Suprisingly enough, this isn't a Innomainte post. I got my hands on the RPGMaker VX Ace and now just waiting for the bonus'! Just at first glance at it, it's just as intimidating as ever XD I'm not really sure where to start! Should I start editing the sprites to get my heroes the way I want them...? Do I make the maps...? Do I figure out how to event all over again...?
And why did it have to come out on the same day as Tales of Graces F! For a little bit I'm going to be playing that, then swap over to begin work on the game once the preorder bonus' come in.
If anyone has some tips or suggestions on where a good place is to start with this, lemme know! I'd love the bit of help <_>
The blog was made yesterday, but anyways the first set of updates for today:
- Fixed some mapping problems with the transfer of the map. (Forgot I had those transfered from another game.)
- Working on balance issues with the enemies and still working on them.
- Olo ga and Olo ja monsters "Maka Dance" going to be worked on today. (I plan to have them move in a clockwise direction when
they activate their skill.
- If everything works fine...still trying to find a way to make a proper opening. (Which I'll probably work on last.)
- The haunted mansion quest and a special summon Poltergeist now in the works after the Abandoned Ruins which is 80% done
(Working on the boss monster and balancing him.)
-Battle System updated to Remiro's SBS
Youtube Video (What features are there):
Resource Backlog #2 - Tiles
Welcome to the second of the Backlog series of blogs. This time I'll be compiling all my older tiles and chipsets. I've done a lot of work over the past year or so on customising tiles to fit my games and what I have, I'm happy to share. As always, credits are appreciated if these are used in your own games.
Side view water tiles for cutoff.
Closer to the RTP color scheme:
One tile high shelves, roof to match the hut, window edits, boxes
More tiles: Sideways stepping stones/path, recoloured barrel, well, chimney and windows.
A1 and 2 tile edits/recolours
Outer hut edit/recolour
Stove edit, snowy stepping stones, string sign
Created for a cartoonish game that never saw the light of day. Original 100%
TileA4 Edits. For creepy places.
Snow house (Square Igloo anyone?)
Since I can't begin work on my other things yet like getting screenshots to show what sort of things I want to include, I'm going to go and simply ramble about how I want the features to work. If anyone can also help by pointing me in the direction of how to do some of the things I have planned, that would be wonderful and I will love you forever 8D
Leaders with own MapSkills:
Thanks with a script from Yanfly being pointed out to me from Hesufo, I plan on using a Button Common Events script to get each main character to have their own personal skills when in the point of the leader. The characters all have something useful to them to do on the world map, or dungeons, or even in towns.
Ludwigs Mapskill: Looting
With Ludwig at the front of the party, since he dreams of becoming a thief he takes every chance he gets to loot people. You will be able to search through peoples drawers, books, people even to loot some useful items or money, having money is pretty important to the game, since things cost...money.
No one will be able to loot, because they feel that's a bit immoral to do.
Fions Mapskill: Rock Smash
Being a Bian which is a race of humans from Bia, she has natural ground magic and is able to smash through rocks that are in the way of the player. There are a number of rocks that will be in the way in dungeons, either blocking your path out or even hiding some secrets.
Toppers Mapskill: Dispel
Topper is a Curan, and as a Curan any magical placed seals in Zul are not tempered to keep from being canceled by a Curans absorbing. Any magical doors, locks, boxes can be opened with ease without worry of the trap exploding on you. He can also be used to dispel traps set in magic that you can see but not get around.
Vees Mapskill: Climb
She has some pretty good grip and strength to climb up a rock face, vines, or even some tall trees with very little trouble. There are some mountain areas which will need someone to be able to climb up to continue on or to reach that one treasure box just out of reach of the players.
Shun Mapskill: Jump
Having a pair of wings help in getting over some holes, since he can't carry everyone he can only get them over holes, so don't expect him to pick up everyone and fly them around. Gaps of one square is something he can clear with ease and not have to worry about finding another way around it. Jumping down a hole will result in you taking damage and reappearing up back at the spot before you fell, don't go jumping down holes, don't you know that's dangerous!
Egil Mapskill: Burn
Egil has some ability to breath a puff of fire even at a young age. Brushes and some plants in the way can be burned down to create a clearing, thankfully it wont cause a huge brush fire and set the whole map on fire. That'd be bad.
Quick Changing Leader:
With the different characters having different skills to cycle through, some areas requiring to change characters often and it would become very annoying to go into your menu and swap, I plan on using the same script to be able to change leader in your party with a push of a button. Though only in active party, to change your main four members you'll have to go into your menu to do so. But there will be hints in game to let you know what sort of party you should be taking with you.
