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.
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!
WARNING: The following review contains sensitive material, including but not limited to, sexual innuendos, nudity, and tig biddies. If any of the following scenarios offends you or simply cannot stand these sorts of things, or if you are a lolSJW, please pass this review up. Otherwise, go straight ahead and look at your own discretion. You have been warned. This is in big bright red letters to tell you that you have been warned.
Valkyrie Drive -BHIKKHUNI- is the newest hack n' slash created by the wondrous and illustrious people who made the Senran Kagura series. I...use that term loosely. More like perverts. Replace people with perverts. Anyways, Valkyrie Drive breaks off from the traditional hack n' slash route that the previous games had and replaces it with a more fluid, engaging, and....perverted style of combat. 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.
I wish I could say something about the story except big tiddies.
Actually, the game is kind enough to let you know the entire plot of the story in the most boring way possible: tell, don't show.
So because all of these girls miraculously got infected with a virus that turns them into lethal weapons, they have been "sent" to various islands which were built in order to "cure" the disease. One of the islands, named Bhikkhuni, acts as both a typical high school environment coupled with a beach resort-esque feel, along with training grounds for combat.
The story opens with two girls. Yes, they're all girls in this game. The game follows Rinka and Ranka Kagurazaka, who have just arrived on Bhikkhuni and are being treated for their infection, which the inhabitants of Bhikkhuni call "V-Virus". The "V-Virus", in short, allows girls in their teens and twenties to tap into their potential and their feelings to create weaponry in combat. Or just use it as an excuse to get naked. Unfortunately, Rinka is a fucking clutz and loses the boarding passes after they arrive on Bhikkhuni, so now they must fight their way through local hoards of defensive robots in order to showcase their skill. After that, you'll get two more characters who join you: Mana Inagawa and Momo Kuruzyu. The former we like, the latter we hate.
After that, the director of the island, who also has big tiddies, comes to greet the four girls who are conversing.
It's here that the story kind of takes off, as the Director tells the girls that they have a special strain of the "V-Virus", known as the "VR-Virus". The director also then explains to the girls that there are other inhabitants on the island who have the same strain of virus as they do, and that there is no cure to the "VR-Virus". As of yet. However, one of the ways the director suggests of coping with the virus to fight other girls who host the same virus. So yes, we have a bunch of scantily-clad chicks fighting each other on a daily basis. Sounds like every boy's dream.
As the girls train, they come across the Four Pillar Gods, each representing a different integral part of a fighter. There's Kongo, who represents Strength, Gauzongo, who represents Technique, Dai-somethingorotherIcan'trememberallthesegoddamnnames, who represents Vitality, and then at the top of them all is...you know what, I'm just gonna call it Red Dragon because I can't be bothered to remember all these goddamn names. We're just calling them Stony Girl, Red Dragon Girl, White Tiger Girl, and then Green Dragon Girl at the very top.
And yes, they're all girls.
There are then three more other girls that make an appearance in the story. There's Viola (we hate her), Manpakumaru, who is a ravenous glutton and eats all of the food in sight (we hate her), and Koharu, which is the head of pretty much the "Student Council" on the island (we're iffy about her, she seems cool but she seems like too much of a badass to be goodie goodie two-shoes).
That pretty much, more or less, explains the plot of the story. Some of the girls have their own intentions as to their way of expelling the virus from their body, whether it be backstabbing their closest friends in order to be recognized in terms of power, or just rising quickly through the ranks of the society on the island.
Also, you'll never guess which one the older one is. Go ahead, I dare you.
So, story. .....Boobs.
Lots and lots of oppai.
This is where most of the magic happens.
As I said, Valkyrie Drive is a hack n' slash that follows the same formula as the previous games in the franchise, Senran Kagura. However, when I first got into fighting, I was actually surprised at how many different mechanics and options there are in combat. Different from Senran Kagura and the games before it, the combat feels much more fluid and much more "flashy" (that wasn't a double entendre I swear) than the previous two Senran Kagura games. You kill stuff with X and Y, and you can chain together various attacks and combos with those buttons. Nothing special really, right? Then we get into some more complex features of the game like Launcher attacks with B, dashing in combat by holding down A, and being able to chain together attacks in different fashions according to how you dash. Like for example, using a Piercer Attack (holding down B )and then Phantom dashing (Holding down A) and then using a Piercer Attack again will result in something called a Phantom Strike, which will increase your Attack temporarily. In the same manner if you Launch someone, Phantom Dash to them, and then press Y for what they call a Spike Attack, you'll do a Phantom Fall, which then increases your Movement Speed slightly temporarily. There's a lot of interesting mechanics in the game.
