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My 2.5 years journey of game development

Hello all, Just thought that I would share a bit about my game development experience in these past 2.5 years to those that are willing to listen. Hopefully someone finds this interesting or helpful. 2.5 years ago, I had an ambitious goal to make one of my stories come to life. As a programmer, making a video game had always been a dream of mine and I thought what better time to make a game than now? I knew from the beginning it was going to be a difficult journey, so I researched all I could at first before fully committing to the project. Even with all the research, there were numerous factors I did not foresee and things I wish I had taken into account. After finishing the basic framework and refining the game mechanics, I gathered several talented friends and pitched them my idea. Despite the small budget, we had to work with, everyone was on board. Development was progressing and I started seeing my dreams become reality. Unfortunately, my team members begin to lose interest as time progresses. This was when I learned the importance of team morale and the difficulty of commitment. There was a period of time when I was the only person working on the project, and had wanted to quit several times myself. But then, I realized I have too much attachment to my project so I continued to persevere and it was well worth it. Eventually, developing the game became an enjoyable experience rather than a struggle. The whole process opened my eyes It broadened my experience in not only coding and debugging, but also art, sound design, and how to effectively convey mood through the environment. I became more independent, having to take on multiple roles because the team spirit we had was just not there anymore. I did not have a concrete road to follow, but I knew that if I wanted to see this project through to the end, I had to get my team back on board. Team management and sustaining everyone’s motivation took a lot more out of me than I expected, but the hard work paid off. I eventually managed to finish a “skeleton†version of the game and rekindled the spirit of the core members on the team. With everyone back together, we established a clearer direction to the game and it really helped align everyone’s vision. As we progressed, I realized how limited our resources really were. Our team was too small, and we really needed more experts in different fields. This was when I learned another valuable lesson in game development. Sometimes, reaching out for help and being willing to pay for quality work can go a long way. I started to pay for quality work from several different artists and the impact it had was beyond my expectations. After seeing how much the art affected the whole game, I became more willing to save a little more of my paycheck to invest in the game. There were rough patches along the road, but we managed to sew most of the game together and I’m very proud to say that the game is nearing 100% completion! Reflecting back on the experience, I really wish I spent more time finding the right motivation for each individual on the team to continue with the project early on. This was a critical mistake and it set us back more than I’m willing to admit. I also wish I spent more time figuring out the best quality of each team member and better utilized their talents from the beginning. Due to my lack of experience in game development, I spent a lot of time focusing on improving my knowledge, but neglected the team in the process. Even so, I’m very content with the state that the game is at today and I couldn’t have done it without the hard work and perseverance of my team. A word of advice to anyone attempting to create an indie game with a small group: Be a team, be willing to spend on quality, and be patient. Whether the game is successful or not, the work we have done so far has definitely been worth the effort. Seeing an idea come to life is one of the most satisfying rewards. I’m uncertain where the game will go from here, but I am excited to take the next step to really getting our game out there. Finally, I leave you all with a list of Dos and Don’ts that I learned from my experience. Hopefully it can help someone. Do: Use an existing game engine, it will save a lot of time.
Research up on games with the same genre and study them to get ideas.
Write up a story/gameplay script and go over it with your team to compromise on a vision before jumping into development.
Hold multiple sessions with the team in gathering feedback, ideas and criticisms.
Have a test run of the game often to find bugs and glitches.
When fixing problems, always strive to fix it fully, never give up on a problem just because it is difficult.
Always think of the players and how much fun they will have playing the game. Having a good GUI is very important.
Be willing to spend a bit of money if you can for quality work. The impact is surprising.
Invest time in fueling the team spirit. Your team is everything.
Don’t: Throw away artworks that artists draw for you, be resourceful.
Depend too much on others to help you all the time, you will be on your own sometimes.
Give up on your team members, each have quality talents that need to be utilized correctly.
Give up on yourself, quality work requires perseverance.
Rush the game and release an unfinished product. It is better to take it slow and deliver something with more quality.
  For those interested, check out our game project at: http://steamcommunity.com/sharedfiles/filedetails/?id=887509287

FluffexStudios

FluffexStudios

 

New characters - Haunted Hills

I have been continuing working on graphics for commissions, my own game "CHRONICLES OF HONOR - Age of Heroes", but I have continued my work on Haunted Hills. I have added more character types to my game, other than just women who work the streets to expand the reality of being in that situation. There are people of various levels of risk at being a victimized and how likely they are to be noticed being missing. The one thing that will not be in my game, as it doesn't fit the theme is that this game will not have any male characters in it. I am actually planning on having men in the next game, but this game or any game does not have any romance in it.   Okay, so the new characters are as following, but are currently not named or place holders for now.   Diane - A woman, who served in the army, but due to nightmares that she suffers from and an addiction to drugs has led her to losing her job and house. Her family hasn't seen her in years and mostly, she pan handles to get money for whatever she needs. She goes to the center, once or twice a week to get her money from an ex-spouse who isn't aware of her hardships or if he does, he doesn't seem to care. VICE: Drugs, alcohol Strengths: Her strength is that she knows quite a bit about fighting, when not high on something or drinking. Weaknesses: She can be cruel, fights when on drugs or drunk, and fights very suddenly. Uncertain: It is believed that she might have PTSD, but other people just think that she's hiding a deep pain inside that she doesn't like to talk about.   Rachel - A runaway, who likes to hang out at the beach and is apart of a band called the 'Death Angels' and ran away from home, away from her Catholic family to become a big star. Death Angels is mostly an underground band right now, but she she trying to get it into the big stage. She and her band live in a single apartment and work part time jobs. The sad thing is that she swears that her band is going to find her at any time and that they're going to make it big. Vice: Seems pretty normal, actually Strengths: Kind and sweet, with a bit of sass to go along with it. Weaknesses: She actually can say one thing, and say another thing to someone else. She can turn on you in an instant. Uncertain: Does she have a band or is there something wrong with seemingly average girl that doesn't fit in with the group of woman whose activities all involve the street in some way.   Michelle - Another woman, who has lots in common with Diane in that they are both addicted to drugs, only Michelle has turned away from drugs when she got pregnant with her twins. She still works the streets to earn money for college and lives with a three other women in the same situation. She has been beaten, robbed and raped (Two times in the last five years), but only once when she was working as a prostitute. She hasn't been arrested, since she had her children, but has been fined and ticketed over the years. Vice: None, only a few cigs and maybe a drink from time to time Strengths: She is fierce, determined and it is one of the reasons that she has survived over the last year in this horrible place. There is a humanity about her, as she tries to survive the best that she can without killing anyone and will not attack first. Although, she doesn't trust people enough to turn her back on them, either. Weaknesses: Her lack of trust is what is her biggest problem, as she has seen women with PIMPS who are beaten and even, murdered at the hands of their pimps.   Candy - (real name not known) - She is a former exotic dancer, who burnt her bridges, because she was underaged when she started and even, did porn underaged, too. Now, she is 19 years old, and recently turned to prostitution to earn money. She has a real hatred of men, as it is believed she was molested by her father, uncle or close family member. She has been arrested for stabbing a man, even arrested for assault, but she claims that they were trying to attack her, so she defended herself. Vice: None known Strengths: None known Weakness: No one can get close to her to find out what her strengths or weaknesses are, as she apparently doesn't trust anyone.   ( == ) My inspiration still is to have a group of people that people seemingly think deserve their fate and me, I am saying that this women have stories, lives and the only thing that they deserve is that they should be safe any where. No one should be forgotten, not even if they are doing things that they shouldn't or things you disagree with. I wanted to create a story with a group of women, facing a horrible situation where you can, either pull together as a group or doing the wrong things. This game has three endings, a good ending, a neutral ending and a really bad ending, and I might create a secret ending... I am still trying to figure out how to have a better way of creating the endings.   Those are my new characters, but as usual, there is something more going on in this city. I do hope that people will, at least, give it a try. I am going to be selling it for $5.00, in hopes of making enough money for a new computer tower, so that's my ultimate goal. I will say this, though, none of my characters, even people who are the antagonists are throw away characters and each has/had a life, feeling and reasons for doing what they are doing. In the first game, I was making for a contest, I was pushing myself to get it done, because I was trying to make a short game and in a short amount of time. If I had been more honest with myself I would have decided that this game isn't going to be the right game for that contest and taken more time to get it finished.   I left things out of the game that should have been in there, if I had more time that is. This time is going to be very different and I am going to have more interaction with the characters. Jason, the antagonist isn't going to be seen in this game and it isn't even certain if he is in the city. Carol, the woman that he is looking for and believes that he finally found is his wife or girlfriend. It is his intention or their relationship that you will discover as you search your way through the city and avoid traps..