Talking to Party in Camp/Inn:
A prompt will open up with the option to rest at a camp situation to talk to your party members, or at an inn. You will be only able to control Ludwig during these situations and can be skipped to just have the healing part rather then having to run around in the camp. This will help flesh out some characters opinions on the situation and also develop them more outside of their development throughout the game.
Swapping characters in battle:
Sometimes, you just find yourself in a battle with a creature that you realize you should have taken a different member with you against and don't want to start the whole fight over. I want the battles to have the option to be able to change characters in battle, though it will make the character wait a turn before able to act. I have a feeling that some will skip this feature and rather just go back if they end up losing, but the option is always nice to have.
Parties that aren't in battle Level up as well:
Since grinding up lower level party members is very little fun to do, and since this game is all about the swapping around, I'd like for the whole party to be able to level up along side whether or not they're in party so then the unused aren't left in the dust. I'm sure there's a script or even event for it in the program, but I would like to know if it's possible or not.
Uh, the blog is acting really funny and wont let me continue writing for some reason, so tomorrow I shall post about the puzzles and simple alchemy I have planned as well for this project.
Ever adventure needs to start somewhere and since it's been suggested I thought that I might as well look through the RTP of the recent makers to see if there's any continuing enemies which appear and also those which are most commonly in the early levels of RPGs.
So start small? Yep the Animated Battlers which have normally appeared in resource galleries have been aimed towards later levels where the are more interesting and complex, so I've decided to jump off that bandwagon and break the mould. After the first Animated Boss Battler is complete I'm going to be working on these little guys.
Slime - Vampire Tulip - Sewer Rat
The six colour variation remains on the slimes due to a transparent ball at the core/heart I feel that this may cause problems for people who aren't sure on recolouring.
Vampire Tulip appears in RPG Tsukuru 4, though not standard RTP of the recent makers it still holds an interesting design and gives way for a nice forest set which I'll look into at a later date - Those pesky plants are always causing problems for our hero(iens)-
A rather larger than normal rat can only mean trouble, yeah okay, so I couldn't really do anything smaller whilst making it look evil enough to bite.
Any suggestions for early level enemies are always welcome.
Today, I'm going to talk a little bit about the design of Virtuous Blade's world and why places are where they are as well as a little bit of the background stories behind each area.
I've had friends and family who've looked at Virtuous Blade and remark that the world of Tsunolda is illogical and that the placement of the dungeons don't make sense, and from a literal and unknowing perspective that is completely true. There's a massive, hot, sandy desert merely a day's journey south of a frigid, frozen tundra and just northeast of that tundra is a semi-tropical island plagued with storms. No world would have such extremes in temperature and landscapes so close to each other, unless of course there's a reason.
Tsunolda is steeped with magic. There are magical energies permeating everything, most of it instilled by the Olden Gods, as such many extremes can occur if the Olden Gods designed it to be so, and one thing that the people of Tsunolda don't know is that those same deities were very human-like and all had wide ranging emotions and imaginations; it just so happens that they got a little too creative with the design of their world. Much of the landscapes and climates were created as such by the deities for one reason or another. A good example is the tale that surrounds the creation of the Niphad.
The Niphad (Greek for "abounding with snow; snowy" and from the root nipho- or niph, meaning snowy or wintry) wasn't always called such and wasn't always covered in deep snows and blizzard-like conditions. It used to be much like Darston Plains -- which also wasn't called by that name at the time; the current name is a modern one -- temperate with very fertile grassland plains. At the time, it was known as Chloros (green in greek) because of its rolling, green plains and it was settled by a powerful nation who believed themselves to be more powerful than the gods themselves. This nation went on to create the Tower of the Gods so that they themselves can take what they believed was their rightful place in the heavens. The Olden Gods were angered by this and punished the Chloros, taking from them the land that made them who they were; no longer was the ground covered in lush greenery but rather white frost and snow. For a hundred years the country deteriorated unto nothingness, leaving a but a few sparse villages in its wake. It was now that Chloros became the Niphad.
It later became tradition for the villages to send a single representative across the Hellfire Valley to the remains of the unfinished Tower of the Gods to pray for the warmth of summer and apologize to the Olden Gods for their pride. They re-purposed the ruins and renamed it the Tower of the Sun; no man ever left the first floor as symbolism of their place in the world. While the Olden Gods ignored the people's prayers, Pandora took pity on them and praised their newly found Humility -- one of the five Virtues in which Pandora taught to her disciples. She gave the people what came to be called the Thaw, a period of time spanning a few years in which all the frost and cold of the Niphad would melt away. Afterwards, however, the land would return to its frigid state and the villages would again send representatives to the Tower of the Sun. This cycle became known as The Pilgrimage.