As I said before, combat is really really enjoyable and fun. Probably one of the best parts of the game so far. Each character that I have played as up until this point (except for Viola, Manpukumaru, and Koharu) all have their own individual quirks and combos and toolkits in combat that make them stand out from the other girls. Except for Ranka, who we all know is Yozakura. I mean, look at those goddamn fists.
The Lock-On mechanic is great. It tracks your opponent where you actually want to track your opponent, which is great in a fast-paced game like this. There's a lot of enemy variety in the game: you'll have annoying enemies that stay permanently floated up unless you Phantom Dash to them and Spike their flat asses out of the air. Then you have enemies who create defensive bubbles around themselves and other enemies that you first have to deal with if you want to stand a chance of doing damage. And all in all...it just feels so flashy and ridiculously sexy.
In this game, you take two girls with you into combat. One is called your Liberator, which does all the fighting, and the Extar, who provides backup benefits in essence and allows you to "Drive". By the way, I've been driving since I was 19 so I never took the tutorial on how to Drive. Big mistake actually, when I got my ass pummeled into the wall trying to beat an enemy character who used Drive. Anyways, Drive is an important mechanic because, not only does it boost your Liberator's combat prowess, it also makes your Extar strip clothing based on how high your Drive Gauge is with them. There's First Drive which is ehh, Second Drive where they tear their clothing, Third Drive where they strip to lingerie, and Final Drive where they are.....yep, completely naked.
In the interest of keeping this somewhat PG-13, I'm gonna go ahead and omit any kind of imagery that details that.
But Drive animations look cool and the end result is badass.
So as is a trademark in Senran Kagura games, the more girls fight, the more their clothing gets ripped off. The first stage is their clothing being torn, the second stage is being stripped down completely to lingerie, and then, if you finish your opponent off with a special move, called a Drive Burst, makes them completely naked. Their Liberator AND Extar.
So the following actually contains sensitive material just to show you how you can accomplish that. It's actually really quite funny but you've been warned.
Anyways, finishing this section up, because you know, we have to get ourselves cleaned up after all that fighting, ahem...
There's actual bosses. And there's actual strategy involving these bosses. Crazy, right? Definitely something you wouldn't expect from a hack n' slash game, since the principle is to break a certain button on your controller until you win. But there's actually a lot of depth and strategy concerning these boss battles where you can't just simply bum rush the enemy and expect to win. You have to whittle them down first, or activate a certain mechanic, or do a certain something before you can even attempt to engage them. It's really refreshing and a break from the monotony of "Mash X to win" kind of playstyle.
In the main menu of the game, you can interact with the different characters and give them hearts. You can also change their outfit in the Dressing Room and..."play" with them (No really, it's an actual thing I'm not lying). Depending on how many hearts you've gotten you can strip more clothing off from them until eventually they get to the point of being nude. But like I said, I've decided to omit that kind of imagery in the sense that I want to keep this review a little bit tasteful.
There's a shopkeeper where you can spend the money you acquire in battle, called Points, on various CG images, music, costumes, or....lingerie. Oh, and they brought back the lingerie lottery from the previous two games and made it SOOOOOO much better. The fact that it now isn't entirely luck-based and more based on "press the button in the middle of the bar" makes grinding for achievements in Valkyrie Drive so much less painful, especially when you want to get all the lingerie in the game.
Aside from that, big tiddies.
The gameplay portion, despite it following the formula of a typical hack n' slash game, brings some new forefront to the table and interesting mechanics to spice up combat and make it feel refreshing and not-so-tedious. I'm sure we're all tired of mashing the same button in order to win, so you want to mash those girls, right? RIGHT?
Oh, I'll tell you about Quality, alright.