Cait

Cait

 

Good Night

My laptop screen can't be calibrated. Oh well. I guess this turns out fine... (Uploaded on my personal imgur acount)   True Story: My printer/scanner died just a couple of days ago. I only had blank post-it notes, a kiddie pencil, my smartphone (camera), a creaky-old office laptop, and Photoshop. Voila! My post-it note artwork was born.  

Pokémon Trainer

Pokémon Trainer

 

Random Fighting Game Brainfarts: Tier Select and Example

So here is a kind of weird and probably impractical idea I thought of a while ago while thinking of how fighting game characters tend to break down into tiers (warning tvtropes, yadda yadda yadda): What if the player could select between differently balanced versions of the characters? Not really even in terms of stats like speed and defense, but in terms of tweaking the moves. I won't necessarily say this would make all competitive balance stuff a non-issue, far from it. But it does allow for a bit more experimentation and shuffling nerfs and stuff around. Plus it could be a great way to make arcade-mode bosses and other stuff.   I have been thinking it off and on, and recently I was jokingly thinking about how my cute fairysona would work in a fighting game (come to think of it they might fit in with the Darkstalkers cast at least, that series could use a fairy character), and how a tier select would work out. Not getting into exact movesets or anything, but...   Name: Kayzee Lalee'lay Lalilulelo True name: A lady has got to have her secrets. And no it's not 'KilloZapit'. Feel free to guess! :3 Fighting skills: Wind magic, nature magic, basic hand to hand fighting skills.   Low to High Tiers (Normal character tiers): Quote: "No need to be violent but if you insist, let's play for a while!" Stage backdrop: Nighttime pond under a full moon with flowering lily pads in a forest with glowing lights and fairies playing or watching... very much like a RPG Maker VX Ace title screen actually. Or maybe a ring of mushrooms. Stage music: Something like .Special Moves: Wind cutter, Tornado, Fairy dust Super moves: Gale, Forest friends, All Seasons At Once (ex) Other features: Glides or stays in the air when up is held after a jump. Combos usually involve weaker but fast moves, good anti-air. Low tier may have more child-like sprites, less reach/priority/damage, but short enough so a lot of attacks go over her Mid is made to be the most balanced. High may add teleport dashes, gliding kicks/punches with better priority, but is slower and harder to combo.   God Tier: Nature Goddess (Boss character, Such as M.Bison or Rugal which may have gimmicks that break normal gameplay) Quote: "Ah, so is ever the tale. Children such as you, ever curious, seek themselves in power, for it is the only language they truly understand. To seek, to gain, or to lose, the game is all they know. Still the curious child is an amusement to us, so let us enjoy a spirited conversation in our first language!" Stage backdrop: Same with a golden moon, moonbeams glowing from above, more flowers, animals and fairies respectfully and excitedly watching. Stage music: Something like .Sprite changes: More adult, closed eyes, glowing light trailing after her, a wreath of flowers, serene smile, may open one eye and smirk a bit when using specials and supers. Has much of the stronger attacks of high tier while retaining most of the speed of mid tier, can teleport behind opponent when parring.   Eldritch Tier: True Fae (Final Boss, such as Onslaught/Abbys/Galactus which totally break normal fighting game conventions and logic) Quote: "Tsk, tsk, tsk... You really went to a lot of trouble to get here you know? It's quite rude snubbing me like that. But don't worry, I understand! You just really wanted to see my punishment! Hehehehe,,, Okay. You win! I will make sure it's extra special." Stage Background: Same forest pond, but shrouded in darkness except for the distorted light of a blood red moon. The fight is watched by shadowy figures with too wide smiles and red glowing eyes. Shadowy insects and creatures shuffle in the dark. Stage Music: Something like .Phase 1: Sprite changes: A bit more childish, eyes turn red when attacking, has a psychotic smile, otherwise perfectly clean, almost doll-like, animations more artificial. Can fly around very quickly in the air and teleport when it feels like it, doesn't flinch, teleports when hit enough (often behind opponent). Attacks are quick melee combos and wind projectiles. Super Attacks: Ill Wind, Dark Miasma, Moonshatter (Ex) Phase 2: Sprite changes: Causes a wooden tree throne to raise form the ground, sits on it and dark tentacles-like vines sprout from it creating a monster that opens dozens of eyes, all looking at their opponent. Slow, attacks mostly though the ground with poison vines and miasma. Super attacks: Falling star, Shadow rush,   Hehe, I know this was silly, just was thinking and I wanted to write something down.

Kayzee

Kayzee

 

Inspiration behind Haunted Hills (in depth)

I wanted to explain further into my inspiration of my game and go into detail. Criminal Minds is a really good show with excellent characters, interaction and had really crimes, suspects and so on. I have always been interested in crime, but Criminal minds got me interested in looking up real life inspirations behind those episodes. In each case, I have found the real life inspiration behind the episode to be more interesting. This is one of the reasons that I put Criminal Minds as an inspiration and the second one, is an episode was really interesting. It was only similar in the fact that the suspect or antagonist captured people who were on drugs and forced them to escape. He had no intention of letting them escape, as he was always going to kill them.   Why prostitutes? Why not make the character some pure holy character, who haven't made mistakes in their lives, gone down the wrong path or facing hardship every day? Because I do not believe in people that worthless human beings, and I think that everyone deserves to be safe. Poor people in general do not truly trust the police and you know why? I do not know about other countries, but this is because many times the poor are subject to police mistreatment. If you add mental illness, color to the mix you often increase the likelihood of being shot by the police. If you have children and are arrested, you will have your children taken away from you.   The police in my country will use any excuse to arrest people in hopes of curbing the crime, and it's called the 'broken window' method. It doesn't work, actually and it actually increases crime, not decreases it. The sad thing is that people forget about prostitutes until they are found dead. I think that prostitution should be made legal for a number of reasons, safety and to do that you need to see their hardships. What type of hardships am I talking about?   1. Pimps - These horrible men use, beat, hunt down, murder and take any money that the girl makes. This is on the verge of rape, because if they do not do as their pimp says, he'll hurt them. There are, also, crime groups that trick young women from other countries that they are moving into the United States legally and when they are there, they are trapped. Why? Because they do not speak the language and are afraid of being deported. I do not know how many women are in this country that face this issue. (To be honest) 2. Drugs - Yes, drugs are not a poor person issue to be honest, and why would it, no one can afford it. That being said, the women who are using drugs and are prostitutes live in a bad side of town, live on the street and sell their bodies for drugs. I do not know how many women that do this, most certainly not all of them, but there is a connection between prostitution, drugs and crime groups. 3. Being robbed, beaten or attacked - when you get into the car of a stranger, you are at their mercy and sometimes people who are not so nice do things that effect you. The more illegal things you are into, the more likely you are to be arrested, fined and that includes if you are the 'victim'. Once, a police officer gets something into his head, he doesn't change his mind and will not listen to anything you have to say. (I have nothing against police officers who try to help the situation rather than jump to conclusions). 4. Murder - The worst case situation is being found dead by a serial killer or killer or even drugs. To me, there are no worthless people and no people who are throw away, with little purpose. This is the saddest case, because it was so preventable and that means to legalize prostitution, legalize certain drugs and have programs that help people to give people a choice. I do not feel that prostitution needs to be illegal, because it actually helps in the long term. Which I will not go into, actually.   My two main characters, Elisabeth and Keisha are from two different lives, but have found themselves on the same spot of life. None of them are on drugs, each of them had a reason for running away from home and one has been a prostitute for awhile and the other one has just started. But the biggest difference between Elisabeth and Keisha is this: Elisabeth can not go home for reasons you discover in game and mostly, it is Keisha's pride that keeps her where she is. Each of the characters are very different with their back stories, so I guess the question of, "Why prostitutes?"   I love to use characters who are not always perfect or have done the right thing in their life. It doesn't matter if they are prostitutes or decide not to be. The true story is that story is about two young women and their relationship with each other. It isn't about men, their relationship with me, but these women lives. So, I do hope that this explains my reasoning behind my game, because I sick to death of "strong" women. These strong women do not seem to face any hardships, feel any emotion and in my opinion to be strong doesn't mean that you are not facing hardships. Strong women have weak moments, too and that includes sad moments, as well. It's like being brave isn't that you are not afraid of something, but your willingness to acknowledge your fear.   If you read this and still have your issues, please feel free to ask questions, but just remember that I do not have to answer. Thank you and have a good evening!   (=^.^=)~

Cait

Cait

 

Introducing Zenori Gravius & Update

I stopped working on the game, forgot to introduce the characters, AND forgot the Boot Camp post. On the bright side, I'm working on the game again and will be introducing the characters one at a time, starting with the main character. As for the Boot Camp post, I don't think that will be happening. It took me 5 hours to tell my brother the ins and outs of Boot, so if you really want to know what it was like, shoot me a message. Also, I'm posting about my game for feedback, not to have characters and ideas stolen. Anyways, without further ado, I shall introduce my main character: Zenori Gravius!   Zenori Gravius is a character that I came up with as a little kid, although the name "Zenori Gravius" has only been in use since 2012. His original name was Lewis Druid (yes, like my username on literally everything). When I got Skyrim in 2012, I looked up a name generator for Imperials, and I dug around and chose a first name (something similar to what became "Zenori") and the last name Gravius. I fell in love with the name, and have always wanted to make him a character. His personality is similar to mine, with minor tweaks. Here is some basic info on him (some info is subject to change):   Age: 21 Sex: Male Hair: Grey Eyes: Grey Height: 6'5" Hometown: Krane Short Bio: No one knows where he was born, just that he shown up in the small village of Krane as a baby in the graveyard. He grew up under the care of the village's resident blacksmith, and as such knows a decent bit about weapons. As he got older and monsters started to become more aggressive, he saw a need for a group to defend the village. He gathered other local youths, trained them to fight, and formed a group dedicated to the defense of the village.   So that's about it for the basics. I know it's not much, but it should give you a vague idea of who he is. When I release the demo, you'll get to see him and three of the other characters more in depth, so keep an eye out for that. For him and other characters, I may mention names of people or places with little to no explanation, but know they will be explained in a post about basic world lore later on. Anyways, that's it for this time. Keep an eye out for the next character soon!

