, Lillie decided to look for help elsewhere--they could fight on her behalf, and she would make sure their wounds were healed and unpleasant conditions purged.
When she was ambushed by a bandit gang on the road, she found help in four best friends--the bow wielding red mage Ash, the shining minstrel Serena, the water specialist magic knight Misty, and the high summoner Brock.
The four friends had been traveling on a summoner's journey--unite the eight Jewels of the Aether to summon the god-Pokemon Arceus. Summoners did not often make the long and perilous journey, but when they did, it was usually in a time of great danger, and Arceus needed to be summoned.
Ash felt sorry for Lillie, and offered to help--maybe summoning Arceus would purge the evil presence from her mother, and banish the otherworldly beasts back to their own world.
Lillie agreed, but little did she know, she would be embarking on the adventure of a lifetime.
What I need help with (using RPG Maker VX Ace):
--Maps
--Sprites (mainly for Mystery Dungeon style sprites for Sun/Moon Pokemon)
--Animators
Anyone that can help out will be credited in the credit roll
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The Touhou Project - What Shall Happen to it?
It's been quite some time I ever left something in our Touhou Project x3 Well, let's get back to it shall we?
*Ahem* Hullo hullo everyone~ Welcome back to another entry of Minerva's Touhou Diary
This entry we're just going to talk about our very old project and what's going to happen to it in the future. I haven't left any updates in our project in a while up to the point where it was inactive xD But fear not, We're not abandoning this project, all the work and effort that we put into it so far will not go to waste for all you Touhou people out there!A lot of things has happened with me and my partner in crime over the last few months so our progression towards the Touhou project grinded into a halt. We didn't have much to show as well since it's just mapping and creating the proper assets over the past few months, pretty much we've been trying to get some good ideas implemented into it :3 So hopefully with the New Year of 2017, we can get something actually going~ So just to summarize, this project is quietly being worked on. I'm really sorry to everyone who has waited so long for at least a demo, I did promise a demo over the past 2 years or so but as we learn the fundamentals of RPG-making, we had to change our ways to where we needed to learn what game making was all about. I'll admit, when I wanted to get the demo out as soon as possible when I released the game page (which was like since 2012 xD), I was not thinking of the important aspects and I did rushed a bit with the project. With so many positive promises from many people, it was really heart warming to see what I've been doing before was making people happy to see it, I was like "I'm going to do better!" So here I am along with my personal pixel artist who offered her kitty services to me to speed up the project progression, we're really trying our best to make a good Touhou fanmade project x3
In all honesty, I really can't say for sure when and if we'll ever get a demo out for you guys to try since we're constantly learning, not to mention life has hit us with school and work so we're busy at the moment :3 I just hope that those who saw this project since the very beginning, hopefully you guys are still waiting x3 All the time and effort will not be wasted, I promise to you
Sadly I wish I have something update worthy to tell to our supporters, but for now, we're going to work on it quietly and keep the suspense in all due time xD But once we do, I'm going to open the project page once again and it'll be back to the life it has since those very 4 years~That will be it for this diary page of my book, the Touhou project will not be abandoned, we will spend our time and effort for a very long time to give out our very first project for you guys to enjoy ^~^ So once again, see you guys on a very later entry of my diary!
If you have any questions regarding the future of Touhou Tales, you can always leave something here xD- Read more...
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My Project's Development so Far
Since i've joined this amazing community I have received a lot of advice and tips regarding how a dungeon should be made, and such. I've also received a lot of support from you guys here as well as a small circle of people who I discuss this project with. Non the less i'm not here to list all the praise I am getting, i'm here to discuss the direction my game is taking as of January 2016- Present.(2017)
I would like to start of and give a percentage of where i'm at so far. I am around 8% done with my game so far. This percent seems pretty tiny to most people who might read this, but ironically this is the hardest amount of effort I have EVER put into a project let alone a possible commercial game.