Anyways, the art style is strictly incredibly familiar to me. It's the same artist who did all of the artwork for the fighters in Blade Arcus. I can't remember the name of the guy but that style of art is very very similar and I'm 99% sure it's the same guy. I'll go back and edit it later.
Which is refreshing because in Senran Kagura, everyone looked like a plastic doll with big tiddies on them. Now, characters actually have personality and feeling and I swear that also wasn't a double entendre. The art is nice. CGs are nice and colorful and they all really work well together.
The game also has one of the best opening songs I've heard in a game in like a millennia. And I'm not usually a fan of Japanese music, but this music is incredibly good.
The anime opening for the game is also one of the most orchestrated and beautiful pieces that you would expect from a game about big anime tiddies and girls fighting each other.
Character voices are all great and the VAs all match the particular personalities of all the girls. So far. Also, we still hate Manpukumaru because she sucks. And we still also hate Momo because edginess in 2017 LUL.
So overall, yes, I'd say the Quality hits the mark with flying colors.
In more ways than one.
I'm actually gonna skip Replayability in this review simply because I haven't beaten the game yet, so I can't accurately represent if the game has Replayability value or not. From a hack n' slash perspective, however, after you beat a stage with the opening pair, you can go back and play it again with characters that you want to play in case you want to grind EXP points for their particular stats, or just like seeing that particular girl strut her stuff.
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?:
It has big anime tiddies.
Of course I would.
Best game 2017.
Ahh, I jest. it's not certainly the best but from the first couple of hours that I've played it's actually quite good. Everything about the game just feels so damn sexy and the graphics are actually quite a step up even from Senran Kagura, which already boasted pretty good graphics at the time. With this being a PS4 port, it's surprising they actually managed to keep the rigidity and sharpness of every single texture in the game. The game has polish, lots and lots of shiny oil-ahem, I mean polish, that makes the game incredibly good and worth considering, if you don't mind the constant tig biddies on your screen and aren't afraid of those sorts of things.
This is the first time I've actually done a review for one of these sorts of "questionable" games so let me know how I did.
Overall rating of the game: 8/10. A good game.
As one can see, I'm a very fragile individual, capable of going to pieces at the slightest provocation.
There really is no cure or treatment for this short of immaculate and constant love and affection, which is a harem-based fairytale that is unrealistic, so I'll likely never heal, but I'll be damned if Joe Jackass Motherfucking Cuntwipe Hackershithead gets to win because he was able to screw myself and someone else through their mischief.
This debacle has scarred me, and since there is no chance of healing it...
This broken doll is going away.
Sorry, I totally forgot to make an entry.
Here is my progress and plans for World of Chaos.
Note: Imma do this on the 1st of every Month (I truly mean it this time lol)
Enemy Stats Reform
It has been complete
Quest System Reform
All quests have been carried over to our new system
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.
PROGRESS(Shortened the list to things that matters to you)
Roughly 387 skills (was 381)
Roughly 99 items
Roughly 121 Weapons
Roughly 94 Armors
Roughly 108 Enemies (was 106)
Roughly 210 States (was 191)
17 Actors (13 are temporary)
9 Weapon types (was 7)
4 Armor types
7 Skill types
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. Sheâ€™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
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?
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.
(Been thinking of this for a while, ever since I saw what Flowey says if you start the game after a true pacifist ending, but I felt like writing it out. Really just using Undertale to explore a concept here though.)
Look, I know what the flower said. Everyone is got their happy ending. To go back on that, to rip them out of the timeline and take them back would ruin that. You should know by now, the other possibilities? They aren't so happy. And somethings taint you, somethings are inescapable. Even if you cheat, you still would know you did it. Maybe you don't care. So yeah, taking away that happy ending seems more then a little cruel.
But... Something's bugging you isn't it? Maybe more then one something. Maybe not least of all that happy or not this is still a ending. Yeah, you could leave everyone to their happy life. Except... Can you? What happens to the characters when the story is over? How do you even know if they are really happy? Or heck are even still really there? This is the end of the timeline for you... what if it's the end for everyone else too? Just frozen visions of moments and... nothing after. And really, not everyone is happy, The Empty Vessel, The Jester of Sorrow, The Scion of Hatred, The Forgotten, where is their happiness?