LewisDruid

LewisDruid

 

World of Chaos Progress and Plans VII

Here is my progress and plans for World of Chaos. Note: Imma do this on the 1st of every Month   NEW FEATURES Skill/Skill Type Damage Rate Now, not only will you get things that strengthen elements, but you'll get things that strengthens a specific skill or skill type (melee, magical/ranged, and abilities).   Damage Formula Reform (Completed) The game now uses a 1:(2/3) ratio instead of the default 1:0.5 ratio. PLANS Weapon stats reform There will also be a reform for the weapons. Some are too strong and some are too weak. I also have to reform the rarity levels (Equipment set, legendary, legendary artifact, and unique (new one)).   Quest System Reform Still have to add some quests over.   Equipment differentiation I want two-handed blunts and blades to coexist, but I want them to be different somehow. The idea I have is:   Two-Handed Blunt Weapon: Ignore 22% Armor (for melee attacks only); +5% MP Cost Rate   Two-Handed Blade Weapons: +22% Melee Resistance; + 5% MP Cost Rate   The idea is that both of these two-handed weapons will negate each other and even it out.   Two-Handed Scythes (Battlemage weapon): Ignore 11% Armor, 11% Melee Resistance, -20% AGI (Or I might replace the AGI penalty with the +5% MP Cost)   Battlestaves: People who use these will be able to equip shields (Scythes still cannot).   I plan on doing something for shields. I plan to give them a +10% Magical/Ranged resistance.   Enemy Stats Reform Due to my damage formula reform, many enemies are doing little to no damage. PROGRESS 14 Quests have been finished. No Quests are in progress. Roughly 381 skills (Was 379) Roughly 99 items Roughly 121 Weapons Roughly 94 Armors Roughly 106 Enemies (Was 105) Roughly 191 States (Was 187) Roughly 133 Troops Exactly 121 Custom Animations (Was 119) Roughly 140 common events 17 Actors 11 Classes Exactly 28 Elements (You need to only worry about 12) 7 Weapon types 4 Armor types 7 Skill types   My focus? Weapon stats reform and Equipment differentiation

Lord Vectra

Lord Vectra

 

So while surfing around my Google Drive, I found a backup of my VX Ace project along with debug versions.

I got curious last night and decided to check my Google Drive. Lo' and behold, I find a couple of interesting files saved onto it. It was the VX Ace version of Recollection and a debug version I have given out to some people for bug testing! I thought I had lost that forever... Glad I had it on there because that was the only other place I didn't look when I lost my VX Ace stuff.   Anyway... I know today is April Fools day and last year I "published" a game that really wasn't a game. It was something stupid I slapped together within 15 minutes. But today I decided to mess around a bit with it in VX Ace (wow it's so different after using MV for so long) and decided that I'm going to go ahead and let you all play it. Please be aware that this is default as default gets! There's nothing really special with it and it will be very buggy and you might run into a few issues and it's is extremely unfinished!   "So, why are you even posting it even if it's not finished?"   Well... I feel that I wanted to show you guys what I have. I have been trying to meet deadlines to push out a demo for you all to try, but life is cruel and it kept pushing it further and further back. Not only that, I wanted to show how far I've came with it and how proud I am for actually getting a simple thought in my head to an actual, somewhat, playable game. With all that said, I am now officially pushing out the unfinished VX Ace demo version of Recollection! I would suggest reading the READMEs in the folder before playing. Though, this is VX Ace we are talking about so there really isn't much to tell you.   Anyways, here are the links:   RTP Version: https://drive.google.com/open?id=0B_-1RuKtCwMYRFZ0bGhsekJNQW8   Non-RTP Version: https://drive.google.com/open?id=0B_-1RuKtCwMYMmt6VktIV1Nzc2c   Happy first of April and hope you all enjoy! Feedback would be great, but don't expect any bug fixes if you happen to find any since the MV version will address a lot of them if any are reported.   Edit:   I just noticed something I left in these extractors. Apparently I had a backup folder in these and I updated the download links so that it doesn't include them.   Edit 2:   I know I said I wouldn't do bug fixes, but it turns out that while playing through the game myself I actually changed some settings in the database that made it impossible for the player to equip any of the starter weapons. Looks like the joke's on me this April Fools day. >.<

KaisoAri

KaisoAri

 

Characters of Haunted Hills: The Death of Innocence

Characters: I wanted to have a story about characters that you wouldn't normally see in a game like a horror game and those characters are prostitutes. A lot of young women, who run away or tricked into prostitution for one reason or another, from abusive relationship, to even being tricked into thinking that they are moving to the United States legally. Not every prostitutes life is the same, but they often share the same path and hardships. Some women have 'pimps' who beat them, force them onto the street, hunt them down when they try to get away, some women are on drugs and sell their bodies to support their habit and no matter what happens, they often do not go to the police. These women do not go to the police, because they will be arrested, fined, and if they have children, their children taken away from them. These women may be robbed, beaten, ripped off, raped (yes, raped, because they wouldn't tell people, because of the nature of rape trials would use their lifestyle against them) and an unknown amount of them are murdered.   There are a lot of stories of women on the internet, who got away from this lifestyle and I am not going to discuss it, only wish to state my inspiration about this game. I am not going to discuss it, only wish for people to see life through the eyes of someone that they might not have heard otherwise. I am not against the sex industry, actually, but I would rather it be legal, so these women can do it in a safe environment and not be afraid to go to the police for any reason.   The only thing that I would like to discuss is my characters, my story and my game in generally and will not discuss my inspiration... whatsoever. I have had bad experiences in the past, with people who started conversations about something dealing with women issues and they are always the same kind people. Thank you very much for your understanding and I am a person who is willing to talk, only if you don't come at me, like you are attacking my point of view.   Cait (==)/   Elisabeth - about to turn 17 years old. She ran away from home for reasons that deal with her father and due to the fact that her mother died of cancer a couple of years back. She believed that she could get a job, but reality has begun to set in, when her money runs out and she is forced into selling her body. She believes that anytime that she will get a job, so truth being told, Elisabeth is still kind of naive about life in general. She can be tough, but that is hidden within her, because right now, she's timid around stressful situations. Can she tap into that hidden strength, with the help of a friend, or will she slowly lose her mind unable to deal with the hardships around her?   Keisha - A young black woman, who ran away from home after a fight with her mother and mostly, pride has kept her from returning home again. She is tough, street smart and is more than willing to tell it like it is to naive Elisabeth, to help her from a life that Keisha has grown to loathe. She has been a prostitute for the last three years of her life, seen things that she would rather not and has been raped and beaten at least, once in her life.   Jason - Mysterious, dark person who is sadistic... Can you discover the secrets behind him, escaping from the city that holds you and the connection to him to Carol, to the past that he seemingly can not let go of. Carol - Jason's girlfriend, who apparently left him for unknown reasons and she is the person that he has been searching for years, because she is the seemingly only person who understands him. She just seemingly vanishes into thin air over 18 years ago, for reasons that he never understand.   Inspiration: Corpse Party, Criminal Minds, real life crime shows Motto: You must escape, but can you do so with your sanity intact!

