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!
Each character has a class or job that not only defines their skills and combat style, but it is an important and defining part of the character behind. For example, Araken is a monster hunter. This means that he has a set of skills to reflect that: quick strikes, counter attacks, crossbow bolts with different effects, etc. However, being a monster hunter is part of who he is, it shaped his personality, has given him an objective, something to do and to accomplish in life.
Classes are not just "I am a warrior because it says so in the menu." Classes are jobs, in the literal meaning of the word, not just the gaming term. Asher is a thief because he was raised and trained to be one. Sherr is a Druid because he was choosen to be one, something he accepted and welcomed with a smile in his face and hope in his heart. Karsten is a Judge-Knight because of family tradition and because he has a strong sense of what is right and what is wrong. In general, classes equal to a job, an occupation the character has and likes. The character has devoted their life to that class/job, training hard to be better at what they do.
Each character has a "class headquarters", where they can improve their weapons and armors, buy class-related items and accesories and complete quests and minor tasks. Of course, there will be a lot of NPCs to talk to and ways to learn more about the world and the lore. These "class headquarters" leads to the next element analysed in this section: job quests.
Job Quests: New skills and weapons
Each character belong to a class and has a corresponding "class headquarters" where you can freely travel. There is a set of skills for each character that are only unlockable through "job quests", a series of plot-related, lore heavy and character developing quests that have an increasing difficulty and offer great rewards in the form of the aforementioned skills and also new weapons.
Completing a job quest grants a new skill related that expands the role of the character in battle:
-As a Priestess of Light, Narissa will learn "Prayers", a type of buffing skills which are very useful in battle. Complete all quests to get a powerful and permanent passive skill.
-As an Expert Thief/Thief, Asher/Sherr will learn "Bombs", a type of throwing skills with different and explosive effects. Complete all quests to get "fragmentation" versions of the bombs hat target all foes.
-As a Mage, Rashana will learn "Erudition", a type of soul based magic that consumes HP and PM in exchange of dealing a lot of damage. Complete all quests to get a useful permanent passive skill.
-As a Judge-Knight, Karsten will learn "Shouts", a type of buffing skills that have an positive and negative effect on the character (e.g. raise max HP for 4 turns but lose 15% HP when it ends). Complete all skills to get a unique accesory.
-As an Engineer, Laani will learn "Gunslinger", that grants bullets with different effects. Complete all quests to gain a new weapon.
-As a Monster Hunter, Araken will learn "Elemental Bolts", which is self-explanatory. Complete each quest to receive new crossbows and all quests to receive his final crossbow.
-As a Druid, Sherr will learn "Alchemy", a skill used to brew potions. Completing each quest unlocks new recipes and completing all will grant a recipe for permanent stat bonus potions.
-As a Velaker (Scythe wealding blade dancer), Xander will learn "Shadow Magic", a dangerous but powerful magic. Complete all to receive his final scythe.
-As a Paladin, Heidek will learn "Divine Protection", a new set of protective skills that affect the allies but not the user. Complete all quests to receive his final shield.
In "Crystal Crown" you can't buy weapons nor will you find weapons normally in dungeons or dropped by monsters. The only way to get a new weapon is to complete tasks and quests for your "job headquarters". Each character has 5 weapons: first one is considered "regular", second is "normal", third is "average", fourth is "rare" and the last is "legendary". For example:
Araken uses swords. Regular, usual, longswords. Nothing too impressive, but he is comfortable using them. Now, say that you want a new weapon for him. Just go to the Order of Monster Hunters Headquarters and complete "Hunting Missions" to achieve "Hunter points". When you ahve enough, you can claim a new weapon.
However, this is not always the case: some characters will be asked to complete a series of quests either with the rest of the group participating or by themselves. Thieves will be asked to steal valueable relics from nobles and merchants. The Paladin will be tasked with heathen-dealing missions (in which you decide what to do, follow orders or not), etc. Sometimes you are asked to recover an ancient artifact as part of a "Job Quest", which will grant you a new weapon/armor/accesory.
The important thing here is that the player will need to advance each character in their classes/jobs to get them new weapons.
*Exception: Laani, the engineer, crafts her own weapons, but only after finding certain tools or after improving a weapon she alrwady own sufficiently. She will determine what she needs in order to craft a new weapon and then you will have to search for the materials and tools.
WEAPONS AND ARMOR
"Ok", you say, "I have a new weapon but is not that powerful. How am I going to defeat monsters with only five weapons?"
The answer is: by improving them. Weapons can be improved at blacksmiths and artificers (also called "crystalsmiths") up to +10 or up to +5, depending on the weapon. There are many forging materials to do so and they can be collected from mines, caves, dungeons and finally monsters, which will drop parts of them (horns, hide, etc) that can be later brought to a city to be processed into forging materials. Some weapons have a heavy lore background, explained during the quest involved in its recovery or after being rewarded with it. Other weapons are related to the background and story of a character.
Armors can also be improved, by the way. Some classes can wear various types of armor, but some others can only wear one type. There is head, shield, body, gloves and leg armor, in addition to necklace, ring, bracelet and earring slots. Accessories offer the usual elemental and state resistances, stat improvement, etc. I am working on a "full set bonus" for certain accesories and/or armors in the form of a passive buff or something like that.
There are several scattered across the world: in some towns, in each major city and in each "job headquarters". There are tiers for them, with the most basic ones being "Apprentice blacksmiths", who will only improve the first weapons of each characters. On the other side of the spectrum, "Master blacksmiths" can improve any weapon, except the final weapon of each character, which can only be improved by the blacksmith of the "job headquarters".
There is an exception: Laani, the engineer, her weapons (and only them) can only be improved by herself, providing that she has adequate tools and forging materials. Additionaly, some engineer equipment can only be improved by other engineers.
Crystalsmiths or artificers
There a few, settled in some of the major cities and key locations. As with blacksmiths, there are tiers, with only the crystalsmiths from the Garkon Tower Education and Research Facilities being able to improve legendary equipment.
I used customised Yanfly's "Item Synthesis" to create the menus for alchemy, as well as weapon and armor improving. With the recipe system the plugin offers I created several crafting menus for armor/weapon improvement, potion brewing, item creation, etc. The fact that you can open up the synthesis menu for just one recipe is also very helpful and honestly, it has been a life saver for an otherwise complicated but rewarding system I have set up.
I also use Yanfly's "Item Core" to add lore snippets on the info windows on the weapon/armor/item menus, sort of like Dark Souls do. I think it gives more meaning and life to the world, lore and item.
When it comes to matters of faith everyone has their own beliefs and fairies are no different. What does tend to be different for fairies is the way faith is treated. In general the fairy approach to religion can be summarized as 'that which is worshiped or revered gains power'. It is in someways the opposite of the common human approach, which can be sometimes be thought of as 'that which is powerful is worshiped or revered'. Of course it's not that cut an dry on either side, but it works as a good general starting point for the difference between common fairy and common human beliefs. For a fairy, religious devotion isn't thought of as much as about 'belief' as it is about 'choice'. To choose to hold something sacred or holy is to invest power into that thing, the more of one's own energy one chooses to devote to something the more power it gains in their eyes. The more power and renown something has, the more it can do and therefor the more useful it is to worship, but this is often a secondary concern and many fairies believe that worship for purely pragmatic reasons is less potent then devoting one's self to something just because they genuinely want to. Fairies do often hold that such purely pragmatic belief is done in 'bad faith'.
Fairies tend to also similarly look down on the idea of religion being some sort of 'duty' or 'obligation'. To most fairies any religious belief that demands worship or devotion is at best poisonous to the ones who follow it and at worse poisonous to everything around them as well. They also tend to be opposed to organized religious institutions (of significant scale at least) and especially opposed to anything they even suspect to be any kind of religious indoctrination by one. In fact fairies tend to shy away from the idea of having any kind of fixed 'canon' of teachings or beliefs, and instead prefer syncretically following whatever they feel fit. Most religious practices are often thought best carried out in private, and mass public displays of worship are often seen as disruptive or suspicious. This doesn't mean religious gatherings or places of worship don't exist, just that fairies rarely are that overt about prayer or other such rituals and preaching is usually kept to a minimum. Fairies tend to find most common human religions and religious practices to be repugnant, dangerous, or at least very very silly (especially Christianity, on witch there are also many historical reasons to bare a grudge), although most will grudgingly accept a person's choice in following one if they show 'true faith' as a fairy recognizes it.