The future isn't written yet, maybe it never will. This is where time stops. Maybe all stories must end. You can go back, to try and rip through reality, find secrets that may not exist. I wouldn't really blame you, even if others might. Isn't that better then a frozen future even if it causes pain? Maybe. Or...
Or... You could look at another path in the void of possibilities, maybe even write a future yourself. Go beyond the timeline you knew, You aren't the only one looking. Maybe, just maybe, if all of you keep a light burning, someday a new path will open forward. All stories must end. Or so they say. But for every ending maybe a seed for a new beginning is planted.
This won't be a long, drawn out entry.
It seems that my IP address is no longer banned on RMW or RMN (but from what I was able to gather it never was on RMW).
I did create a new account on RMW some time back, though I had to use a proxy to get in. Well, it has been since May 10, and I can't even make a fucking introductory post (oh yes, familiar and brutally UNFAIR TERRITORY HERE).
So, I'm asking for someone from here to go speak with a fair admin over on RMW, please, for heaven's sake.
Of course, I don't know of anyone here that has an account on RMW, well, except one unless she moved from there to here, that being Amysaurus.
But seriously, please, help me. I'd try to contact one of the admins myself, but I do not like the idea of pleading an IP Hack case to people that are potentially partial.
I only ask, because I'd do the same for anyone else. Thank you in advance.
Oh, my account name? We'll discuss it not in public if you decide to assist me.
One more thing. It may help if the person who does assist me is both an admin here and on RMW.
The title "Lord" that is in my name; you are not obligated to call me that. Lord is there because of the lore of Vectra himself. I don't, in any types of seriousness, would call myself Lord. Meaning, I will always say it in a joking matter, so if you dislike it, I'm sorry. What I don't like it being falsely accused of being arrogant.
And I find it very funny that, because I don't like being called arrogant, I'm arrogant. So, what you are basically saying is I can't defend myself.
PM me ONE TIME where someone didn't call me Lord and I got mad? Lemme help you out, you won't find one.
I will respect people as I always have. What I am NOT going to allow is for you to disrespect me because if I RESPECT YOU, I am expecting the same back. If you're going to totally disrespect me and disregard my feelings because of the word, Lord, then apparently we weren't friends to begin with because Lord been in my name for years and never had I taken it seriously, so I don't see why you are.
May 31, 2017
Finished writing and coding the states (mostly inspired by Final Fantasy Tactics). We categorize all states into three: positive, negative and neutral states.Positive states benefit the user.
Regen heals 12.5% of Maximum HP each turn. Characters with this status will be tinted bright cyan.
Protect reduces physical damage taken by 33% of the expected damage (the damage reduced is the expected damage, that is, the damage that is sent to the keyboard input window for modifying, not the damage after being modified by the input window)
Shell reduces magical damage taken by 33% of the expected damage.
Haste increases the speed of the character by 150%, re-arranging their turn in the game's internal action list order. Hastened characters animate faster.
Manaregen heals 12.5% of Maximum MP each turn. Characteres with this status will be tinted bright orange.
Manasave reduces MP cost of magics by 33%.
Manashield substitute MP instead of HP when taking damage, happens when MP > 1, (Bravery)% of the time.
Bubble doubles the character's maximum HP as long as the character is affiliated with this status.
Defending is automatically applied when you select Guard from the actor action menu. Reduces the expected damage from both physical and magical attacks.
Invisible will render your character unseen and prevent them from being targeted by the enemy. Aside of that, while invisible, any keystrokes sent to the keyboard input window will be considered correct, further supporting 100% action success rate while invisible.
[*]Negative states harm the user.
KO basically is the state applied to anyone dead/knocked-out.
Poison decreases 12.5% HP at the end of each turn. The character sprite will be toned dark green.
Blind will make the text we need to input at the input window invisible (meaning that you'll be presented by a blank input window and have to figure out the keys by bashing keyboard letters).
Silence will hinder you from using magics, speechcraft, bardsong and basically anything that involves speaking, including ACTing.
Confusion will make your character act deliriously and attack anyone.