Cait

Cait

 

Haunted Hills - The death of Innocence

I am taking a break from my big game, due to computer trouble and working on the problem. I won't go into that, but the problem is solved at any rate. While I am working on my commission, I am remaking a horror game that I created for a contest, and using Yanfly suggesting in her comic I am working on the traps, the database and stuff before I get to the awesome stuff of remaking my maps, plus, creating the layout of my locations. I am a bit stuck, because my game isn't a JRPG and that's the game that her comic is about. Sooo, I have to give it a lot of thought about how to do the things that she suggests.   1. Traps - I have a debug room, for my traps and already I have two created. Be wary of blood. 2. Instead of a darkness script, you are free to see everything around you, but I do use a tint to help with the atmosphere. 3. Thinking of layout before I start.   The game is called "Haunted Hills - The death of Innocence" It is a mature game with a young runaway teenager who went to look for work in the city, running away from her abusive alcoholic father, but like most teenagers she doesn't get the job. She ends up becoming a prostitute and like all prostitute, she finds herself taken by a person who means to do her harm. He gives her three days to escape using whatever is lying around and in this game, you make choices. Those choices lead you to an ending that may or may not be good. Can you escape with your sanity intact? This is a mature game, with a mature theme and mature language, with people that are not always remembered in life. My original game is for RPG Maker VX Ace and is one steam, but it isn't the best, as I made it in a month for a contest.   I would not suggest that copy at all, but please wait for the better version of the game. My sister is really waiting for this version of the game and already knows the story, she loves it. I used inspiration from various sort of horror games, from Corpse Party, crime shows (real life crimes) and unlike most horror games, there are no true enemies in this game. Only one, one man and he taunts you in the shadows. I had always planned on remaking it, because this game had things that I couldn't do in a month time and because I saw potential in the game.   I am planning on selling it, though to help raise money for glasses, new clothes and even a brand new computer, if I can sell enough.

Cait

Cait

 

World of Chaos Progress and Plans VI

Here is my progress and plans for World of Chaos.   NEW FEATURES Increase element dmg rate You can now increase your damage output of a specific element. Ex: +25% Fire DMG Rate means all fire damage you do is increased by 25%. Having some issue with specific skills, but this will be done.   System Options You can now change the color of your windowskin (I suggest keeping it red). That is also where you'll be able to change the difficulty system.   Event Window When something is added to your inventory, a window pops up to tell you what it is. One is in the lower-left corner and the other is a text pop-up in the middle. Makes it so I don't have to always tell you what you getting; the game does it for me   PLANS Damage formula reform I've been doing the 1:0.5 default ratio, but the damage throughout the game has grown increasingly large. Ex: a.atk * 8 - b.def * 4 a.atk * 25 - b.def * 12.5   Instead of the 1:0.5 ratio, I'm going to see about a 1:(2/3) ratio.   Weapon stats reform There will also be a reform for the weapons. Some are too strong and some are too weak. I also have to reform the rarity levels (Equipment set, legendary, legendary artifact, and unique (new one)).   Sub-Classes will be revealed on level 20 instead of 25. Each character has a fixed sub-class. It used to be level 25, but they was insanely too long to wait to get it, so I decided to make it level 20 instead.   PROGRESS 14 Quests have been finished. No Quests are in progress. Roughly 379 skills Roughly 99 items Roughly 121 Weapons Roughly 94 Armors Roughly 105 Enemies Roughly 187 States Roughly 133 Troops Exactly 119 Custom Animations Roughly 140 common events 17 Actors 11 Classes Exactly 28 Elements (You need to only worry about 12) 7 Weapon types 4 Armor types 7 Skill types   Quest System Reform I scrapped the old one and added a new one, so I'm converting all of the quests in one script and trying to transfer it in the other. I count only 9 Quests so there is 5 I'm forgetting about.   My focus? All my reforms has been my focus. I'm going to also focus on the WOC Bible again.

Lord Vectra

Lord Vectra

 

Getting back into it again. Also keeping development to my blog for now.

Urf... It has been since August since my last post anywhere? Eh, not too worried about it. I've actually been meaning to come back for a while, but I keep putting it off. Also doesn't help that the motivation wasn't there to keep me going. Ever since moving to RPG Maker MV, things have been going down hill. Lots of progress was lost and many bugs occurred while converting my VX Ace project to MV. It was infuriating and a big motivation killer. It also didn't help I started having eye problems making it difficult to continue working and to fix bugs. And seeing that the thread I have where I would keep most of my updates there (if I had any) got locked, I'm just gonna keep my stuff here in my blog. I just find it easier that way because I can be a little more personal with it. Though the idea of having a development site to keep my updates would be nice and I might end up going that way. I really REALLY want to get back into making my game again, despite using all of these default assets... But I'll worry about personal stuff later.   So... What have I been doing? Besides playing endless hours of Final Fantasy 14 and swapping between Breath of the Wild and River City Ransom Underground, I've been mapping. In fact, I decided to go cold turkey and completely start all over with a clean slate. Most, if not, all of these maps I have been remade. Some may look familiar while others are completely new. With what I have been given with, I have been playing around with the idea of making my own tile sets. Granted, they all look like utter garbage, but the practice and understanding of how to make them is all that matters. My ideas for areas are still up in the air, but once I fully understand on how to make my own tile sets, the default tiles are going right in the trash where they belong. Nah, I jest. The default tiles look nice, but having my own would be better.   Anyways, enough of the pity party. Let's actually show off some maps! I've decided to do a video instead of taking pictures. I figured it would be easier since the option to save a picture directly in MV messes up the entire thing. ...Unless they fixed it. But, yeah, here is the video of the first town (or city...?) named Talkia.     Yeah... It is a bit boxy. I wanted to go for a more... Mountain-y look? Can't think of the word for it, so I decided to go back with the box style I had for my town that had multi ledges.   You will notice that near the south part of the town (where the adventure field would be) is where most of the shops are. I decided to do that because I know the player will be coming back to town to possibly restock, get new gear and replenish their team's health. The top section of the town is where the residents of Talkia live. That's where most, if not, all of the town's quests can be found. I have yet to decide if I should make individual houses for everyone. Or just make one and copy-pasta them with just different residents. I guess I should explain what each establishment is and what you can do there.   My Home / My Room   This is the place where you going to save your game for most of the time if you are not out in the field. It'll also have a storage safe where you can put in extra goodies that you may have obtained. Sadly, you can only hold so much in your backpack, so putting stuff away in your room would be a wise decision.   Mom's House   It's just your mom's house. She may have you do something for a reward. Also during your adventures, you may obtain some cooking materials that your mom can use. And since she is your mother, she'll make the best food she can for her little baby. And depending on the kind of food she makes with the given material you can get some nice food that can give you some benefits. Nothing like home cooking, am I right?   Zack's House   The home of one of your friends. He doesn't have much, but maybe if you rummage through his garbage, you might find something of interest.   Talkia Elementary School F1 and F2 / Teacher's Lounge   Time to go to school! This is where the player can go and be taught some moves that cannot be learned through normal battle. These usually would pertain to weapon skills or abilities that cannot be learned through reading books. However, certain conditions need to be met before being taught on how to do something.   Superior Eastern Inn   Heh... Hehehe, see what I did there? ...No? Well... This is a jab at my current work place called Best Western Inn (a hotel chain) and thought it would be great to add it in. Unlike other games, you cannot recover your stamina. However, you can rest to advance the day further once a certain condition has been met. As of now, they don't rent to locals. Sorry about that.   Talkia Town Hall   Was once just the library, but this time around it's the town hall for the town of Talkia. Here, this is where you can buy books to teach your team certain skills and abilities. You can also access a much larger storage area if you are running out of space at your house. ...For a cost. Also, the local post man and even the mayor may also give you a few things to do to help out the town for some nice rewards.   Sports Shop   This is your basic weapon and armor shop. No... No swords and heavy armor. We're talking about bike helmets, football shoulder pads and baseball bats! You know... Things you would find in a sports shop. There's also a vending machine where you can buy some shakes for temporary stat boosts during battle.   Pawn Shop   I forgot to mention... You can only sell items at the Pawn Shop. You can't just go into a super market and try to sell things you no longer want because that's not how it works, silly! However, not only can you sell unwanted items for some cash, you could also attempt to buy some really expensive weapons and armor. And yes, I'm talking about swords and stuff. I cannot guarantee the swords and armor are real or replicas... But I can tell you that they hit harder than a hockey stick.   Convenience Store   This is your normal item shop. Except here, you can buy tasty treats like candy bars and potato chips! Outside of the store you can find vending machines that'll help recover stamina. This is also the place you work at too... Even when you're not at work, coming into this place still feels you with dread of dealing with the rush of customers. Thankfully, it's your day off.   Talkia Diner   Was once known as the Stop 'N Go Joint, the Talkia Diner offers healing items that heal more than just your standard candy bar or deli sandwich. They are a bit on the pricey side, but it's better than shoving 5 packs of peanuts down your throat. They may also give you some extra benefits in battles, so take advantage if you have the money to spend!   Talkia Clinic   Yes, I know it says Pharmacy... I forgot to change it before recording. Anyways, this is the game's "Inn" where your team can recover their heal and get rid of any bad states. They can also buy some status healing items like bandages, antidotes and even medical kits to help revive fallen team mates. They may also have vitamins to help make your team stronger during battles.   Bus Stop   This will be your fast travel option once it becomes available. However, you need to visit and talk to the attendants there in order to travel to other bus stops. So, as of now, your hoofing it to the next area till you get to the next bus stop.   That's pretty much all that I have to show off. Yeah, I know some of the maps need some polish and will most likely be remade again. But, progress is being made, albeit very slowly. To be honest, I'm glad I started from scratch again. It's given more the motivation I needed. I cannot tell you how many hours I would spend trying to debug a mechanic and end up giving up to do something other than working on my game. I hope this time I can actually finish something, even with the default assets.   Thank you for taking the time to read this.