While fairies do often worship many gods and other spirits (as personalized representatives of abstract concepts and as beings in their own right), they aren't necessarily thought of in the general sense as much more then a human might think of famous celebrities. In other words, often awe inspiring and worthy of respect for their power and fame, but not beings beyond understanding or reproach. To a fairy, gods and other spirits are just like any other being, at least in that regard. A fairy might just as well worship another fairy they are a fan of, or even a human in rare cases, living or dead. A fairy wouldn't necessarily see much difference between a fan convention and a temple, a cosplayer or a priest. What matters to a fairy is the devotion and energy put into something, not the exact form that devotion takes. That doesn't mean that that's all fairies worship however. To fairies anything and everything can be a target of worship, from directly worshiping abstract concepts to revering inanimate objects and everything in between. The wonders of nature are a common choice. Fairies often make little shrines of a sort out of things like a refreshing spring or well, a waterfall, a neat cave, a particularly large tree or pleasant grove, a small hill, anywhere that seems like a nice meeting place. Sometimes fairies may put up some altars made from a pile of stones or standing stones marked with runes. There might be entryways marked by Stonehenge-like gates. Sometimes it's just decoration, but sometimes it means a fairy felt the need to protect a place with magic and a barrier will keep out any who don't go through the gate. Sometimes these gates act as portals to other places.
Well loved objects are thought to be in some sense holy as well. Objects with sentimental value are prized and said to hold lots of power. Indeed, magically a well loved object can be very powerful, and can hold many blessings or sometimes powerful curses. An object's history and it's connection to the history of others is very important to many fairies. Though they don't truly exist in the fairy world, museums are also places a fairy might think of like a temple of a sort. One not only holding precious objects for display, but also in charge of understanding and explaining their history. Many fairies tend to be hoarders of artifacts that they personally find important, even if no one else does. It is even not that uncommon for fairies to, rather then revering or worshiping any particular thing, devote one's self to a concept or ideal. To a fairy someone who devote themselves to something like 'justice', 'love', 'science', 'power', or 'pleasure' are simply putting their faith into something like any other personal belief. And of course, many fairies choose to put their faith in only in themselves or sometimes in nothing at all.
Ritual can also be very important to fairies, both magically and spiritually (in fact magic and spirituality are often seen as deeply connected, but not always truly synonymous). Fairy rituals are often personalized or are part of a large collection of haphazard folk beliefs and practices. The form rituals take often doesn't matter as much as the function they serve and the feeling behind them, and fairies mostly encourage experimentation and improvisation over strict traditionalism or sticking to any one set of rules too strictly. This often extends to 'social rituals' such as manners or protocol, especially for solitary fairies (to a point anyway, there are still basic guidelines to follow if one doesn't want to be seen as rude). The exceptions where traditionalism and/or following a set of strict rules is expected are mostly for those within the Seelie courts and occasionally when fairies need to have a formal meeting, trial, or duel.
Since fairies are practically immortal they don't tend to care much about the idea of an afterlife. Many fairies find the idea silly or disdainful, but often acknowledge it's possibility. Most fairies who care to think about such things might say that things can create echos that might linger long after they are gone and leave it at that. Fairies also don't tend to care all that much about the origin or meaning of existence as a whole. There are speculations about it and a few scattered legends, but many fairies would say that how things came to be doesn't really matter, and what things mean is up to every person to decide. If fairies have any generally agreed upon explanation about existence as a whole, it's that existence is about, if anything, existing. That everyone and everything that exists, real or unreal, is fulfilling whatever role it may have for it's own sake and not for the sake of some higher purpose or god. Often fairies believe that happiness is truly found in loving one's own existence for it's own sake. Loving one's own existence doesn't necessarily mean only loving one's self, but also can include the world around them and everything in it. It also doesn't necessarily mean one can never be unsatisfied or upset, just that maybe one shouldn't let negative feelings ruin their passion for existing. And it certainly doesn't necessarily mean one shouldn't ever strive to change themselves or the world around them, just that maybe they should remember and appreciate where they are and what they are doing. Of course most fairies wouldn't say that in so many words, but it's really kind of important to us. After all, when a fairy doesn't care about existing anymore they die for good.
So in the end, to a fairy wonder and passion can be found in all things great and small. All you have to do is look!
I find myself in this putrid limelight often, being shamed for just being myself, for speaking the truth, for just...being...honest...and I tell ya, I'M DAMN SICK OF IT.
It happens to me everywhere, so I'm slowly dropping out of the limelight's reach on more and more social platforms. I already gave up on more than half of them, for this among other reasons, which includes Facebook, Deviant Art, Twitter, Instagram, Photobucket, and soon to follow will be Twitch, Discord, and all other forum-based platforms, if this is to continue, because I cannot justify conformity in any sense. It is thoroughly immoral, and furthermore, both damaging and senseless.
Also, conformity != civility. If anything, the two are complete opposites (and they are).
And before anyone starts a tirade on this, for whatever reason...
I am not like most; I present the facts in a way that is not often seen as much more than 'crazy talk'; to the commoner, I am just 'crazy', but that's their ignorance and their privilege showing. If anything, my level of intellect on a lot of things should be granting me 'pedestal status', or at the very least, some level of glowing praise, but not in this day and age, where superior intellect == mental illness and/or instability. Am I too intelligent for my own good? Probably, but there's nothing I can do about it, short of getting a lobotomy.
If you feel the need to not read any further, then please, by all means, don't. But I also do not want a two-bit opinion if you're not to read the full post. That's trolling, another sickening thing about the twenty-first century humanity, which is anything but human.
Back to intellect. "Okay, if you're so smart, why can't you fix this, or that? Or the world?"
There's one way to fix the world...you won't like it either.
Someone once illustrated the solution to the world's problems, and though there were no humans in it, there were four guillotines, seven nooses, and a bloodied heavy axe hung on a stone wall. There was a caption that said 'for those who feel the world is needing of change, but have no contributions to give, feel free to offer your life so that others may thrive'.
Obviously, no one who believes they are in control of their own lives would go for it, but in all due honesty, I could probably list a few thousand people by name who definitely would qualify as needing this type of voluntary execution (I won't mention any names), myself included.
"Wait, why would you include yourself??"
Because, as smart as I am, I lack the capability at the practical level to create the change. I'd be a liability, just another impractical asset whose intellect would likely not find much use, and therefore, would not be vital. That's all. The fact that it would be the end of my imprisonment here is irrelevant.
"You're so dramatic, so negative..."
Yeah, I know. I've explained this already, so I won't go there again, it stresses me out even further.
I'll tell you this. I'd rather write (or in this case type) out my frustrations, than have my frustrations be channeled through my fists into an inanimate object, like a wall, window, or at the worst, to grab a knife and show my extreme duress by positioning it into the seppuku preparation stage.
"You need professional help."
I HAD that before I moved from Colorado. I had a great team of doctors aiding me, and I was slowly recovering, but now I don't even have insurance, and likely don't even qualify, thanks to Donald JACKASS Trump and his BS TrumpCare.
"Why did you move from Colorado??"
Because, on my FIXED and VERY LIMITED income, I could no longer afford to live there. The cost of living keeps increasing, but the bottom line never follows. Soon, only the wealthy will survive...my middle finger (both of them) to that.
"Is there anything that I (or we) can do, to help?"
I always accept donations (not that I get any or have ever gotten any), so there is that. Otherwise, over the internet, there is little that can be done, or even asked of.
One thing about all this, is that if I were to ever make it out, and to become a great success, I would never forget about the struggles, and most certainly would never forget about those who also suffer, which is why PHANTOM Enterprises will always be a non-profit company, and that my band, Karma Bitches, will never have copyrights on our music.
Pie in the Sky dreams, I know...
Overworld maps - Provinces and Regions
In "The Crystal Crown" there won't be a single overworld map with every dungeon, city, town and minor locations. Instead, there will be many, many overworld maps (each slightly different than the others so as to represent change in environment, like jungle, desert, mountain, snowy, etc) that will depict Regions and Provinces.