Sleep will hinder your character from getting a turn and increases the damage taken.
Paralysis will prevent your character from acting. His step animation will be stopped.
Stun is when a shock damage is applied and the character is temporarily stunned to the ground. The character's step animation will be stopped.
Vampire is also considered a death state. Once a vampire, the character will drain anyone's HP, either enemy or ally, and inflict them with the Vampire status. A party loses if all of the members are vampires. The character will be tinted pale magenta.
Charm allures your unit, forcing them to attack allies instead of enemies.
Oil doubles fire damage taken. The character will be tinted slightly black.
Stone means your character is petrified. A party loses if all of the members are petrified. The character will stop animating and stand still while its sprite is tinted completely gray.
Slow downs your movement speed to 50%. The character's walking animation will slow down.
(to be continued)
[*]Neutral states neither benefit nor harm the user. [To be written tonight]
[*]Re-wrote the weapons (some description errors and some imbalanced formulas). I've also added dual wielding capability to some projectile weapons (four crossbows, all types of handguns and sub-machine guns). Projectiles can only be dual-wielded with melee weapons or other projectiles of the same type (you can dual-wield knife and bowgun, but you can't dual wield bowgun and pistol). Furthermore, dual-wielding two projectile weapons will use two bullets (and more if you're using a machine pistol) each time you launch an attack.
[*]Started concepting the armors.
I'll begin writing the states that will mark its play on the game. I'll also have to incorporate the states into the game by altering the sprites used in the visual battlers implemented by Yanfly's Visual Battlers script (for example, petrified characters will be rendered grayscale, while dead characters will be mostly transparent or at least white-toned).
Finally! After a long set of researching, recalculating damages, et cetera et cetera et cetera, I've finished (well, not 100% though, the states and parameter changes as well as the price is still a work to be done) writing the weapons for the game (by now, it has weapon powers and descriptions).
Be sure to prepare yourself for a really long set of weapons if you open the spoiler box below.
Roughly counting, there are 250 weapons in this game that falls into 37 weapon types and 3 major weapon categories! Whew.
Also notice the description of the Corrupt Rod above. It looks catchy *smirks
Ah, yes. Aside of the weapons, I've also finished writing the ammunition for projectile weapons.
The spoiler below contains the said ammunition containers for equipping in the equip screen. They are all defined in the database as armors.
The spoiler below contains the item counterparts of the ammunition above, that will be depleted by 1 for each projectile weapon usage.
The weapon damage formula has also been written and tested.
Alright, so...where should I start?
I've been developing an RPG Maker VX Ace project. Well, this is mainly aimed for me to learn the ruby programming by doing, but it eventually ended up being a small game. The game would go with the codename #TMoJ. The basic idea of this game is as follows:
Gameplay: Instead of heavily relying on random-driven gameplay, this game uses rapid typing-driven gameplay. That is, the user must type letters showed on the screen at battles to alter the turn outcome.
For example, let's assume that an attack will result in 200 HP damage. Then, a window, the keyboard input window, shows up on the screen, prompting the player to type the letters, say, A B C D E, before its timer runs out. If the user types only 1 letter correct (A B C D E is 10 letters, including spaces), the damage will be truncated down by 1/10 = 20 HP damage. If none is correct, the user will fail the turn.
At case of a critical attack (now -this- is defined randomly by the critical rate feature set on the database), an additional window with flashing letters will pop-up. Each letter typed correctly will enhance the critical attack outcome.
In the enemy's turn, the letters will actually act as a 'guard'. Suppose an enemy attack results in 100 HP damage, and the letters ABCDE pops out on the screen. Typing one letter correct will decrease the damage by 20% (1/5 correct). Typing all correct will nullify the damage. The similar logic is also applied to critical hits.
In case of a dual-hit attack, the damage altered is the damage produced by -both- weapon attack. Suppose the right hand weapon expects 80 HP damage and the left-hand weapon expects 100 HP damage, making a total of 180 HP. The damage outcome altered by the keyboard input window here is the 180 HP damage.
No status ailments will be inflicted upon the target if the attack is nullified.
This game features techniques and magics.