KaisoAri

KaisoAri

 

Chronciles of Honor - Age of heroes

I've been working on my game a lot from working on graphics and such, really needed to show off my latest map. ()/ Anyway, here it is. It is an ingame map, with effects added, fog and such. Now, the thing is I need graphics created and I hope to the Gods that I can find someone. You see those characters? I have a total of eight characters, two children and six characters with two characters having two forms. I am going to have a side view battle system and going to use Yami's system. I am going to use Kudai battlers. (_ _') Urgh, I've look them over and I just have no idea how I am going to go about that, because I've never edited charactersets like that. .. not that radically. (o_o#) it does make you appreciate the professionals, actually.  

Cait

Cait

 

Main Page: Plot, FAQ, and Progress

Welcome to my new project, Scalvose: Demons and Dragons. This project is aimed at the general audience, though it is technically PG13. Ratings aside, the whole project is aimed to be around 47 hours of gameplay, excluding additional chapters and the ending. With 2 chapters (Prologue and chapter 1 for the beginning project) per game planned, I'm hoping to get as much done within the next 4-5 years as possible. Otherwise, let's begin with the plot.     It's been extremely calm on Scalvose lately. After Xerian's defeat and the return of peace, it seemed the whole world was taking a breather from the destruction caused. Sacred Leaf, a band of friends and heros bent on protecting Scalvose, split up to enjoy the summer and repair damages dealt. Wane Kurriro, the leader, left to nurture the forests belonging to Veryll. Crystal returned to her caverns, lazily enjoying the silence with the snow around her. Darkness left to be the pervert he was, hitting on as many girls as he could, hoping to land a date or two. Lek Nisshoku, king of Xoa, returned to his land, helping his people recover from the destruction of the war. In Rya Ruins, however, Will had plans to find a secret treasure pertaining to the history of Scalvose. It wouldn't be easy, considering Rya always shifts, with nothing to see or predict below. Will ends up running into another person who's trying to acquire the artifact as well, and with natural rivalry and hatred towards another, they end up fighting. Meanwhile, Xex Nisshoku, Lek's brother and cruel experimenter, is working on finding alternate dimensions when he ends up opening a portal to the demon's homeworld. Migrol, referred to as the leader, enters, attacking him and begins to attempt to enslave Scalvose, while another extreme threat opens up to destroy it. However, it's not all as it seems, as Migrol is experimenting on a kid and her child in hopes of opening another portal back to his homeworld to bring more of his kind to his side. Sacred Leaf, Xex, Xerian, and others will have to fight against three different threats. Can they defeat Migrol, protect Scalvose, and prevent the portal from being opened? Or will they be too late?       Game Production Progress Sprites- 1%
Artwork- 4%
Mapping/Eventing- 22%
Animations (Battle)- 3%
Story Progress- 10%
Database for Items and Equipment- 30%
Characters -79%
Tilesets- 0%
Voice Acting- 0%
Plugins- 100%
Overall Progress- 15%
I plan on seeing if anybody is wanting to work on some parts of the game with me, although broke due to college, but until then, any feedback, suggestions, questions, and so on are highly appreciated!   FAQ Q: Why is this blank? A: There isn't any question asked repeatedly, yet!

Rezanta

Rezanta

 

End of Tides has Been Redone!

This is a minor update to those who were wanting to know progress on my End of Tides project.   I have decided to refresh the project, and as of the beginning of last year, it has become Dark Tides. The story and plot has been changed, and playable characters changed slightly. If you'd like to know more about the changes, please notify me in the comments below!

Rezanta

Rezanta

 

So I actually need your guys' help.

http://www.strawpoll.me/12412778   I'm kind of at a loss as to what I should do for an In Depth Review next. I have a lot of different games on Steam that I have played but not actually finished that would be great to review. What would you guys be interested in seeing an In Depth review on? Please comment below and remember to vote in the straw poll to see your favorite game on here. I'll keep this up for about a week or so before I take the page down.

Radiant Arin

Radiant Arin

 

Eventing 'vs.' Scripting

Hey RMers,   I was motivated to write this post and drudge up this old argument after viewing some script requests on the forum that ask, starry-eyed, for something to be done better via scripting than it could be done via eventing. And, in some regards, this is not inaccurate view; scripting can be infinitely more flexible. However, something made via scripting is not inherently better than an evented counterpart and the reason is because scripting and eventing are the same thing; events are not a separate entity, they are predefined methods that have been given a user interface. One way that may help to express the relationship between events and scripting is to think of a big box (scripting) with a smaller box inside (eventing); both boxes have an identical purpose however one is able to carry a heavier load than the other.   There's an impressive history of complex systems being evented; menus, battle systems, minigames. Whether such systems would have been better off being scripted is its own question but the end result is what matters. The only time you need to use scripting, the only time scripting is objectively 'better', is when some aspect of the system simply cannot be done via eventing. And these situations do arise due to eventing's limited functionality and their methods can carry associated baggage (like a text box's system interruption) but quite a few posts that 'need' scripts to accomplish something, well, don't; all that is necessary is to comb through the existing methods of the editor and how they interact with one another.   So far this may sound like a very pro-eventing post and, in some regards, it is; in that I would like to elevate the attitude towards events and dissolve the sheen of scripting. Being overly dedicated to eventing has its own problems though. Ignoring its objective limitations (and again, they irrefutably are limited) even the UI of eventing is tedious. Viewing a series of nested conditionals is unpleasant, editing one can be a nightmare. Simple tasks like creating a variable or setting a co-ordinate can feel like they take a lifetime. Bugfixes are tedious because the engine won't crash and give an error message (that's kind of a point in its favour as well though). Eventing is the introduction, its something you are intended to progress from, no other engine I've used doesn't just drop you in front of a script editor. However, that doesn't make the logic that events are capable of carrying out any lesser.     What I'm trying to convey is scripting is great but events are just scripting in disguise and are also great. The next time you can't figure something out with events and you aren't comfortable with scripting yet then try approaching it a different way with events. Then try another way with events. Then maybe re-evaluating what exactly you want out of the system. Then, before asking for helpy, try eventing one more time. You'll be surprised what you can accomplish without ever opening the script editor (and you may be devastated at the reality if you continue to treat scripting as some magical shortcut to complex systems).

Tarq

Tarq

 