The action takes place in a enormous continent dominated almost entirely by the Ark-Empire ("Ark" meaning 'power, might'). The Empire is divided into 21 Provinces, each one governed by one of the 21 Great Houses. Each Province is further divided into several Regions, governed by a House that pledged loyalty to a Great House and the Crown.
Archduke is the title of the Lord of a Great House.
Great Duke is the title of the Lord of a House.
Dukes are the title of the Lord of a Clan.
Of the 21 Provinces, the player will only be able to travel and explore around 12 in total, including main quest, secondary quests and extra stuff. I will explain this further via images, spoilered so as to not screw up with the formatting.
This is the Golden Province, the first place you visit in the game:
The Golden Province is divided further into 4 Regions:
Krastornaban Region, where the capital, Krastornaban, is located:
Nainmaqar Region (Nainmaqar means 'Bright Forest')
Gentle River Region (The river is named that way because is navigable)
As you can see, there are, in reality, four overworld maps linked to one another to form one Province. The player will be able to travel freely through these Regions, entering towns, ruins, dungeons and places of interest. Some locations will only be unlocked via main quest, secondary quest or world events. This is how overworld maps will work in "The Crystal Crown".
TBD: I have yet to create a way for the player to open a map that shows the full province and marks the location of the player within it. Maybe with X, Y coordinates, layers and several images? I don't know.
I really need to stop putting things off and actually really getting to work. But, what can you do when life loves getting in your way of everything.
Anyway, lots to talk about regarding progress. I've got some good news, though! I had just recently finished making all of the maps for Chapter 1! That means I can finally get around to eventing and hopefully pushing my first demo out the door. I'm also in the works of getting some art assets done. As of now, I'm only working on the title screen of my game. I would like to wait before I release my demo when I get my art stuff done first. I don't know how long that will be, but I'll feel better once I actually get it done.
So uh... Screen shots and some videos!
First, some screen shots:
And now some videos. One showing off the new title screen that's a work in progress and one showing off some bit of fast travel.
I'm actually pretty excited this time around that work is getting done once again. Without having to worry about maps (at least for now) I can finally focus on the actual game itself. I don't have a time frame on when I plan on showcasing some more stuff or when I plan on releasing the actual first full demo. For now, this is what I have.
Smarter Enemy AI
On certain enemies, they will be given a smarter AI which is manually critiqued by me.
New Wacom Drawing Tablet!
I hav a Wacom Drawing Tablet so I plan o do the art for battlers in the game.
Before I start, I just want everyone to know that this is a great community, and is in no part to blame for my demotivation, but there are some members whom have not made it the easiest to handle things, especially when I talk about things from my own perspective which I came to the realization long ago that only I can grasp.
Backing off of that to what I actually came to talk about.
I don't know about everyone here, but as much as I don't believe in the religious nonsense going around (and that is something I will not explain in any further detail-at least not here), there is something that appears to make some sort of sense. You might of read that one of the blog tags is 9/23. What does it mean?
Well, it could mean 9 of 23 parts, but no, that wouldn't have any correlation with this. It correlates with September 23. Without going into a great amount of detail, there's some sort of prophecy going around that involves a star that is only visible once every so often (it is said to be every two-thousand years but there is absolutely no way to be definitively certain), as well as this astrological phenomenon about the orbit of Jupiter. The astrological part makes sense, because the said star that appears now is one that is eventually going to die, likely as a supernova, which this planet may see in roughly a hundred thousand years or so (if all other cosmic entities remain the same until then). Also, Jupiter's orbit is going to move in that certain way around that time, and this (visibly) happens once every few hundred years, give or take a few.
Here's the skivvy on this. This whole biblical prophecy, if it were to have played to the letter, it would of occurred already. Or, another thought on the matter is that it won't truly occur as it would have been stated, but as events that humankind had incited. Fact is, a lot of the crap that is going down now, the way that true human evil has begun corrupting everyone, is a testament to the latter, and is also how events would play out, as written in Shinryu's Grimoire, not a mortal-written manifest of stories that sounds much more like a glorified horror story than anything.
However, if there is one thing that the Bible and Shinryu's Grimoire agree with, on a major point, it would be the astrological events.
Okay, you might be reading this and thinking 'Oh great, another bitch that wants us to repent to her gods' or some other nonsense. Believe what you will, but it isn't the case. Actually, repentance, asking for forgiveness, and such because this one deity who has more names than I can count on both hands gave his son who also shares the same names to die on a wooden crucifix, so as to bear mortalkind's sins...(and on and on)...is ludicrous. Fact is, to say ones' misdeeds against their fellow mortals are so easily forgiven by the sacrifice of a non-mortal is as much of a misdeed as any. It would be a waste of aetherial energy, a waste of life, and really, a waste, period. But enough about that, I needn't explain this further.
If one can forgive oneself for their own misdeeds, that is more than enough. If one can look in the mirror and say that they can move forward despite their wrongdoings and not second guess themselves, that is enlightenment. If one can spare a moment to assist one other, no matter for what cause, that is goodwill. There is where you find your 'forgiveness'.
I can sense you wanting to know about calamities, disasters and such. The Bible is very specific about what is to come, and if one thinks about it, these things to a certain scope are already occurring, though in all due honesty, not in the order given. The weather patterns globally are changing on a rather drastic scale, and in connection, people in power are choosing to ignore those in need. Sorry, this is out of the scope of the Bible, but once again, is dead on with Shinryu's Grimoire instead.
Raging seas, Torrential winds, Surging storms, Trembling terrain, Ankhura, Totria, Deuta, Aeria, the first four deities to invoke their wrath. Of course, this here has been going on for a good long time as is, and has only been gradually increasing in severity, to where it is now. Again, this is all from Shinryu's Grimoire.
'Okay, so what about visions?'
I have problems sleeping, for a long list of reasons (another time I may delve into that), but one of them is the visions that I have. In truth, these are infrequent and often are incredibly difficult to make any sense of, unless if the event I see in the vision is something I see whilst conscious. I've been having visions more frequently, and have had three in the past week alone, and the last twelve have been the same vision, if only viewed from different perspectives, but they all correlate with one thing, a specific date, which as of this blog entry, is three weeks from now.
All these visions, they view the ocean, from the eyes of various folk, the skies are overcast, the winds are powerful, there's lightning and rain falling, and at some point, I see various things like internal housing structures, televisions being on (can't see what is on screen), and so on, but before these visions fade into a dream, I see a calendar or something similar, all with that specific date.
It doesn't help that this often awakens me and hinders my sleep, which is causing me to feel less and less motivated to do much of anything.
'Impending disaster? End of days??'
This is one thing where the Bible and Shinryu's Grimoire differ entirely. There are many names for them given by mortalkind, but the twenty-four deities that govern the various aspects of existence do interfere when mortalkind gets 'out of hand', but how they interfere is not set in stone, and for each time they have interfered, their method has been different, never the same. But to eliminate all mortals, that is not something they do, nor do they force suffering if there can be a simpler solution.
I could explain all this in much greater detail, however, I have not read Shinryu's Grimoire in its' entirety, and to do so would take an incredibly long time, so I do not know how the divine twenty-four would handle a race of warmongers like this one, but I am almost certain that their interference will almost certainly go unnoticed except by the very few that actually know what their handiwork would look like.
It isn't like my Auntie Khali is going to burn down whole civilized regions with her flames, since the humans of Earth are more than capable of doing that themselves.
One sign that I'll be looking for, is one that only a few would notice. The stars in the sky will no longer represent the constellations everyone knows. Because Earth will no longer be a part of the Milky Way galaxy. Thing is, it won't be that easily noticeable, not until long after the changes were made.
What does that mean? By making this cosmic change, the cosmic calendar will have been interrupted, and so, all related scientific development will have been nullified.
Of course, this is one possible change, of many.
If they do have any direct interference, whereas it is conceded that a confrontation is necessary, it won't be pretty.
Will this all happen on the twenty-third? I cannot say, but cataclysmic change is on the horizon. As much as I'd love to say that a direct confrontation will occur, that is wishful thinking on my end because it means that all twenty-four deities will come, including my own mother...
I'd hate to have her see me as I am now, but...
Yeah, it likely won't happen, unless this mortal race as a whole becomes a large enough threat to existence, and far more than just its' own existence.