Techniques are special skills that are unique to each class and can be executed without inputting characters to the keyboard input window. For example, the First Aid technique restores as much as 10% HP to critically wounded characters.
Magics are special skills that involves MP usage. Unlike conventional RPGs, Magics in the #TMoJ RPG are casted based on pre-defined spells that the player needs to input on the input window. For example, let's take the spell Fire, which inflicts fire damage to the enemy.
To the gods I pray (completing at least this line will net the caster with the weakest Fire spell. The damage? Let's assume the expected damage is 100, just count the number of correct characters divided by the number of characters from the beginning of the first line to the end of this line and multiply it to 100).
With uttermost faith and belief (completing the first line and inputting at least the first letter of this line will net the player with the second Fire spell, significantly stronger than the first. Damage calculation and reduction is similar to the first, except that the expected damage will be different since a different damage calculation formula will be used).
That you might burn the enemy before me
Bestow them with your warm nether embrace
[*]Once you finish one line of quote, a new line of quote will appear. Since the spell has four lines of quotes, it has four levels, and therefore a fast typer can use the strongest Fire spell early in the game--if you manage to ramp up the spell quotes to the last.
[*]Unique Skills are skills that are unique to some story characters.
[*]Statistics: The maximum amount is 99 per item, except projectiles, which can rank up to 999 per item. Levels may go to maximum level 99, as well as the parameters (Max. HP and Max. MP are 999 maximum, note an exception).
Available elements: Fire, Ice, Thunder, Water, Earth, Wind, Holy, Darkness, Divine, Physical.
Each character (ally or enemy) will have the following parameters:
Health Power (HP) 0-999
Magic Power (MP) 0-999
Physical Attack Power (ATK) 0-99
Magical Attack Power (MAT) 0-99
Agility/Speed (AGI) 0-99
Fortune/Luck (LUK) 0-99
Bravery (BRA) -- inspired by Final Fantasy Tactics, the Bravery parameter defines the character's courage. This parameter is used for damage calculation as well as other purposes that involves the character's courage. 0-100
Faith (FA) -- inspired by Final Fantasy Tactics, the Faith parameter defines the strength of the character's belief in God and other unnatural phenomenons. This parameter is heavily used for magic calculation as well as other purposes that involves the character's faith. 0-100
Critical Rate -- defines how often this character deals critical damage and pops out the critical keyboard input window.
Counterattack Rate -- defines how often this character reacts to an attack by delivering a counterattack.
HP and MP Regeneration rate.
Target Rate -- defines how the enemy will prioritize this character in their attack targets list.
Guard Effect Rate -- defines how sturdy this character will be when guarding (selecting the Guard option from the menu). The guard option will decrease the expected damage delivered by the enemy, which can be further decreased by correctly inputting letters at the keyboard input window.
Pharmacology -- defines how this character will react upon being healed by chemical items: will potions heal exactly 30 HP, 25 HP or even 40 HP to this character?
MP Cost Rate -- defines how this character will spend his/her magical power efficiently in casting spells that involves magic power.
Experience Rate -- defines how fast this character learns from combat experiences.
[*]The weapons in this game are divided into several categories: One-Handed Weapon, Two-Handed Weapon, and Projectile Weapon.
A one-handed weapon is a weapon that is equipped only by one hand. This type of weapon supports dual-wielding. The weapon types that fall into this category are Knife, Sword, Flail, Ninjato, Staff, Scale, Mace, Rod, Book, Knuckles, Katana, Lightsaber, Club, Hammer, Whip and Boomerang.
A two-handed weapon is a weapon that can only be equipped by both hands, disabling dual wield as well as shields. The weapon types that fall into this category are Fans, Pole, Cloth, Instrument, Handbag, Fellsword, Knight's Sword, Slingshot, Polearm, Doublestick, and Scythe.
A projectile weapon is a weapon that uses projectiles. All projectile weapons are two-handed. Each attack fired will decrease the number of the equipped projectile by 1. Attacking with empty projectile will result in a guaranteed failure. The weapon types that fall into this category are Crossbow, Axes, Pistols, Shotguns, Rifles, Machine Pistols, Grenade Launcher, Rocket Launcher, Bow, and Handbomb.