Pros and Cons of the RPG Genre

For reference (and because I feel like it), here are some of elements of RPG design (regardless of what kind) I find particularly interesting to talk about, both positive and negative. None of these are universal or strictly only traits found in RPGs, they are just things I think are worth mentioning. They are also all my opinion of course.   Pros: Complexity - There is nothing wrong with being complex. In fact the more complicated and intricate something is the more I personally tend to enjoy it, at least as long as it's not made too hard to understand. And if that sounds like a contradiction, it really isn't. Something can be complex and be relatively easy to understand as long as the connecting points are explained well enough. But more on that later.
Tendency for Abstraction - Abstraction is a very useful tool, especially in game design. The ability to take complex and/or hard to understand things and abstract them down into more easy to digest parts is perhaps one of the core essences of good game design, and RPGs often take that and run with it. Using formulas and numerical values for everything for example allows the building of complex yet easy to understand systems out of universal well understood parts.
Dynamic Gameplay - The ability for the gameplay to evolve in different ways is one of the great things about RPGs. Allowing the player to take the time to improve themselves or rush things allows for a kind of dynamic difficulty, letting the player to choose between different sets of abilities allowed for a greater possibility space and greater replay value. A set of static challenges where you have a set of static abilities just doesn't seem nearly as engrossing to me as a more open system that allows the player to fiddle with a lot of approaches.
Tactical and Strategic Focused Gameplay: A good RPG, in my opinion, is one where the primary challenge is about making you think about what you are doing, both what to do in the moment and in the long term for how to maximize your effectiveness. The execution isn't as important in an RPG as the thought and planning that goes into decision making. Crunching the numbers, finding weaknesses, exploiting systems, these are all vital parts of what makes RPGs fun to me.
Exploration - Most of the best RPGs tend to involve the player traveling and uncovering things, always finding themselves in a new location and finding new items and abilities to play with. It tends to, in my opinion, be better when things are not necessarily explored in an overly forced linear way and the player is allowed to explore and discover on their own. This allows the game to be a bit more magical and personal of an experience then a set linear series of challenges would be.
Cons: Skinner Box Syndrome - There is nothing fun about doing the same thing over and over again in order to get some reward given to you only for taking the time to do something over and over again. Even less so when it's random when you get the reward. It's nothing but exploiting a dumb psychological trick. It isn't fulfilling or rewarding. Allowing players to take the time to work on side goals and having chance factor into game decisions are fine, but grinding and farming are things that should be discouraged.
Mediocre storytelling - Yes it's true, on average I say RPG storytelling isn't done very well. That's partly my feeling for most games regardless of genre, but it can be even worse in RPGs. Partly it's the rampant overused clichés, partly it's that gameplay progression and story progression are always stepping on each other's toes, party it's the often forced town-dungeon-cutscene-boss-cutscene structure, but mostly I think it's just kind of a result of the overall difficulty of writing a good story while also making a good game at the same time. Doing one or the other is hard enough, but both?
Are Often Vague or Muddled About Lots Of Things - Here is the bulk of the 'later' I spoke of when talking about complexity. The thing about making something that is complex is you have to make sure it's intuitive enough or explained well enough that, even if someone can't really quite grasp the whole thing at once due to all the variables or moving parts, the bigger picture is still fairly understandable. But many many things fail to do this, leaving vital connections obscured or connecting things together haphazardly so that in the end it just looks like a big mess. And sometimes that's because it is a big mess, something that might look complex but really isn't. There is nothing complex about a pile of trash after all, it's just a pile of trash. Yes yes, if you go through the trash and try and reconstruct who the people who left it and what it tells you about them it might be a interesting result, but that's you going the extra mile to make it into something new.
Lack of Interactivity - In most (but not all) RPGs the world is mostly a static backdrop filled with static signpost objects which can only be really interacted with by pressing the 'interact' button, in which case they spew out a few lines of text or if you are lucky plays a cutscene or brings up some static menu. Battles are little better, offering little more then a menu of different attacks which can sometimes only differ by what flashy animation plays. Real time action RPG battles are mostly little better and mostly revolve around button mashing and spamming attacks healing when your HP runs low rather then featuring any finesse or skill. Fact is, it seems like at least 80% of the stuff in most RPGs is simply backdrop and has no actual impact on gameplay.
  Mixed/Neutral: Worldbuilding/Lore Dumps - Since attempts at traditional storytelling in games tends to fall flat and games are good at fostering exploration and discovery, a common tactic is to write up setting or background plot information and scatter them around a game's world to discover. The results of this are kind of mixed though if you ask me. First of all for those that are interested in traditional storytelling, focusing on lore doesn't really replace it. No matter how fascinating and fleshed out a world is, the details of it aren't going to satisfy someone who craves an actual plot. Secondly, for the purpose of most people playing the game, a lot of the details are pretty pointless and any that are important tend to be buried under pages and pages of stuff they don't care about. It can ideally solve a lot of problems with pacing and makes exploring more rewarding though.
Combat Focus - Other then a handful of RPGs (most of which are expressly trying to avoid this), most RPGs focus almost entirely on combat. And the thing is, while this is true for just about all game genres, RPGs are the genre with the least reason to be focused so much on combat. After all, RPGs are some of the most heavily abstracted types of games. Stats, formulas, and menus can be applied just as much to conversations or farming or fishing or whatever. I am not saying focusing on battling enemies makes games bad or uninteresting though, and I am especially not trying to make a big moral argument about violence in games. All I am saying is that I would maybe like to see more RPGs use their stats and other core gameplay elements in ways that don't relate to combat. Like the way a Bard in D&D is skilled in bluffing and influencing people while a Rogue is good at picking locks and disarming traps.
Wild Abstractions - This is kind of a pet peeve of mine, even though I recognize maybe it shouldn't be. I just can't help but notice there are lots of RPGs that have systems and rules that totally don't make any real world sense or correspond to any real world analogy. For example in FF8 one of the main ways you get stronger is to 'junction' absorbed magic to your stats. But what does that actually mean in the game's fictional universe? I have no idea. I mean I guess storing this para-magic stuff in your body can make you stronger? And you can choose how? But it seems more like a weird gaming abstraction then anything else. Also their are RPGs where battles are card based. How does that apply to have the game's fictional universe works? Then there are games like Undertale which just kinda implicitly say "hey, this is a game, everyone in this universe kinda understands that, so just roll with it", which I am not sure if I should prase or not. I mean, since I am not often that big a fan of most RPG stories I guess it shouldn't bother me, but I guess I still kinda wanna see games as simulations of other worlds even if they aren't very deep ones. Still, creative and interesting mechanics should be encouraged so I can't really think of this as all bad.
Tone/Atmosphere/Cinematics - It's interesting because for all I may yammer on about the poor quality of RPG stories and their lack of interactivity, there are few other genres of games that really tend to reach the same kind of awe, spectacle, and raw beauty that RPGs can. It's not too uncommon in an RPG for there to be a moment where the gameplay and even the story just... fall away, and it just shows you some awesome scene, or even better lets you walk through it, letting you pause as long as you wish. Powerful moments filled with almost pure emotion, where nothing needs to be said, nothing really needs to be done. You could even build whole games based around the idea, like Yume Nikki. The problem is though that it's not really an RPG when you do that, heck it's hardly a game at all. I know people rag on too much about 'walking simulators', and while part of the reason may be that they force way to much narration and story into a format that is often better with pure mood and impression, it's also that wondering around looking at something pretty isn't a very immersive experience for too long. The longer things like that last the more you will notice how it's little more then a cardboard cutout, a backdrop for a play without the play. A good breather perhaps, but unless you are playing up it's fake or unreal nature like The Stanly Parable or Yume Nikki (and sometimes not even then), people are going to lose interest in poking around your world. All and all, I much rather that those moments of awe and emotion be parts in normal gameplay.
  I guess that's it for now!

Kayzee

Kayzee

 