What have I done since last year exactly? Well, to start I have made my main Protagonists a lot more likable and given them personality. Compared to early 2015 or late 2014 these characters i made are more relatable and also fit the era they live in, (ex. 1950-1960) Also I made the locations in the game more simplified and constrained most of the towns into one country (america) but also gave some locales to places like the pacific isles, and even the Soviet Union.
Whats the plot synopsis on your game GWIT?
The game takes place in the mid 1950's and the Cold War between
the USSR and America is in full swing. It doesn't help that a scary
intersteller group of space aliens called the Spacemen want to take
over the earth and enslave everyone and use the planet as a galactic
parking lot of sorts. It's up to the main character, a small farm town
boy named Blake Longstacks and his group of friends to save
earth and try to keep the Cold War from heating up. The game is a basic
turned based Rpg in the style of Final Fantasy 1 or Earthbound.
This projects is going to have a slew of wacky and weird enemys
in the lovely style of Mother/ Earthbound.
Below are some screenshots of the game so far.
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Latest Entry
CAW: Oritah (Right Now)
So the biggest issue with my really large project Classical Age World (CAW) is the level of research required to actually make the game. So I have been debating things about it for some time, and after much discussion among myself and a few friends, I have decided to make a series to be released before the large project, which will help me in developing resources for the big game.
The first of the series I have decided on is an Aztec game. I know there are now resources for such a game, however I feel that ancient jungle dungeons tileset does nto fit the timeline for my game, as they are meant to be modern set of ancient things, meaning they have deprecated. So I have started on a simple concept tileset. I already have a sprite sheet started for the Aztec Royal family, and so I have what I believe, to be a good start on things.
The biggest issue I had with developing the concepts to this particular game, was what to name it, who the hero is, and what the plot is. I have decided on the name of the game to be Right Now or Oritah in the Aztec language (Nahuatl). This is based on my research so far. Sources indicated a great amount of celebration went into the present moment of things, out of fear of the future. It also coincides with the culture of the Hero. One cool thing to note from my research, is that Dark Souls is reminiscent to the spirit of Aztec religious dogma.
The actual premise and purpose of the game, is to immerse the player into Aztec culture and language learning. This idea I had for some time, but I watched a dev feed on twitch of a friend, and realized how it might be done.
The actual plot to which the player takes part in is still being developed. The core concepts are as follows:
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The player is a merchant of a northern tribe who came seeking trade with southern cultures based on a vision of a shaman.
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The player is captured by the Aztec army (likely a jaguar warrior) and is held in captivity within Tenochtitlan, the capital city of the Aztecs that was a series of Islets.
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The player pays off the guards and they release him on good promises, however he still needs to speak with the King/Emporer for a release note, which means the player must learn the words to achieve this.
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Any attempt to flee the city without proper knowledge of the language results in failure, where they decide to sacrifice you to Huitzilopochtli, a God whom helps the sun defeat the darkness in an ongoing war between light and darkness.
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The player will have a companion, to be determined later, that will help in understanding and learning the language.
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There will be in game resources such as books and scrolls to teach words to the player.
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The player will have to complete tasks for npcs in order to learn more of the language, as well as culture as to what is safe and not safe, and will bring the player up to speed on life in the Aztec empire.
I am thinking that perhaps there is an npc of the same tribe as the player, to which is the companion to help learn the language.
Not everything will be counted for in the game in terms of Aztec culture, but I will do my best to hint at them. For instance, every 52 years Aztecs destroyed their belongings and mourned out of fear that darkness won the eternal battle, and only when the Pleiades returned to the sky would they buy new things and rejoice in Light's victory. This is something which may be difficult to create resources for with my limited capabilities, but I believe is important to knowing Aztec culture, and so it will be mentioned often in the game.