Each weapon has their own weapon power that is used in damage calculations. In case of projectile weapons, their weapon power is that of the weapon power, plus the weapon power of the equipped projectile.
[*]The armors in this game are divided into several categories: Light Armor, Heavy Armor, Magic Armor and Projectile Containers.
Light Armors, Heavy Armors and Magic Armors all modifies the parameters of a character, specifically Maximum HP, Maximum MP, Physical Attack, Magical Attack, Agility (Speed) and Fortune (Luck).
There are various types of shields and accessories:
Shields provide extra evasion rate, which in reality, alters the timer of the keyboard input window. It increases the timer count, making the timer slightly longer.
Mantles provide extra evasion rate and works similar to shields.
Armlets provide various effects, enhance magic damages and shields the wearer from a small range of status ailments.
Hair Adornment hinders the wearer from a wider range of status ailments as well as increasing maximum HP and MP.
Boots alter the number of numbers and symbols the character needs to input. Normally some enemies, especially at the near-end, will spawn a mixture of spaces, characters, numbers and symbols to the input window. Boots will take care of this, from a small degree to completely eradicating those peculiar numbers and symbols.
Gloves provide parameter changes.
Rings alter the number of words the character needs to input. This is beneficial especially when casting magics and fighting enemies in the later part of the game, as the characters the player needs to input will no longer be random jibberish letters, but sentences and paragraphs.
Necklaces alter the number of characters the player needs to input. It can increase and decrease the number of characters based on a specified number (for example, -1/+1 means decreasing one character when the wearer attacks and increasing one character when the wearer is attacked).
Belts alter the number of spaces the character needs to input.
Perfumes provide positive status ailments to the wearer.
Pins alter the number of uppercase characters the character needs to input. Normally some enemies will spawn characters in mixed upper and lower characters. Pins will take care of this, from a small degree to completely render the characters either uppercase or lower-case.
[*]Defense and Magic Defense is not used in this game.
[*]Projectile Containers will always correspond to its Projectile item counterpart. For example, a Leather Quiver will always carry Birch Bolts for use within a crossbow. The projectile container will be equipped in the bottom equip slot (Ammunition) at the equip screen. Each fire of a projectile weapon reduces the number of the projectile item counterpart owned by the party by 1 (or more, in case of machine pistols).
Bowgun Bolts are for the crossbows.
Slingshot Projectiles are for the slingshots.
Handgun Ammos are for the pistols.
Shotgun Shells are for the shotguns.
Machinegun Ammos are for the machine pistols.
Grenade Rounds are for the grenade launchers.
Rockets are for the rocket launchers.
Arrows are for the bows.
Handbombs are for the handbomb-type weapons.
Rifle Ammos are for the rifles.
[*]The items in this game are divided into several categories: Recovery, Thrown, Synthesis, Projectiles, Key Items and Memory Items.
Recovery items recover the user's condition, such as restoring HP, MP (TP is unused in this game), or removing status ailments.
Thrown items are used by special throwing classes for attacking the enemy. For example, shurikens, for ninjas' throwing.
Synthesis items are used to craft new items and ammunition.
Chemical synthesis are used to craft potions and other chemistry items.
Blacksmith kits are used to craft new melee weapons from weapon parts.
Firearm kits are used to craft new projectile weapons from weapon parts.
Gunpowders are used to craft firearm ammunitions as well as arrows and bolts.
[*]Projectile items are used to fire projectile weapons. See the explanation above for more information.
[*]Key items are used to unlock certain quests, advance through the story or for other purposes.
[*]Memory items are stored between games to mark the story progress. There are at least 10 endings in this game. Memory items are stored between replay attempts, even in different storyline and dimension, to alter the progress or even the ending.
[*]Storyline (trying to exclude spoilers as many as I can do here). Heavily inspired by the indie game Undertale, the player can choose between ending this game peacefully by not killing anyone or slaughter every enemy this game has to offer.