However, the trek through Hellfire Valley required a special reagent from the frozen Icicle Forest known as the Everfrost Bloom. It only ever bloomed in the dead of a long winter, and thus The Pilgrimage caused the near extinction of the plant, thereby ending the cycle. The last several thousand years has seen the Niphad in eternal winter since the Pilgrimage could no longer be completed. All that is left of the ancient civilization that once controlled the region and built the original Tower of the Gods is the modern day Helgnir. No one makes the trek anymore to the Tower of the Sun, no does anyone wish to try.
Every region and its associated temple has a simple story (though probably not as interesting as this one). The Temple of Hora was used to pray for fertile lands in a wasteland, the nomads of Desert of Thinic made regular stops to Tethys' Haven to pray for water and to take some of its blessed springs with them for the year, and the ancient civilization on Typhoeusâ€™ Isle built Mistshroud Palace in an attempt to control the weather that cursed the island. This was done for three design reasons: To break the mold of "elements near a place steeped with that element", because it makes more sense, and it fits in with the overarching theme in Virtuous Blade of hope. The places in which were settled by the people of Tsunolda oftentimes were difficult to live in and, frankly, don't make any sense as to why someone would settle there in the first place; however because of divine intervention an all manners the people believed that their deities would protect them and guide them to a better life. They had hope that they would survive, and so they did.
Most of the film world considers writing a script part of pre-production. I disagree with this. I think until you have a script, you don't really enter into pre-production, because you really don't have a product to be creating until that point. Some movies move forward without a script. They are a complete disaster (Star Wars Episodes 2-3 had already created sets, creatures, and many things before they had finished the script. The Pirates sequels were basically writing as they went along during production. The Matrix sequels, well, many wonder if there were scripts at all because of all the simple contradictions (i.e.: The Architect tells Neo there will be a system crash if he goes back to Save Trinity, yet when Neo discusses this with other people, he says the robots will attack within 24 hours...A huge plot point completely overlooked)).
Without knowing what you're going for, it's easy to get lost in what you're doing. It's simpler when you're the only one working on it, but with a team it gets exponentially worse. So the script is the key to everything. I believe that more people give up on their RPG Maker games because they just start creating the game without a plan. They don't know where to go, they don't have a plot set up, and so there's nothing for them to follow. A close second to why they give up would be not realizing the amount of effort that goes into the creation of a game like this, even if all the programming has been removed (Well, most of it. Events are like basic programs).
So what's my point? WRITE A SCRIPT. Not a movie script, but an outline of your story. Even Entebrain gives this great suggestion:
The site also ends on the note of creating the name and personality of your main character. Go further! You need to create a few different characters. In a conversation I had with Joss Whedon (the director of the "Avengers" and creator of "Buffy the Vampire Slayer", "Angel", "Firefly", and "Dollhouse"), I asked about how to create good characters who can contribute to a plot or story. He said you start with one character, then find someone that's the exact opposite of them, then find reasons for them to work together so that their personalities clash. That made total sense.
I know many of us are sick of talking about Final Fantasy, but since I know most people have played FF7 I'll use the example there. Cloud and Barrett. Need I say more? Okay, I will. Cloud is quiet, reserved, light skin, blonde hair, uses a sword, and is decent with magic. Barret is loud as hell, easy to anger, dark skin, dark hair, uses a gun (attached to his arm no less), and isn't the best with magic. And the beginning of the game, half the drama and conflict is Barrett yelling and being pissed!
Another thing to think about with your characters are quirks or personality traits. Yuffie steals materia, and she does it no matter what. She can't help it. Aeris wants to help people so badly she'll constantly risk her life.
In movies like Star Wars Episodes 1-3, there are almost no distinguishable personality quirks. One of the things that made the movies so uninteresting. And even the traits we think they have (Anakin willing to do anything for Padme) come to naught (he force chokes her at the end to kill her...WTF?). So I've pointed out some bad and good examples.
So that's what I'm working on today. Coming up with a basic storyline and some characters with personality! Oh, and you'll notice, one of the most consistent things you'll see in a GOOD movie is heart. People with faults. People with unrequited love. Lovers that can't get back to each other. A father doing anything he can to help his daughter. Now, I hate the Twilight movies for many reasons, but I have to admit that I love Bella's father in the movies and think most of those scenes are fantastic in terms of dialogue and realism.