Celebrations and sacrifice will also be prominent in the game, but it's not going to be presented in a biased manner, so I hope. There will be priests in the game to help explain the origins of Aztec religion and creations. Such as the fact that all the gods had sacrificed themselves so that the sun would be victorious over darkness and the earth and humans could live on. The significance of the sacrifice being to embolden the armies of the Sun God. Also class and hierarchy's of society will be in the game, and will be hard to discover possibly, as Aztec upper class did not enjoy the company of strangers to the empire, until there was appropriate acculturation of the strangers.
I intend on spending absolutely 0$ on this project, and will not be buying resources or contracting for the project as a result. I am getting a new apartment soon and my ability to invest in projects will be sharply retarded by this fact.
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The player is a merchant of a northern tribe who came seeking trade with southern cultures based on a vision of a shaman.
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Sogekihei Mirai
Sogekihei Mirai
Origin: Baldir Android Assembly Inc.
Race: Dead-Eye Droid
Affiliation: Daedalus Order Syndicates(Formally)
HER (Currently)
Occupation: Stealth Support (Formerly)
Freelance Assassin/Sniper (Currently)
Threat Level: Keter
Sogekihei, or Soge, is a rogue AI in the form of a Dead-Eye Droid that joins Dia and the Phantom Order after she repairs him from a fatal explosion at a DOS base in Ukraine. He is selfish and cynical on the outside, but in reality is very lonely. Despite his defeat at the DOS base, he is skilled in both long ranged and close quarters combat. He is a deadly adversary from afar and even more deadly if closed in upon. Soge is the Sniper of Dia’s team.
Soge takes the form of a Dead-Eye Droid whose assembly was discontinued due to being prone to having their aggression inhibitors easily malfunctioned, having them turn against both friend and foe. The first instance of this first happened in Nagoya, Japan. According to Soge, he manually replaced his own inhibitor with a brain of one of the DOS military staff he has murdered before he escaped from assembly, which gave him the ability to easily pass off as a normal human being, being able to move smoothly, speak with emotion, and also gave him an expanded knowledge of humans as a whole.
Soge wears a disguise to hide his droid body. His head is a steel Dead-Eye head casing with a big, red eye that glows. He wears a long brimmed fedora with a red band around it that covers the brain he has claimed. Soge wears a light combat vest with a long collar and white straps across the chest, tight, long padded gloves that covers his arms entirely, a pair of baggy, black cargo pants with two pockets on each side, and black, leather boots . He also wears a red waist-high cape.
Sogekihei is known for his effective arsenal of weapons capable of aiding him in both long and close range. His melee weapon is a modified hatchet with a rubberized grip, a spiked hilt, and has white-hot coils in lieu of a sharpened edge. It emits an electronic humming noise when a swing misses and makes a soft, burning hiss when striking flesh. The weapon can easily cut flesh, making it easy to disable and dismember hostiles. The extreme heat of the axe’s cutting edge also cauterizing any severing cut, making for less messy kills and more stealthy assassinations. Soge calls it “Atomizerâ€
Soge's secondary weapon is a black, modified Spectre SMG with a Tesla charging apparatus, a charging handle, reinforced iron sights, a folding skeletal stock, and a laser attachment. The Tesla charged rounds fired from this weapon is enough to disable hostiles, stunning them as well as delivering fatal electrical shocks to various organs. This weapon has been modified in such a way that it is more accurate than its predecessor and fires at an increased rate, but suffers from a reduced magazine size, holding only 15 rounds per mag. Soge calls this weapon CiCi (Short for Cleaning Carbine)
Soge’s primary weapon of choice is his XFR-90 Precision Charging Rifle or, as he has named it, “Magnum Forceâ€. It is an experimental bolt-action sniper rifle with a 10x high-powered scope, silver-lined barrel, Tesla-charged magazines, a folding bipod, and a rotary stock used for further round charging or weapon cooling. It has several glowing parts, namely the mag and along the rifle. It is capable of charging rounds for more damaging shots and is able to penetrate various surfaces as well as hostiles. The only drawback is that fully charged shots leave a trail of charge residue through the air that slowly disappear. This could easily give away Soge’s position.
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