Even having all the potential threats to this mortal race's existence eliminated in a single night is unlikely, though would be welcomed on my end.
There a few very likely things to come to pass, one of those actually being something that has been reported to be overdue for an occurrence, which is Old Faithful's eruption. Another is that they let us kill one another with nuclear weapons, and then interfere to alleviate the aftermath. The possibility that the solar system will be moved seamlessly from one place to another is also likely. As for the disasters written in the Bible, anything that has to do with cosmic events can happen at anytime, but all else is not as much likely, and as far as Babylon goes, which one? Take your pick, there's at least a million of them.
Yes, I'm aware of the ID microchips starting their run, this whole 'mark of the beast' thing. In Shinryu's Grimoire, a similar thing occurs with similar functionality in one era, and it is coined as the 'Mark of Death'. It is basically the same thing, but unlike the Bible, it is mentioned four times and is largely unrelated to much of anything else, whereas this 'Mark of the Beast' is glorified as fuck in the Bible, though it doesn't really mean a whole lot in the big picture (but I sure as fuck don't want the damn thing).
'What about famine, disease, the rapture?'
Two of the three, humans cause enough of as is. As far as the rapture goes, one of the twenty-four deities is the governing force of Rapture, though that has much less to do with allocating the truly innocent and having them wait out the apocalyptic advent than it does with the realization that one has done wrong.
So, who would be responsible for the allocation of the truly innocent? That would be the Harborer of Innocence, though that would not be done with a raging storm, but more rather through an event where visibility was reduced to absolutely nothing for a split second. That kind of thing has only happened once, and would be unlikely to happen here.
Undrinkable water? Yeah, that's all the water on Planet Earth now, even if it isn't the hue of blood (SLAYER made a killing off that idea when they put it to song), so that's been a thing for...at least five hundred years (though it has only gotten much worse in the past twenty or so).
'So, what does any of this have to do with world events, your life, and so on?'
Well, I did a long-winded explanation of world events already, and I'm not doing it again. As far as my life goes, if suddenly, I am no longer active here, and these odd things that mortalkind doesn't expect are going on, there is a good chance that I've gone home, where I won't have internet, or even half of the modern technology I had here, but it is where I belong, dammit. I am only a prisoner here, and I never belonged here in the first place.
But that is for another chapter.
Amyrakunejo, Princess of Purity, taking off to the skies.
It has been a long time since I have done a proper blog post. This one is the first part of a multi part series of importing Tiled maps to AGK. I use AGK in Tier 2 as a game framework using C++. This is the real draw to AGK for my use, as I have the simplicity of AGK with the power of C++. However, this tutorial is written using an AGK Tier 1 snippet as there is no need for any added complexity. I will eventually write a C++ variation that is more flexible, but none the less, let’s start part 1 of this tutorial. It is important to note that this does not only work with Tiled, it can be used to load any tileset/atlas image easily, but Tiled is my motivation for making it.
Tiled is an open source tile map editor for use in any engine. I will be making maps using Tiled and bringing them into my AGK Tier 2 project. The first step to doing this is to import the tileset images individually using the same ID’s that Tiled does. If you select a tile in Tiled, the ID in the property menu is always 1 lower than it’s exported ID. This makes ID 0 equal 1, ID 2 equal 3, etc… What this means is that the top left sprite ID = 1 and counts up going from top left flowing to the right then down. Something like this:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
Using this code snippet, there are 4 variables of interest to turn all uniform tilesets into an AGK compliant file.
002 tileWidth = 128
003 tileHeight = tileWidth
004 numHorizontalTiles = 16
005 numVerticalTiles = 16
tileWidth — Change this to the width of a tile.
tileHeight — If the tiles are square, leave as is. Otherwise, set to the height of the tile.
numHorizontalTiles — How many tiles are from left to right.
numVerticalTiles — How many tiles are from up to down.
From there, just run the script and a file will appear in C:/Users/<<UserName>>/AppData/Local/AGKApps/<<AppName>>/media/myfile
Copy this file to the same directory your tileset is and rename it to “<<TilesetName>> subimages.txt” and you will be able to load the tiles in just fine.
Just to prove it works, I will demonstrate loading the tileset in AGK Tier 2.
Tileset and Subimage file side-by-side
Once the generated file and tileset image are both in the same directory, you can then proceed to load the image and subimages to AGK. I included a very simple example code of loading in all 256 images (in my case).
unsigned int image = agk::LoadImage("media\\Tilesets\\Grassland\\Grassland.png");
for (int i = 1; i < 256; i++)
s.push_front(new g::Sprite(agk::LoadSubImage(image, std::to_string(i).c_str())));
agk::SetSpritePosition(s.front()->GetSpriteID(), (i-1)%16*128, (i-1)/16*128);
This code makes a list of a Sprite class that I made for my project and loads up all subimages of the tileset into the list and places them from left to right, top to bottom.
Tileset loaded and placed, one tile at a time. Link to tileset.
There we go. Tilesets and Atlases made and loaded into AGK far easier than slowly typing out the subimages file manually.
Part II in progress, I will link to it here when done.
This is a code snippet that creates a file that can be used for tilesets, created in the AGK expected format for tilesets. I will write a full tutorial on how to use this code in a future post. See this post on use of the snippet.
//Change these values if your tiles are a different size in pixels
tileWidth = 128
tileHeight = tileWidth
numHorizontalTiles = 16
numVerticalTiles = 16
//Open a new file to write. I found no success writing to .txt.
fileid = OpenToWrite ( "myfile" )
//Variables used in the loop.
string$ = "" //This will be what gets written to the file.
tileid=0 //Used to count up and assign each tile an ID
//This is the same as saying for(int i=0;i<numHorizontalTiles;i++) with the i++ at the end of loop.
i=0 //Start at 0
//Same as above, nested for loops.
j=0 //Start at 0 after each loop.
//increment tileid each loop. In Tiled 0 is no tile, so we start with 1.
tileid = tileid + 1
//Assign the line to be written to string$
string$ = Str(tileid) + ":" + Str(j*tileWidth) + ":" + Str(i*tileHeight) + ":" + Str(tileWidth) + ":" + Str(tileHeight)
//Write string$ to file. WriteToLine saves it in ASCII readable format.
/* Remove to watch progress.
*/ //Remove to watch progress.
//j++ for the loop
j = j + 1
//i++ for the loop
i = i + 1
//Close the file
CloseFile ( fileid )
Despite the title sounding a bit ruffian, I've really gotten sick of all the crap on TV, on the internet, what idiots in power and/or wealth are doing, and so on; it's giving me a damn headache, causing me sleep cycle issues, and overall, killing my creative drive.
I want them all, to shut, the *******************, UP. I don't wanna hear it anymore. All I wanna hear, is the clicking of my keyboard, mouse, and controller, the AVGN when he gets pissed off, SidAlpha's game/munchies reviews, the great content made by LGR, 8-Bit Guy/Keys, among others in that category, and the music I love, dammit!
But oh no, can't have that, no, if everything goes right, it's the end of the world!
So, the game continues to cheat, Ruby continues to throw invalid errors, my own computer continues to lag, the fake news and fake online media continue blabbing their bullshit, and I'm really starting to get edgy. I don't really drink, but I'm definitely tempted. I don't cut, but the temptation is there (though to be truthful I'd rather just sever the arteries of my abdominal organs than anything else). I'm very angry, and I've really been thrown under the bus as far as getting much needed aid is concerned, so maybe a public demonstration of their folly is in due order.
In other news, the Clone Hero project is coming along great, with Alpha v.13 just released today. It's looking pretty good now, with Practice Mode being a thing, as well as new art.
I honestly wish I could play this on Expert, but it is just way too hard for me...
(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.
Yo there, I put this because I do lot heavy changed on devil boy quest gameplay, It can be good or no but who care!
First! A TOOL!
this is secret but there some kind of tool that allow you to unlock secret area contain rare item. Ex: Shovel... you need talk to a tool maker at F2 of Blacksmith in Maduin.
a shovel can be used to unlock a ground passage (there one in Tsugi and other place too)
#<You may say:that so common in rpg game, is that all you got?>
there are more tool, but there also consumable tool, like candle can be used to look trough dark( just add some more sight distance)
#<You may say:It's so troublesome, what if I run out of it? I'll stuck in darkness and beaten by enemy, what a pain...>
I don't want to create crazy craft system because I'm so damn lazy to do it, in the end I just put that event overworld, let say you want make torch, then you need cut 10 wood then bring it to old man in Ilya village, Since torch is more longer and brighter than small candle.