Finish What You Start Excel Spreadsheet (.xlsx)
Three days to the official English release of RPGMaker VX Ace! I'm looking forward to it tremendously, and as such have been working (admittedly not as hard as I'd have liked) on my project data in anticipation. What have I gotten done since my last (and first) blog post? Well, listen on!
I've got a rough outline of what happens from beginning to the end, three different versions to boot. Be warned that there WILL be spoilers, although the bulk of the story will be made up on the spot. The bare bones are accurate though, and will be stuck to. Also, Login's is a full explanation; the other two spoilers will just be telling you guys what the differences are. Most of it is the same though.
In my mind, while Login is the main protagonist, June's route is the... shall we say, 'canon' route, the 'true' route so to speak. Let's hope you guys will enjoy it as much as I do. It is recommended to play the game in the order I've listed above, so you can see the differences between the characters and what makes them tick.
Alright! Now that we've got that behemoth out of the way, time for smaller updates. First of all, I've finalized the names of the weapons. Not very imaginative or even fitting in some cases, but I have no intention of switching them out at the moment. I've also finished listing off the names of all the armor in the game. They ARE subject to change if someone can come up with better names for them. All stats, descriptions, prices and special effects of both armor and weapons are not complete yet.
An accessories list has been fully populated and their effects noted. I just need to fill in the other details such as a description, prices, and where they can be acquired.
Login's skills are now completely finalized, with the exception of damage formulae. I hate those things, so hard to balance for me. xD
June's skills are complete except for damage formulae and the level at which they're learnt. They'll need modifying too. At this point I'm thinking of just having a JP system... Maybe I will. >_> *Disappears*
Alright, I'm back after pillaging Yanfly's blog for scripts. I have a pretty good idea of how I want my battles to go now, so I guess you can also say it's an update, although I won't say anything here (Mostly because it's still jumbled up in my head. A demo is gonna be better than anything I say though, yeah?). Now I have to go through Login's skills again and assign JP costs though. What a pain. xD
What else. Madeline's skills all have descriptions now, and about 80% of Chains' skills have 'em too. I'm a bit at a loss of what to do with Fireball though. I'll go into more depth here:
Fireball's skills rely COMPLETELY on Yanfly's Input Combo Skills script. She throws combinations of alchemic flasks containing the five alchemical elements, and different combinations cause different effects. The problem is, while the theory is sound, the script itself doesn't have a key feature I need: The ability to continue input even after another proper input has been made.
To put it simply, Fireball can throw two Shor bottles for a big fire attack, or she can throw three Shor bottles for a bigger fire attack. The problem being that ICS will stop input after the first two Shors have been inputted, automatically triggering the two Shor skill and never letting her reach the three Shor skill. I've posted on the page asking if there can be an addon made for it, but due to what I presume is the pain of having to do something like that for just one person (which I can't blame him for), there've been no replies.
The other problem I've posted on that page about is a simple one; the same combination but in a different order will give the same skill (Shor + Poh = Poh + Shor). It's just a way of saving me having to put down every single combination for a single skill. I don't need it, all I have to do is just put it all in the notetags. It's just a way of saving me time. xD It's the first problem that's critical though. I wonder if Yanfly allows other people to edit his scripts...?
What else... The normal enemy list has been completely named now, I just need the stats, items dropped, and the skills. Ah yes. Enemy skills are currently bare as a bone. I need to get to work on that after I get my characters fixed up.
Item list is looking pretty much done. Just need to get the monster loot out of the way. A list of Key Items has also been added and filled, and will have their uses in-game.
NPC List hasn't seen much change. Location list is pretty much filled though.
Now for a debate! As you can see up top, I have added a poll to this entry. I have a new entry in my Lore tab:
My question is if I should include this in my game. It adds a bit of variety, since there ARE going to be elementally weak versions of monsters ingame, but I wonder if this is straying away from alchemy into actual magic, which I don't want. Truthfully, I'm not sure if I should include this. What do you guys think?
What you see on the left is a lil screenie of the Camp system I finished a few days ago for my project, Broken Seals. This command, available from the main menu when you're in the overworld map, has a few nifty features of its own:
Save and rest in a tent - Similar to Camp systems in other games, it's only natural for you to be able to do both of these in the overworld. While resting in the overworld may not be such a good idea (as it consumes a Pocket Tent, a rather expensive consumable at the early stages of the game), saving here is a decent option, especially because of the next feature.