Arin's "In Depth" Reviews: Nights of Azure

Nights of Azure combines beautiful storytelling with dungeoncrawling combat to bring you an astounding masterpiece. Or close to it. Maybe more on the spectrum of okay more so than masterpiece, but it definitely wasn't bad by any means. Though it did have some flaws that I will discuss. 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.   Story:   800 years ago, the First Saint of the world fought the Eternal Lord of Night. Though the Saint succeeded in defeating her foe, the Eternal Lord of Night's blood spilled over the world, which came to be known by man as Blue Blood. This Blue Blood turned men into horrible demons which ravaged the night. Thus, humans could not leave their homes after the night. Every one-hundred years, a Saint is selected to contain the Eternal Lord of Night's blood within them as a vessel. Jump forward 800 years, in the 17th Century, on a fictional island known as Ruswal, which sits north of current day Finland, where the presence of the Eternal Lord of Night's power is the strongest. We follow Arnice, a Knight in service of a mysterious organization called the Curia, which monitors Arnice as she becomes a Holy Knight and swears to protect the Saint she is tasked to protect. She doesn't know of who it is, until she docks and meets her friend, Lilysse, who took up the role of this current century's Saint. The two of them were friends long before the story starts, and Arnice now must protect her friend from the Eternal Lord of Night.     The story of Nights of Azure is the absolute best part of the game. As you progress through the game, you'll get to see Arnice's and Lilysse's friendship bloom into something more, or, depending on the choices you can make in the game, you can be a total douche to Lilysse. But also as you progress through the story, Lilysse learns that in order to stop the Eternal Lord of Night from completely covering this world in complete night, where demons can roam around freely, she must sacrifice herself, as tradition every 100 years. Arnice is opposed to this because it's her best friend and, entirely, is too selfish to let her go.   The plot ultimately comes down to the prospect: Do you let friendship sink in and save one person, while sacrificing the entire world, or let her sacrifice herself to save the world? By building up that relationship between Arnice and Lilysse, it forces the game to make that decision which, morally, has no right path. You give up one to save the other. There's no right choice. But along the way, the game forces you to feel for Lilysse's plight at being the Saint dedicated to restoring the balance of the world.   And the choices you make throughout the game dictate which path you can go. So unlike 99% of most games nowadays, your choices ACTUALLY MATTER. How about that?     You'll meet new characters along the way, including Lloyd, a traveling "merchant" that came to Ruswal in order to build a fortune, Professor Alucard, who ultimately is a douche and wants the world to die so he can accelerate his process and study demons more. This is one part of the game I didn't really like: Professor Alucard and Lloyd serve as comedic relief in between tense scenarios, but it....really doesn't work out that well. Professor Alucard's running jokes become old and Lloyd just ends up looking like a greedy scumbag more often than not.     Aside from the comedic relief, I really enjoyed Arnice and Lilysse's relationship. It's not really uncommon nowadays to see two girls liking each other, or saying "I love you" in traditional media, but it's always a refresher from the typical romance plots. And the audience knows Arnice and Lilysse are in love, the game even says so.     Even still, it's a story best experienced for yourself, so if you don't want to read ahead, THERE WILL BE SPOILERS BELOW. THIS IS IN BIG BOLD LETTERS TO TELL YOU. THIS IS A DISCLAIMER AND YOU HAVE BEEN WARNED.         Overall, the story was pretty solid, even if the random tidbits of comedic relief didn't really suit the game's dark and serious atmosphere.   Overall: 8.5/10.     Gameplay:   Unfortunately, this is where most of the game is....lackluster.   Before I start, I will say, there are immense issues with controllers on the PC Version of this game, which is what I ended up playing on. I don't know if it was because I was using a PS4 controller, but the trigger buttons didn't work on my version, which included two necessary mechanics to having fun with the game, Transformation and Servan Deck Switch. Both of which I'll go over later, but there are glaring issues with mapping buttons to the triggers that don't necessarily work. And I've tried, believe me. I tried assigning my buttons hundreds of times, with no success. The game just will not map my trigger buttons to anything.   Nights of Azure in and of itself is basically...I'd say 50% Visual Novel, 50% Dungeoncrawler. And when I saw Dungeoncrawler, I mean CRAWLER. Near the end of the game, I had to do so many runs of the game just to try and level up so I could be on par with the final boss. It really got tedious and boring for a little bit while I did was try and hit things with my giant ass sword.     Anyways, the field screen is pretty basic. You have Arnice's HP and SP, which is used to do Special Attacks, and among other things, summon the servants that are listed in the bottom-right corner. Servans are a mechanic kind of like helpers in combat, and by pressing RB plus the button correlating to that Servan, you can Summon it. There are many different types of Servans you can obtain, from sword-wielding dinosaurs to golden statues of lions to metal bombers. I think there are a total of 30 different types of Servans you can get in the game, so there are definitely options. Servans themselves are half-demon apparitions that have come into contact with Blue Blood, and have rightfully turned into Demons, but retain the memories of when they were still human, so they cannot become fully demonized. They help Arnice in her fight by putting down fields of protection, paralyzing enemies, healing other party members and Arnice, and managing crowd control. Eventually, the party I settled on was an Alraune, a Servan who can heal the entire group, Wolf, which deals massive amounts of damage, Arachne, who can tank and crowd control, and Bisque, a mechanical doll that lays down a protective field around Arnice whenever she is knocked down, and can push enemies away with her special attack.     The Servan mechanic itself is pretty in-depth, which is one of the parts I like about the game. You can have a wide assortment of different Servans that basically change altogether how you engage foes, and tackle situations. Servans can also affect your Transformation, with a mechanic called Transformation Rites. It actually matters how your Servans are lined up in combat, because having one Servan in front of the other can completely change your Transformation. Right now, since Alraune is the leader of the Servan Group, I have special access to a Transformation called "Phantom Form". The leader always gets a 2x bonus to their Transformation Rites. But if I were to put Wolf as the leader, I would get another transformation differently called "Rabbit Form", so it actually matters how you set up your party.   By the way, Phantom Form is the best.     Although you don't get Transformation until about roughly 3 hours in, Phantom Form quickly becomes a necessity for combat, as level spikes and difficulty spikes will make your Servans die quickly, and if you don't have a dedicated healer, you'll be struggling to keep your Servan's health and SP up unless you have Phantom Form. Which is one thing I quite disliked about the game: it's difficulty spikes. There's a lot of difference between Level 4 and Level 5, and even more so to Level 6. So you always need to make sure you're up to date, by constantly grinding dungeons for Blue Blood dropped off of enemies.   How you get new Servans is through finding Fetishes in Dungeons. Yes, I said fetishes. You filthy people.     By expending the Blood you find in dungeons, you can materialize new Fetishes into Servans. However, one thing I also didn't like is you also need Blood to level up Arnice. So it becomes a point of...yep, you guessed it, going into dungeons and grinding for more Blood.   The rest of combat is...boring. And sometimes wonky in some of the ways it works. For example, Lock-On. The camera turns too slowly to face the target you are locked on to, which in some situations is incredibly bad. And also, you can't turn the camera while locked on because turning the camera makes you switch your locked on target. Which...is fundamentally a bad design when you're trying to constantly find your target because you locked onto something that moves around at 9,000 miles per hour.   Boss design looks cool. You can fight a giant circus-themed Carousel.     I wish I was kidding.   No, but really, I think the boss designs are some of the best parts of the game. You can fight a bunch of dragons, sure, but wouldn't you rather fight a giant circus themed Carousel who has a giant cannon in the middle of its chest?   And yes, bosses drop significantly more EXP (which is used to level up Servans) and Blood, so it's easily the fastest way to grind for Blood. But still not really an efficient way to do it. Which is sad, because the difficulty spikes are so bad and it takes so long to grind for levels that sometimes its not even worth it. As you can see, my Servans are two levels above where I am because the ratio of EXP that you get from enemies and the Blood you get for Leveling up Arnice is so much in favor of the Servans.   There is an equipment system in the game, however, it only lets you equip up to 4 items, and even then, you have to build up Arnice with Skill Points, which you can get from doing Daytime Activities.     One major thing I have about combat in the game, is you do absolutely no damage. Like, at all. You only do 20 damage per attack while your Servans can miraculously deal 200 damage in bursts. Against Level 7+ enemies, they just become literal sponges and laugh at you while you try to attack them. So unfortunately, in order to make any progress in the game in terms of how much damage you do, you have to get ATK boosting items, but most ATK boosting items come with a penalty or some other negative that make it not worth using. For example: Glass Blade. An item that gives you an enormous boost to ATK but the instant you get hit, you die. Like, who would ever use that? And it's not just that, another ATK boosting item can lower your HP and SP altogether. So, yes, there are some glaring problems with how much raw damage you can do without ultimately sacrificing something else entirely. Same for DEF.     There's also a Side Quest option available for those of you who want to waste your time. No really, they are a waste of time because the Side Quests in this game don't give anything meaningful or worthwhile. They're just literally a waste of time. Same with Side Scenarios, pictured above. These are literally only meant for progress in the game, and they do nothing beneficial for you overall. No EXP, no Blood, no Libra (the money in the game), no nothing. Not even affection for dear Lilysse. It's literally just a waste of time to try and do everything because there's no benefit to doing it.     So just stick to killing bosses. Like this guy here. Poor Spider is gonna crushed underneath his foot sooner or later.   So unfortunately, the gameplay isn't as great as the storyline. Which is a shame. I hear they are trying to rework and revamp some of the features in Nights of Azure 2. Hopefully, the first step is that you start to deal more damage and fix the lock-on mechanic so that you can freely rotate the camera while still being locked on to a singular target.   Overall: 6/10.     Quality:   The mature theme of the game is ruined ultimately by tidbits of comedic relief that really don't belong in the game. The gameplay elements don't really work, blend together, or have a consistent theme. It honestly feels like the title was rushed to publish which happens with the majority of games nowadays. And actually, I think Nights of Azure was rushed, if I remember correctly. But still, it is a game by Koei TECMO, and being a longtime fan of their work, I really still enjoy the works that they have been putting out this year. Nioh, Atelier Sophie, Nights of Azure, Dynasty Warriors: Godseekers are all games to count on their list. So while it sucks that this game couldn't be at its best, its still somewhat of a decent effort.   The game graphically is okay. It reminds me a bit of a Tales game, which is also probably why I enjoyed playing through the story so much. Just the way everyone's characters are modeled and how they behave during cutscenes really reminds me of the most recent Tales game (not Berseria, but Zestiria). There's plenty of stuff to look at, like Concept Arts, music which you can jam out to, and you can listen to the VAs from the characters ramble on in Japanese. Perfect dream for all you people who listen to Japanese out there.   Also, speaking of music, the OST from this game is AMAZING. There isn't a single song I disliked from the entire soundtrack. Which is really saying something. In fact, I'm listening to one of my favorite boss themes while I'm typing this review simply because I enjoy the track so much.     If you're ever having any doubts as to if you don't like the soundtrack or not, just listen to this piece for a few minutes, and get back to me.     Overall, fairly good execution of the game, but not wonderful or exhilarating. It's just.....good.   Overall: 7/10.     Replayability:   So, obviously, like I said before during the Story breakdown of the game, your choices actually dictate which path you go along. If you are in favor of saving Lilysse and make the correct choices, you can potentially go for the True Ending of the story. If you don't, you'll get the Neutral ending (which is the worst ending ever). And depending on the choices you make, some characters will appear in the story, and some won't even appear at all. I'm gonna try and work for the True Ending and see if it changes my outlook on the multiple choice path in the game to see if it even matters.   But yes, there is tons of replayability. As with most games nowadays, after completing the game, you can make a new Save file with all of your progress and continue from where you left off, but before you had beaten the final boss of the game. And there's still so much of the game I haven't even explored or caught onto yet. For example, there's a Transformation named "Nightmare Form" which I have no idea how to get. I'm also not even Level 10 yet, the game's maximum Level Cap. I only beat the game at Level 9. I still have two more Servans I have to find in the world. And I managed to cram all this within 24 hours of playtime (if I'm remembering my save time correctly.)   So yes. Lots of replayability.   Replayability: 8.5/10.   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?:   Honestly, if you like story more than gameplay, go for it. But if you value gameplay over story, give this one a pass. I only stuck around because I like story more than gameplay. The gameplay drowns out the best parts of the story, and the gameplay proves only as a barrier to really enjoying the story.   There are some good parts in the game, but there are also some bad parts, and parts that I honestly really really really despise. But overall, it's good. Not great, not terrible. Just....good.   Overall rating of the game: 7.5/10. A good game. But ONLY for the story.