#<You may say:What is this? I need go back very far just to get consumable tool? oh man, It's really troublesome...>
I know that, but I make it in purpose... the lazy player might just skip make tool and just beat the game half way, yeah don't mind them as long as they enjoy it.
#<You may say:aren't you are the one who lazy?>
Shut up. I don't want talk about that.
okay there dark system-
#<You may say:ah that sound borin... there many game have that too>
I know, but my dark system is cool they changed everytime! like real darkness
#<You may say:you just use random var or whatever is that, nothing special about it>
Now battle system, the Mode KZL gauge is reset every battle, so It's harder to cast Limit Break Skill,
#<You may say:hey! that's cruel man! I can't beat boss without that!>
shut up! if the gauge didn't reset you can charge it by fighting small fry after it full you release it at boss so you can have easy win!
I change that so player have hard time defeating bosses, make it more challenging.
Uh well the main hero have too much ability there might be more coming but for now...
*Teaching! Learn enemy ability (Not all of their ability can be learned, just some of it)
*Hand Of Madun (Steal enemy stuff, from weapon, item, money, etc)
*Izanagi (Ability to life again (It's not like Life3 or rerais from Final Fantasy alike) but not at time he dead he revived, It's like zombie, he will dead for awhile then he back to life! so if three of them dead at same time it will result game over expect there one still alive)
#<You may say:Is this guy superman or something? he can do whatever he want>
then I don't have tell about ability stuff, the next is co-op skill
It's a skill that require 2 people(Lexar+other) this skill can be used when two people or more have condition, Not Death/Fallen, not under bad status that make them unable to move or seal their ability like Sleep, Stun, or Silence, have enough MP/SP, and weapon used, if this condition break then the skill will be unable to use, even after you cast it and in charge time but suddenly enemy put one of you sleep then the skill will be canceled.
#<You may say:That's hard one...>
Secret in learn skill
you may know this but in l there bunch of book about skill, they located in Library in every big town but sometime they located somewhere inside castle too.
#<You may say:Don't you have some better system about skill?>
Of course I have but I'm too lazy to do it, what da ya want? skill tree? based on level? learn from tome? buy it from magic shop? that borin, I more like put skill in a treasure chest and hide that treasure chest in a maze, but that just way too crazy, so I make a library contain many skill book, and you need to check it with all character you have, let say there book about Ruby Blaster that can be only used by Karen, but you need to chose who read it, if you chose Lexar then no one will get the skill beside Lexar don't like read books anyway...
#<You may say:Hell there many character and many skill not only that check every book with every character?>
It's more challenging than normal skill system wasn't it?
#<You may say:It's not challenging It's more sound annoying>
Learn skill trough... other way than read books.
I'm so lazy to make a party member fight each other in order to get special skill(CO-OP and alike) so I make it lika dramatic interview, you can found it in haunted PUB, it's not really haunted, actually It was fancy Pub covered by illusion that make it look like haunted, the trial is easy just say yes or no at the end, oh yeah I warn you, if your HP is low you will die and send to game over screen, but if you manage to survive, you will get lot's of damage, let say they do some inhuman training kind of it and get a CO-OP skill and alike.
#<You may say:This is weird training...>
yeah I don't really care about what they do anyway...
oh well that's all for now...
(Every words after this -> is a some friend of mine thought, so don't mind it, it really useless speech, even It's make me little motivated...)
The Crystal Crown [WIP]
"The Crystal Crown" is a RPG game that I am currently developing with RPG Maker MV. It is set in the conworld I've been working on since I was 15.
Something I'd like to point out from the beginning is that the game will be in Spanish, as that is my mother language.
Anyway, below I will explain some quick facts about the game. Later, I will continue with the plot and characters:
This is all for now, I will explain in deth some of these features later on. Okay, let's go with the plot and the characters.
All characters have their own life, story and past, which is all resolved and dealt with in their "companion quests". If the player does not want to complete them or even start them, they can miss armor, items, weapons and of course, cutscenes, dialogs and the possibility of getting a good end with the character. Similar to what the Fallout 3 and New Vegas did with companions, at the end of the game there will be a series of cutscenes with all the characters and their fates. If the player has completed their quests and keep a positive affinity with them, they will get the best ending. Of course, if you treat a character badly, do not complete his/her quest and so on, you will get a bad ending and even a death ending. To sum up: there are 4+1 possible endings for each character: Best Ending, Good Ending, Sad Ending, Bad Ending; Death Ending.
Height: 1'78 m.
Weight: 74 kg.
Born in: The capital of the Empire, Avanovark.
Family: Does not know if his parents are alive.
Job: Monster Hunter.
Height: 1'62 m.
Weight: 58 kg.
Born in: The City of Ebikaor.
Family: House Fislen from his father's branch. House Hador, from his mother branch. Both Houses are related to the Great House Zarken.
Job: Priestess of Light.
Height: 1'88 m.
Weight: 82 kg.
Born in: The Sacred City, Maban.
Family: House Galart from his father's family branch. House Kurel from his mother's family branch.
Height: 1'72 m.
Weight: 63 kg.
Born in: Saran, a town near the capital of the Empire.
Family: ?????? (Not revealed due to minor spoilers)
Job: Druid or Thief. (Player will decide whether he will be one or the other)
Height: 1'75 m.
Weight: 66 kg.
Born in: Saran, a town near the capital of the Empire.
Family: ?????? (Not revealed due to minor spoilers)
Job: Expert thief.
Height: 1'91 m.
Weight: 95 kg.
Born in: Drakar, a major city in the North-East.
Family: House Zirak from his father's family branch, Clan Nakir from his mother's family branch.
Xander (not his real name)
Height: 1'78 m.
Weight: 62 kg.
Born in: ?????? (No longer remembers, but I won't reveal it due to minor character spoilers)
Family: ?????? (No longer remembers, but I won't reveal it due to minor character spoilers).
Job: Velaker (like sword dancers but with a scythe).
Height: 1'67 m.
Weight: 57 kg.
Born in: Gaban, a city close to Garkon Tower Facilities.
Job: Energy Manipulator, "EMA" or as it is commonly known: Mage.
Height: 1'71 m.
Weight: 66 kg.
Born in: Lashlan, a city in the As'hak Province, in the South.
Lairen Saalei (not his true name)
A monster hunter that holds a grudge against Araken for a reason to be revealed. He is ruthless and cold. Lairen wields powers beyond his comprehension.
The leader of the Imperial Order of Monster Hunters and a former one himself. A rather mysterious man with a reputation of being honorable and reliable, but whose former life and deeds are only known by the oldest members of the Order and those very close to him. Araken reveres this man more than himself.
A strange woman living in the woods. She formed the group simply named "Worshippers of Avanias", who devote their lives to venerate Nature and the Primordials. She seems to be much more than meets the eye...
A father whose main concern are his son and his former family. He will do anything to recover his long lost honor.
Here is my progress and plans for World of Chaos.
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.
Going to try to make the maps less box-like.
Smarter Enemy AI
On certain enemies, they will be given a smarter AI which is manually critiqued by me.
Before I officially begin this review, I want to state the following: There are going to be a lot of references drawn to Tales of Zesty, since both the world of Berseria and Zesty are actually connected. That does not mean I automatically think one game is better than the other, or that I'm not treating the game fairly on the basis that it should be its own game, or some stupid shit you people come up with. Since the game is connected to a previous installment of the franchise, however, I WILL critique that based on how well it filled the plot holes left behind by Zesty.
Tales of Berseria is a wonderful masterpiece of a story combined with horrific and thrown-together combat that screams afterthought. Berseria should have been a Visual Novel instead of an actual Tales game, considering how unbalanced and cheesy the combat can be. More critique on that later. I know you all are just itching for me to review this game (and by review I mean absolutely destroy and shred it) so let's get into the bulk of things. I'll break the game down into several segments, consisting of story, gameplay, quality, and replayability, and judge the game on all of these criteria.
"Why do birds fly"?