There is an 'Act' and 'Mercy' menu to peacefully end battles as well as to interact with the enemy. Bravery factor plays a part here (frightened characters will speak in a different manner than a brave character).Unlike Undertale, #TMoJ plays in a party-driven game. Where the character (the protagonist/the player) is not alone, a random character will be picked to perform an action toward an enemy. For example, if the party consists of Character A and B, each 'Act' will be performed by either Character A or B in one time, not both at the same time. 'Act' and 'Mercy' will be available in the party menu.
[*]Random enemies are spawned on the map by their leader's sprite that approaches the character. For example, you'd meet a slime sprite that approaches you for a random battle.
[*]If you end the battle peacefully (no one dies), the enemy disappears within a ball of light. If you slaughter them all, the enemy disappears without any traces (or even a blood spill, in case of human enemies and enemies with flowing blood).
[*]The character can show the enemy group 'mercy' after some interactions or after decreasing their Health Power to critical.
[*]There are 10 different endings in this game, at least.
[*]States: This game offers a wide range of states...not going to write this for now. What's important at this point is that there are three states that will be considered 'death state' by the game: Dead (0 HP), Stone (the character is petrified) and Vampire (the character turns into a vampire). Inspired by Final Fantasy Tactics.
[*]Scripts: Aside from self-written scripts, this game uses the following:
Neon Black's VX Ace Star Passability bugfix.
Neon Black's Display Rounding Error bugfix.
Neon Black's CP Keyboard Input script.
Yanfly Engine Ace: Core, Message, Message Actor Code, Adjust Limits, Battle Engine, Element Color Popup, Enemy HP Bars, Battle Commands, Cast Animations, Visual Battlers, Equip Change, Death Transform, State Animations, Victory Aftermath, Equip Engine, Barehand Trait, Enemy Levels, Learn Skills, Event Chase Player, Event Window, Force Move Tiles, Gab Windows, No Encounter Region, Slippery Tiles, Item Menu, Menu Engine, Save Engine, Shop Options, Menu Cursor, System Options, Call Events, Call Random Battle, Debug Extensions, Spawn Events, Party Music.
Fomar0153's Dual Wield -> Free Hands script that enables two-handed weapons.Some of the scripts above are adjusted accordingly to suit this game's need (especially those involving projectiles and weapon power display on equip screens)
String Chopper: Chops a specified string for each i characters and returns an array of the chopped strings ("HAHAHA" -> ["HA", "HA", "HA"]. Used in generating strings for display in the keyboard input window.
Random Array Picker: Randomly picks n elements from array a and returns an array that contains the randomly picked elements.
Weapon Power: Implements the weapon power functionality, adding a 'wp' property to each weapon that functions as the weapon power that can be defined via note-tagging. The weapon power is used in damage calculations.
Bravery and Faith, inspired by Final Fantasy Tactics, adds the Bravery and Faith parameter to each actor and enemy by note-tagging.
Timer Input Window defined as class Timer_Keyboard displays a window where the character must input a set of characters and calls methods to determine the outcome. This window is used both in combat and in map. Requires the CP Keyboard script.
Weapon-Specific Damage Formula: using the weapon power parameter above, each weapon have their own damage formula. This script handles the attack skill by passing some parameters to determine the attack damage.
[*]Graphics... crap. I can't do this one. Until now, I've been going along with the game's default graphics set (since I haven't even started to tinker with the game graphics yet). I will obviously need a graphics artist, mind you.
[*]Music... *raises my hand and waves at the camera*
[*]Testers... still a really long way to go before I can even hand this game out for testing. But if you're interested, I'm glad.
The posts on this blog category will heavily focus on the updates for my project above. This project will be purely non-commercial, since it was first written for learning Ruby programming. As such, no profits will be given, and will be taken, to and from me. If you're interested in getting involved, I'm happy I'll tell you later when I've finished roughly 50-70% of the game (in the meantime, I'll use the RPG Maker VX Ace default graphics and musics. In the meantime)
But do mind that I'm entirely new to this scene, and such I am open to doing various mistakes. Therefore, much guidance are welcome and much appreciated, Since this is a non-profit project, I cannot guarantee something that involves financial matters. :'3
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.
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'.
Some damage formulas created by using weapon power (though creativity -is- limitless):
The comments box below are open for further discussions. Ideas, suggestions, critiques and feedback are always welcome! <3