Radiant Arin

Radiant Arin

 

Not dead, promise!

Hey all. Just giving an update again. I've almost got my V1 Demo re-completed. So many things have changed since my last version. Currently finishing up mapping and NPCs before moving onto battle balancing and plot.   I hope you're all looking forward to it! ShindoW

2BitsLP

2BitsLP

 

TOD The ("Nobody cares") grim ("Shut up!") Reaper ("Boo!") Series ("Thumbs down") Update... ("Boo!")

If you've been wondering what happened to me and my Soul Effect Project that i published a million years ago... well i kinda gave up on it and worked on a little game Series called TOD the Grim Reaper.   Basically i gave each game (except for the 3rd Game) 1 Week to get finished and published. The Results, as you would figure, went catastrophic and nobody liked the games... (except the game i gave a little bit more of dev time... that game got some likes)   Now i wanted to basically clean up the mess i've created by re-working the games until they became either good or acceptable at the very least. The first game got done and is ready to get downloaded... some say it's still shitty, but i say it significantly improved on the gameplay. What about the Story, you say? What Story?   Anyway, now i'm at the second Game and if you didn't know, the second Game is basically a copy paste of the first. My Goal for the second Game is to make it not so samey. So i made a diverged path and an alternate ending. It's soon to be finished.   NOW, for the third game, that people say is my best game yet! (Soul Effect doesn't count, because it's not finished) I want a HUUUUGE revamp of this game in particular... or maybe not. I basically want to add Conversations/Interactions with enemies a la Persona 2/Undertale style. For that, i'll be needing a good Writer and maybe some more other people, i dunno.   I know it's too much to ask, because TOD is a not so beloved series, but... I really want to make this game shine positively! And for that, i need to not make it shitty.   Hope you understand.   Anyway, what's this all about again? A blog to write things on? This can only go well, i assume...   ~Shin the Grim Soul Effect Cheater

ShinNessTen

ShinNessTen

 

My latest fangame...

So...my latest attempt at a Pokemon fangame is inspired by Sun and Moon and Lucario and the Mystery of Mew, with a bit of Final Fantasy, Zelda, and Tales of thrown in.   The basic premise:   In Chiron, a fantastic Pokeworld far from the Pokeworld we know today, magic comes from a mystical substance known as Aether. For the most part, Aether is seen as helpful, but for those that would seek to abuse Aether and its power, there is the Order of the Aether Knights--an order of magic knights and paladins that defend the world from hostile monsters and other threats, as well as keeping the peace (though there are other orders too)   But not long after Lusamine, the 250th leader of the order and only the fourth female to lead it, ascended to lead, rumors of otherworldly beasts from another world began to swirl, and what started as intellectual curiosity became a near obsession for Lusamine. While she kept up an air of kindness in the public eye, in private she became cold, angry, and distant from even her comrades.   Lusamine's daughter Lillie, who preferred holy magic to knightly deeds, suspected that something had changed in her mother, and vowed to find out why her mother had been drawn to the darkness, and purge it before her mother did something truly terrifying. Her brother Gladion agreed to stay behind and find out what he could from inside the Order's walls, and wished Lillie luck on her quest.   But being a white mage that preferred to heal rather than fight, Lillie decided to look for help elsewhere--they could fight on her behalf, and she would make sure their wounds were healed and unpleasant conditions purged.   When she was ambushed by a bandit gang on the road, she found help in four best friends--the bow wielding red mage Ash, the shining minstrel Serena, the water specialist magic knight Misty, and the high summoner Brock.   The four friends had been traveling on a summoner's journey--unite the eight Jewels of the Aether to summon the god-Pokemon Arceus. Summoners did not often make the long and perilous journey, but when they did, it was usually in a time of great danger, and Arceus needed to be summoned.   Ash felt sorry for Lillie, and offered to help--maybe summoning Arceus would purge the evil presence from her mother, and banish the otherworldly beasts back to their own world.   Lillie agreed, but little did she know, she would be embarking on the adventure of a lifetime.   What I need help with (using RPG Maker VX Ace):   --Maps --Sprites (mainly for Mystery Dungeon style sprites for Sun/Moon Pokemon) --Animators   Anyone that can help out will be credited in the credit roll

StormyAmethyst

StormyAmethyst

 

RPG Maker and Project Centennial

(I've originally posted this on the RPG Maker Web Forums in 16th of September 2016)   Project Centennial (Desktop App Converter) is a Windows Bridge. This is a tool to bring Win32 and .NET apps to the Universal Windows Platform (and to the Windows Store if you want to).   Why would I want to bring my RPG Maker project to UWP with this? Right now, you would need it to bring your project to the Windows Store (more on that later), but you can utilize APIs that are available to UWP (Live Tiles for example). As they continue to develop it, more UWP features will be available to Win32/.NET programs as well as porting more types of software(such as VB6).   How it works? It works like this: Using a PowerShell script, you take the game’s installer and install it on an isolated environment.
After being transferred, it will execute the installation, along with tracking the files placed by the installer.
After installation, the file will take the tracked files and build the AppX file.
What do I need to use it? Windows 10 Pro or Enterprise with the Anniversary Update (Build 14393 and higher)
64-bit Processor with support of Second Level Address Translation (SLAT) (You may see it as Intel VT-x or AMD-V on your computer’s BIOS or UEFI).
Windows SDK for Windows 10 Anniversary Update
Notes: Make sure that saves and settings are store away from the game’s folder. The game will be stored on a hidden file on the Program Files and writing on that folder will fail.
If you are storing info on the Registry, do not use HKEY_LOCAL_MACHINE! Quoting the document:
“Any attempt by your app to create an HKLM key, or to open one for modification, will result in an access-denied failure. Remember that your app has its own private virtualized view of the registry, so the notion of a user- and machine-wide registry hive (which is what HKLM is) does not apply. You will need to find another way of achieving what you were using HKLM for, like writing to HKEY_CURRENT_USER (HKCU) instead.†See the document on the link (at the end of the post) for more information. Users only need Windows 10 (any edition, 32 or 64bit PC) with the Anniversary Update installed to install and run Project Centennial apps.
Supported(?) engines: I’d like to note that this may not be accurate. RPG Maker MV: It should work, as long as all rpgsave files are saved away from the game’s folder (if possible). I recommend you instead convert the game to UWP app with Visual Studio or Intel XDK, since you can access UWP APIs from the get go.
RGSS based engines (VXAce, VX, XP): Same thing with saves and settings saved with MV. Most of the Ruby/RGSS scripts should work, no modifications necessary.
RPG Maker 200x: Unless you can get the engine save away from its folder, it will not work well. The game will still work, but you can't save at all.
FAQ: Q: I use scripts that use DLLs written in C++. Will these also work? A: If it is compiled with Visual Studio, check which version was compiled. Not all versions work with it (due to static and dynamic linking support). See the linked document for more info.   Q: What about .NET programs? A: If your game ships with a .NET program, check the document linked, to make sure it will work.   Q: Script X crashes my game when trying to read a specific file. What to do? A: I don’t know why exactly, but the script may be trying to read file in a way that is not permitted on files stored there (such as in V.M. of .D.T.’s Version/Build Number script, where it tries to binary read a file). If possible, either re-tool the reading code or remove it. Some experimentation is needed.   Q: Do I need to build an MSI file for the installer? A: No. You can use installers that build an exe installer (You can use MSI installers too). Just make sure that it has a silent installation command line argument (/S for example).   Q: Can I publish the game to the Windows Store after conversion. A: Yes, but not now. The policies of the Store haven’t been updated yet (although they have launched a sign up page for Windows Developers).   MSDN Document: https://msdn.microsoft.com/el-gr/windows/uwp/porting/desktop-to-uwp-root   Video:      

AceOfAces_Mod

AceOfAces_Mod

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