This is a motif that becomes apparent throughout the game as you play Velvet Crowe. Velvet is a...we'll say "farm girl" who lives with her younger brother, named Laphicet, and her father-in-law, Arthur. The game opens with a dramatic chase scene throughout a forest as Arthur, Laphicet, and Velvet all are running away from daemons. And yes, you couldn't come up with a more unoriginal name. Arthur and crew are then stopped by some daemons along the road. Arthur fights them off with his big heroic giant sword that's seen in every anime thus far and then takes his children to underneath a nearby tree, gives them both an apple, and, to save you ten minutes of pointless exposition, tells them to be safe. Arthur then proceeds onward, but Velvet, being the curious and feisty little shit she is, doesn't listen and trails Arthur. When she arrives to where Arthur is at, she sees her older sister, Celica, floating in air as a sort of sacrifice with two giant needles of light stuck through her body. Then Arthur turns towards Velvet.
And it WAS ALL A FUCKING DREAM.
Like, seriously, you couldn't put any less thought into the fucking story you lazy shitheads?
Anyways, time skip I think seven years later (I couldn't care less because opening with a dream sequence is probably the greatest sin in all of gaming history) where Velvet is now taking care of Laphicet in place of Velvet's older sister, Celica. Velvet completely loves Laphicet, would do anything for him in the world to see him safe and to keep him protected. The setting takes place in a farm village named Abala (If I remember correctly? Like I said I could care less) where everyone is hanging out enjoying their life and is in no way shape or form going to be turned into a monster's den of daemons somewhere in the near future-oops, spoilers.
Anyways, farm village girl Velvet is pretty cute.
After about an hour of doing pointless hunting that serves no actual purpose to the story, you come home, go to bed, and realize that it has become a "Scarlet Night". This phenomenon happens once every three years, where the moon glows bright red, and that some type of God or something that people worship demands sacrifice or something, I don't really fucking know. Velvet wakes up, realizes Laphicet is nowhere to be found, and, oh wouldn't you know it, the entire village has become a monster's den. I TOTALLY DIDN'T SEE THAT COMING.
Velvet runs through the village (You have to, you can't fight them, which is extreme bogus considering what happens in about five minutes or so), goes up to the cliff where the sacrifice is being held, which is the same spot where Celica was sacrificed, and Velvet sees Laphicet hanging in the air, same as Celica, with Arthur standing right below him. And then, SHUNK.
That was my best sword impression.
And then there's this.
Velvet then flies into a complete frenzy and tries to kill Arthur. However, Arthur, being the badass and antagonist that he is, is just no match for farm village girl Velvet. She lunges herself down into the sacrificial pit where Laphicet fell, attempting to protect him, but she gets swallowed up by a huge-ass dragon thing that looks like it came from the Seven Dragonballs. Really cool CG by the way. Anyways, Mr. Dragon man doesn't like that, spits out Velvet, and she comes back with a few extra hormones, her entire body taken over by Edginess, and a fucking badass left arm. She then proceeds to scream four thousand times as you try and fight off the daemons and ultimately Arthur, which, after wiping them all out, Velvet realizes were the other townsfolk, and flies into yet again a complete frenzy, lunging at Arthur. However, he sees past the bullshit and smacks her in the chest and down she tumbles into the bottomless pit.
Timeskip three years later.
You awaken in a prison island. How you got there is beyond me since on the world map Abala and Titania are in two completely different sections of the world map AND THAT REALLY FUCKING PISSES ME OFF WHY DO PEOPLE NOT KNOW ABOUT CONSISTENCY-
You are greeted by someone. A malakhim. Malakhim are...let me simplify this so that it's easier to understand. They're Zesty's version of Seraphim. Pretty much.
After a tense fight and a pointless tutorial about how to dodge (I'VE BEEN PLAYING TALES GAMES FOR FIVE YEARS NOW, YOU DON'T THINK I'D KNOW HOW TO DODGE AT THIS POINT-), Velvet takes the malakhim under her control and the two escape through the prison island.
Oh, and, you start a prison riot in order to escape. That's pretty cool I guess.
During the course of the prison riot, you find a bunch of Exorcists, commanded by Oscar, who are pretty much this game's bad guys. They use Malakhim as tools and have suppressed their free will in order for them to inevitably do their bidding. After fighting Oscar, one of these said Malakhim is like "fuck you bitch" and turns into a dragon. It's explained later on as to why they change into Dragons, but keep this word in mind: Malevolence.
So you get to kill a Dragon. Woohoo.
During the fight, the Dragon is too powerful to tackle alone so you team up temporarily with Oscar to take him down. Then you eat the girl that was traveling with you or something so you can become stronger or something. And no, not in that way you filthy degenerates. Then you kill a dragon. Woohoo.
After that, Oscar runs away like a little bitch.
Oh yeah, I forgot you run into Rokurou in the course of escaping from the prison. Also along those lines, you find a witch named Magilou (UGGGGGGGGGGHHHHH) and a sailor named Dyle. You hijack a ship from the Titania Prison Island Docks and set sail. And then you get shipwrecked.
And after that you get to hear 40 hours of Velvet whining about "I don't care about anything as long as I get my revenge on Artorious (Arthur, a.k.a.)". Which goes back to a point I want to make: Revenge plots never work out. They always end with suffering and despair and ultimately, there's just a giant pitfall of sadness. With the way Velvet portrays herself in the game, where she doesn't care about anything other than getting revenge, it's honestly hard enough to care, as a player, about someone like that.
Eventually, you find Eizen (does that name sound familiar to you? It should, as he's a boss in Tales of Zesty) and he's a fucking badass.
Oh yeah, and you also meet a little kid I guess who's named Number Two but after about twelve hours of him being useless Velvet decides to call him Laphicet because FUCK ORIGINALITY AM I RIGHT? Oh yeah, and also Laphicet Version 2 has a giant crush on Velvet for whatever reason. How anyone can have a crush on someone who yells "DIE DIE DIE" is utterly beyond me.
Oh yeah, and there's also an Exorcist bitch you come across periodically in your travels named Eleanor who starts out as a nuisance and quite quickly becomes my favorite character in the entire game. Not just in her story and why she chose to travel with Velvet but because she fucking rocks in combat. Despite her being very dramatic and quite a nuisance in the early game, she gradually opens up to everyone and easily becomes one of my favorite characters.
Eventually, Velvet finds an answer to the million dollar question that everyone in the game seems to ask like every ten seconds. Why do birds fly?
REALLY? THAT'S YOUR RESPONSE YOU STUPID DUMB FARM VILLAGE GIRL? WAY TO MAKE MY 50 HOURS IN THE GAME COMPLETELY WORTHLESS!
As you can tell, I didn't really like the story of this game all that much. Not because of the way the story was handled (it could have been done a lot better in my opinion, starting with Velvet not being so much of a bitch, for one), not because of the characters, but because...everything you do just feels pointless. You run around for 40 hours before Velvet finally realizes her quest for revenge will never fully come to fruition, and at that point, the game just takes a dramatic spiral downwards because, yes, it IS all pointless.
Revenge is pointless. Don't make it the central core plot device of your game. Game Dev-ing 101 folks.
About halfway through the game, after doing a quest where you have to go through an underground water temple or some shit that triggered me because it reminded me of Zestiria's Water Temple, the village along the coast, Haria, turns into a den of monsters, similar to the beginning of the game. Once you escape from the town, you soon realize something. See, there's this "disease" that everyone refers to as daemonblight. The Abbey (the big bad guys) coined this term because when you contract daemonblight, you eventually lose your senses and turn into a daemon. This isn't the case, it's all a lie. There is no such thing as daemonblight. What actually triggers people turning into daemons is malevolence. And you'll see me use this term a lot, because it ties in with Tales of Zesty. The malevolence, ill intention, and hatred that we have in our human hearts is what makes us turn into daemons, not some crazy disease spreading around. In Zestiria, those afflicted with malevolence were called hellions. In Berseria, they're called daemons. It actually sets up Zestiria's plotline really nicely as now, it makes sense. Along with that, we learn that people have started calling Velvet the "Lord of Calamity". Sound familiar? That was the final boss in Zestiria. So in essence, Berseria sets up Zestiria's plot, seeming as how Velvet is technically the very first "Lord of Calamity".
Oh yeah, and Laphicet Version 2 at the end of Berseria becomes Maotelus. Maotelus, in Zestiria, is this fictional being that is designed to bring peace to the world by eating Hellions and Seraphim alike. How a little boy of 12 years of age grew to become one of the most notorious figures in Zestiria still boggles my mind, but you know. It's a game.
There's also Zaveid. <3
Anyways, I realized I may have went on a bit too long with the story, but don't worry, the gameplay portion will be really really short. Mainly because you'll read the first sentence and I will have wrapped up the entire sum of gameplay for Berseria. So don't worry. It at least had a somewhat better story than Zestiria, bottom line.
The gameplay sucks.
Yeah, you didn't think you would be hearing that coming from a Tales game, would you? The massive pioneers of putting great gameplay before anything else, right?
No, the gameplay actually sucks in this game.
Granted, it did SOME things right with the actual MECHANICS of the system, like how you're not stuck to a line anymore and can freely move around the battlefield. In a 3D environment. Not like Zestiria did it. Your arte skills are also no longer bound to which direction you push the analog stick, and instead, all four of your face buttons to a different attack. This makes combat a lot more fluid, intuitive, and feel actually wonderful to play.
...Until you get to the actual reason why the gameplay sucks.
At the start of each fight, you get 3 souls. They're the little blue diamonds in the corner of everyone's portrait. You can upgrade your souls as you fight by inflicting Power Hits, inflicting Stuns on an enemy, performing a Perfect Dodge and getting Souls that way, or just straight killing the guys. Out of all four of those options, only one of them is really a consistent means of upgrading your Souls. When you inflict a Power Hit on an enemy (using moves that hit an opponent's weakness), they take more damage. If you manage to hit all of the opponent's weaknesses, it starts a Chain. When an enemy is under a Chain, they're more susceptible to being Stunned. However, even if you manage to Stun an enemy, there's no guarantee you'll actually get a Soul for all of the hard work that you put in. It's completely random. Same with getting a Perfect Dodge. As you can see in the screenshot, I managed to Perfect Dodge and a Soul popped out. Yet, it's completely random on how these things work out.
So you might be asking why is this a bad thing, you might ask?
There are abilities you get throughout the game that take advantage of how many souls you have. By expending a Soul, you unlock a move that is more powerful than the rest of your moves (in the case of Velvet). But you can only use these moves if you have more than 2 Souls. Since you start off with 3, you can only use it once before you inflict a Stun, dodge perfectly, inflict a Chain attack, or beat the fucker to a pulp. Not only that, they are your primary source of healing. Remember that as I move along to this next section.
So you might be asking why is this a bad thing, you might ask?
There are some enemies in the game who like to start with a certain skill, called "X Break", where X is the most annoying status ailment you can think of given your particular situation. Not only do these incredibly powerful attacks have a wide area of effect and inflict Status Ailments, they Break your Guard if you try to Guard, AND reduce your Souls immediately. Tell me that's not a bogus idea to not only inflict Paralyze, but also reduce your ability to fight and heal for almost every single party member unless you happen to miraculously dodge at JUST the right time. Remember how I said before that Break Souls are your primary source of healing? Yeah, Healing Artes in this game are fucking useless. Oh, here, take this First Aid spell that heals you for 20 damage.
I don't think I need to explain any more than I already have.
Ultimately, the gameplay wears itself down to, if you can get all the enemies in a corner and wail on them with all of your best attacks, accumulate a shit ton of Souls, and spam RT as it is the most powerful attack at your disposal, you'll win and be fine. But take note that enemies can also Stun you just the same as you can to them, and when that happens...well remember this. If you get Stunned, not only do you lose a Soul but you take more damage as long as you are Stunned. And, as if by some miraculous exploitation of Artifical Intelligence, as soon as you are Stunned, ALL OF THE ENEMIES in the fight will run up to you and start hitting you immediately. And then you're dead.
That's not fun at all. That's unbalanced.
Granted it's unbalanced for both sides as you can get everyone into a corner and hit them like a punching bag, which is what this game's strategy is, but it's also unbalanced because enemies have these particularly powerful and unbalanced moves like "X Break" or Soul Burst (gives them additional Souls while you lose Souls) that you can't do anything about. It ruins the fun and adds artificial difficulty to a game with a broken ass gameplay system.
You know, looking back on it now, Tales of Zestiria's combat system was way more fun than Berseria's, even though you were locked to a linear battle system. You know why? BECAUSE IT WORKS. There weren't broken enemies who spammed X Breaks or Soul Bursts or did overly insane amounts of damage.
And this is all on Simple mode by the way. I got so fed up with combat that I just said fuck it and blazed through the fights because I absolutely hated the combat in this game. The first time I can say I was incredibly incredibly disappointed with a game's combat system.
You get Mystic Artes quite early in the game, actually, at about 8 hours in and like when you're Level 10. And I know that's what all of you came here for, right? To see Velvet's bright and shiny face light up when she does a Mystic Arte?
There are some other gameplay aspects I'll go into here but FIRST. Mystic Arte showcase.
DAMN IT, I DIDN'T TAKE ONE OF SPIRAL HAIL GDI-
Needless to say, Eizen's "Perfect Mayhem" and Eleanor's "Spiral Hail" are among the top two of my Mystic Artes in this game. Both of them are just so amazing and I have nearly fallen over out of my chair pretending to stab something as if I'm Eleanor. Oh, and punching the air is pretty fun, too.
Like in the previous game, you can upgrade your equipment. The amount of skills and battle prowess you get from upgrading your equipment can drastically change how fights work. For example, if you upgrade your equipment enough, you may get extra BG, which is needed to activate Mystic Artes, or gain extra Souls at the start of combat. However, the shortcoming of this is you have to go into the shop menu to disassemble items you don't want or don't need anymore. From those dismantled equipments you can get various materials used to upgrade equipment. However, if you've been grinding in a certain place for hours on end and you have about 100 pieces of equipment in each category, like I ended up having once, you have to spam the A Button in order just to get through all 100 pieces of torturous equipment. And by that point, your thumbs probably already hurt because you're mashing the buttons in combat just to have a chance. So, while it's a good system, it has quite a few shortcomings associated with it.
There's, umm...there's card games.
I'm gonna be honest, I spent almost zero time playing the minigames. They're just pointless. And they are extremely confusing to understand, especially Card Heroes, like pictured above.
But I guess if you wanna waste your time, go ahead.
So the main bulk of gameplay is basically get beat up, die a lot, get frustrated, stop playing the game for about a week, suck it up, do it again, miraculously do 100000 damage in a single hit because what the fuck Velvet is OP, and then fly through combat.
OH, BUT YOU DO GET A SKATEBOARD-I mean, A GEOBOARD THAT LOOKS LIKE A SKATEBOARD!
This game was rushed. It's painfully obvious and Namco Bandai didn't even bother to cover up that fact.
Take the following skit for example:
And yes, skits are back as usual.
But look at the following text. The voice actor for Eizen, however, ends up saying something completely different, something along the lines of "And what's wrong with having some dreams? It's a great opportunity you have. You all just don't get it."
And this just doesn't happen once. It happens A LOT. Like, it's like the script for the game and what the voice actors are saying are completely different. It's like Namco Bandai gave the script to the actors incomplete and just said "Ad-Lib the parts we didn't fill in because we're too lazy for that and it isn't our first priority."
Remember when annual games used to be good?
However, I can't say that the voice acting in the game was all that terrible. Most of you have probably seen this scene floating around on Youtube, but it perfectly showcases just how well Velvet's VA nailed the character in question.
Probably one of the best delivered scenes in the entire game in my opinion. But unfortunately, it doesn't overshadow all of the other problems regarding how rushed the game was regarding skits, scenes, and "lost in translations" the game got.
Yeah, yay, New Game +.
Why the fuck would I want to play through this garbage game again?
Now, it's time for the final wrap-up. In this section, I'll detail if this game is truly one for you, and if you should decide to play it or not.
Would I recommend this game?:
No. It's not good, honestly. If the combat were to be completely gutted from the game and the story to be the main drive and focal point, with a bit of better execution, I probably would have liked it more. I've played games with a good story with slightly less good gameplay (Nights of Azure), but this game's gameplay is just downright ridiculous. Stay away from this one.
Overall rating of the game: 4.5/10. Terrible.
Now take some music or some shit, I don't care.
I don't feel like put stuff like feature but whatever
Devil Boy Quest might contain these...feature...
Ignore Talk: When you talk with some NPC, you don't have to wait until they done talking, you can just leave them.
Multiple Talk: When you check on something like book, people, animal etc, you will have chose who will interact with them, every actor have their own view-point like when you chose Lexar he can hear tree while other can't, but he don't like to read books.
Hidden Stuff: Be sure to check Pot, Tree, Bush, etc. because you won't know what in there.
Teaching: Lexar special ability to copy enemy possible skill.
Combo: A skill require two people or more.
Limit Break: A skill like overdrive etc, more damage when the caster low on HP.
Chance: Sometime in battle you will have chance to get double exp, money, item, or raise your atk and def.
Multiple Currency: There are 3 kind of currency used in this game. you will know it if you found Metal Chest(in Ruined Fox Village)
Mining: You can gather Gold or Silver from secret mine located in Tsugi you also need a special item too.
But there a problem, in late of the game someone with crazy ability join the party, her ability is troublesome and her combo can cut all enemy in two.
and she also have ??? skills.
???: A random skill.
Spirits: Spirit greatly raise the user ability.
those two above will make game very easy at mid part but... in the last part you will feel like hell.
there will be more and more troublesome stuff, if you have something to add leave it here, I'm might just pick it up.
Here I am, wander alone and look for my friend and ask they did they can help me or no, most of them say no since what I ask is really really sound silly, what I ask them to do? well I'm not ask Graphic or Music or script, what I ask is Humongeos(Otama Style speak mean human) voice, what voice? no it's not like saying word "Hello anybody home" no! what I ask is this kind of voice "Hya!" "Die!" "Agh!" "take this!" yeah those words used in battle, it's really hard to find person that willing help you for free, since I don't have Trees of money.
Well there are some want to help but they seems don't have spirit like "hya..." they didn't speak that very loud or they don't imagine they are in battle, oh well most of them can do is make moan like "ahh" "ohh" but when I hear it over and over, I started to think their moan is so lewd.
so here I am looking for someone, what happen to my project then? Don't worry, if I didn't find all character voice until this project done, I'll delete the rest voice and make this game has no voice. yeah so simple to say so, but there nothing I can do about this beside... no never mind!
You know I always want to make fun with the player before the game begin, at time like these I talk about reality like avoid piracy and stuff, but this was story I made long time ago, that time I still didn't know about how cruel the world, so I make fun with them by giving a trap question, if they being too rude they will send to game over screen!
whahahahaha! I really want to see their face if they do so.
Well enough of it, the begin of the game was I stole from a snes game civilization, yes a God/goddess appear and guide the player, much likely same to other heroic story.
Then fight first enemy, in Final Fantasy MQ the Hero start with fight Strong enemy like a boss enemy, same for Demon Crest, so I make enemy very powerfull in begining , I make it impossible for player alone defeat it so I let the one who guide the hero appear and give him little help, but only once, the rest enemy is also same like the first which mean the player will have game over, over and over.
after first battle I force player to looking someone for money so the player can buy new weapon if he didn't do that, he will defeated by enemy over and over.
after the player get his weapon the player still need do basic in rpg game:
1 Fight Encounter Enemy get Money and Exp
2 use money to rest at INN to recover hp to full
3 level up, go to harder place and fight stronger enemy
4 if enemy too strong buy some gear or item to recover hp
5 fight boss enemy, if too hard to defeat the boss, go and fight weak enemy to level up
first boss fight, I'm always make this kinda tricky
the first boss will attack player with two way normal and warning attack, normal might just do small damage but warning would do 5x time than normal but can be avoid/reduce by guard, the boss will warn player by charge/hold his attack in this turn if player didn't guard then the player will take lot's of damage if the player guard and wait the right time to attack, the player can defeat it(Very easy of course).
after this the game will begin to Balance from Easy to Hard.
So today I'm gonna talk about how TOD 3 is gonna be 10x more fun than the first 2 Games.
But before we begin, I know I harp on the first 2 Games like they are trash and not worth playing, but there's is a legitimate reason as to why these 2 Games are the way they are. And as much as I tell myself that they could be improved upon, they aren't really that bad! It's just something you can do a 1st time Playthrough of and never play it again.
But the reason, why they are so lackluster is actually a little complicated and has a lot to do with the 3rd Game as well.
tl;dr. Basically symbolism and laziness.
!Spoilers... kinda for the whole TOD series ahead!
Now you know!
So what exactly will TOD 3 do in terms of variety?
Alright... check this shit out:
-Negotiation/Interactions with the Monsters
This probably will mostly determine your future in this Playthrough, so you'll be doing this a lot maybe... probably... or not.
Monsters will have Traits of their own and you can decipher the Traits with your Scan Ability. You will also have access to the Talk Skill which let's you choose to interact with certain Monsters and try to do what they wish from you.
Once you talk to them, you will be given choices on what to do. If the Choice is met with the Trait of the Monster (I.e. if the Monster Trait is Honest, tell the truth, or if it's Funny, tell a Joke, etc.), you two may get along and you will either receive prices, money, information, etc.
There aren't JUST good traits though... there also will be bad and Neutral traits for Monsters as well.
The bad traits are handled differently. You will have to fight the bad trait monsters, but of course not until you kill them, but until you hit them with certain skills. (I.e. if they have the trait Fearless, hit them with their weakness or if their trait is pessimistic, hit them with something they absorb, etc.)
Neutral ones will be rare and will have HIGH rewards. They are regarded as very wise and will be difficult to convince. Their Traits will have special ways to convince them.
Here are the Traits for each Group:
GOOD Traits (Indicated by Blue Names)
Honest = Tell the Truth
Kind = Show Care
Funny = Show your Funny Bone
Optimistic = Show you see potential in the Future
BAD Traits (Indicated by Red Names)
Fearless = Hit their weakspot
Confident = Hit them with whatever
Pessimistic = Hit them with what they absorb
Wild = Survive the Battle until he's had enough
NEUTRAL Traits (Indicated by Green Names)
Persuasive = ???
Ambitious = ???
Informed = ???
Authoritative = ???
Remember Final Fantasy 2?
No... not for the SNES but for the Famicom.
Remember how that had a neat Keyword Mechanic and how almost every NPC reacted to the Keywords (To be Fair, most of their responses were "?" lol)
I will implement that and have every NPC tell you something about every Keyword.
You will receive a bunch of stuff if you say certain Keywords to certain NPCs.
lol for those that just wanna fuck around. (I saw a Touhou sort of Script for VX... i might throw that in, just for lolz)
Remember your Friends? That one Robot dude, that Abomination with just one eye and a Silent Puppet? Yeah... they were kinda there in the first 2 Games.
I'll give them proper Stories in the 3rd, but only if you want to.
This will be completely Optional for each route, but you will receive something for it, don't worry.
I'll also not forget about the NPCs, i'll give each one a lil' bit of Backstory and Character.
5? Why not 3?
Ok, so i kinda hated how Undertale handled the 3 different Routes with their endings.
Like, let's say if you kill EVERY monster and like hit Metatton not hard enough you will get the neutral ending... that made sense...
There will be more variation in the endings you approach.
-True Pacifist Ending
Never killing anything.
Never killing anything, but also not really helping out anyone.
Kill some Monsters.
Killing a bit too much...
Is this going to be too much for me? Is this just a promise I will never keep? Am i a madman who has way too much Time?
You tell me, i don't really know.
Either way, i will inform you once i'm done with the Game.
Cheers, fam! ~Shin
About the World of Perang Cemen Devil Boy Quest (Year 777 G calendar)
In a world, where monsters take the forms, one boy is fated to change everything forever.
The plot starts when Lexar, hero of this story, has a dream of the god Zukan who commands him to take up arms, become a hero worthy of him and slay the legions of monster that attack humans everywhere. However, Lexar has another ideal: coexistence between human and monster, something Zukan would not approve of.
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)
Evented Crafting System
The crafting system is evented, and therefore, will be original.
Minigames have been added. They are all card games at the moment. We may/may not see a variety by the end.
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.
Going to try to make the maps less box-like.