Speak to your party members - Seasoned Dragon Age players will find a very familiar camping system in The Broken Seals, since I've decided to add this special function. You will be able to talk to party members, and be occassionally given choices to respond to what they say to you. This has two objectives: letting the player know extra bits of the different characters' personality and backstory, and introduce a very simple Relationship system, that will eventually let you dig deeper into the past and feelings of your comrades, and in the case of the female cast, take things a bit further with one of them.
Get brief recaps and tips for your quest - Talking to your party members in Camp about your mission will remind you of what you need to do, and usually one of your friends has an useful tip for advancing in your quest.
Each region holds a different site - By having multiple regions of the overworld of Septria have multiple camping sites, you can find hidden goodies in rare spots you may discover, and even unlock special cutscenes between your characters.
How did this idea come to be? Well, I wanted to give the player a tool to remind him about the objectives, and a way to flesh out the characters a bit more. This covers both, and gives me some extra space to add more diversity and hidden goodies in the game.
Tell me what you think about the Camping system, I'll take your criticism to heart. Do you see any potential flaws? Will it pass by most players as an ignorable function? I'm all ears (or eyes...)
I've spent the last significant portion of my life in the film and entertainment industry. Having helped spark two television series (Flip Men, and Sister Wives both of which I developed the promo footage for and got no credit!), and currently working on two other reality series and a documentary, I've learned a lot about myself and what I'd like to do with my life. I've met some extremely interesting people and continue to do lots of fun work. But there's at least one thing I gotta do, and I have about a month to do it.
(Meeting some of the most creative people in the world)
(Directing a zombie short film)
Growing up, I only knew of the Nintendo games, and due to the sporty nature of my older brothers, I never got to play any RPG games. We played NBA Jam, Madden, and the most extreme RPG I played growing up was Legend of Zelda: A Link to the Past. Then I moved to California. It was here that I discovered two things.
First and foremost, my love for film. My friends and I would make ridiculous movies in our backyards. Knife throwing competitions, sports from the future (including one about trying to convince your friend to seppuku). Ah, the gold old days. Secondly, one of my friends saw me playing Diddy Kong Racing and I'm sure his brain was exploding. He brought over his Playstation, and I said that it was lame, Nintendo is the best (which was accurate sales wise at the time). I played Metal Gear Solid for the first time. I was completely and utterly blown away. This game had a plot 50x more in depth and complicated than all over the Nintendo games I had played put together, minus Zelda. But it far surpassed Zelda. I wasn't some cartoon, "fake killing" cartoon people. I was a super spy, sneaking around, breaking necks, sniping, and blowing the hell out of stuff. I didn't know games like this existed!! And while I did love Goldeneye 007 for the N64, it doesn't hold a candle to MGS in terms of story.
Then he showed me another game. Final Fantasy 7. I had never seen anything like it. A steampunk type of scifi mixed with fantasy. I went to the story the next day and bought a Playstation, FF7, and a memory card. I was glued to the screen for the next couple days. Not knowing all the intricacies of these types of games (I had no idea there were complicated side quests that unleashed Knights of the Round Table...Diddy Kong Racing didn't have anything like that!), after several tries I managed to down Sephiroth. The world opened up to me, and I have been trying to make up for all the RPG's I have missed since.
I have never had a knack for programming, but I come up with good story lines and have been able to use that ability to help my film career. I've wanted to make an RPG, but haven't had the tools that I've wanted. I discovered RPG Maker and while I have helped people on forums with their issues and consulted on games as a hobby, I haven't been able to make my own game. Well, by some form of luck, I'll only be working a little in April (trust me, it is luck! I pulled more than one 90 hour work week this last year), and all the knowledge of storytelling and experience in RPG's I've made will go into the creation of a little RPG Maker game. Hopefully, if it goes well and there's enough interest, we'll use kickstarter to make a much grander scale game.
So what's the point of this blog? To vent as I make the game, to show my process that I'm going through to accomplish it, and what pitfalls I can avoid in the future. It will be an RTP game for the first one. Possibly with custom scripts (depends how long someone takes to get an SBS script out, although I'm talking to a programmer buddy who may be interested in doing one for me).
Hope someone reads this and you can share in the fun with me. Take care!
Microsoft are not actively going out of their way to make the OS "less stable", they add something or change something previously broken to the PED structure which in turn makes older software not function properly. Windows 7 SP2 will sport Direct X 12 support and Internet Explorer 10 snippets in the PED making the system boot up faster and what not, in turn making some games like RMXP/VX games have functioning issues. RPG Maker XP is badly coded to call hard code DX9 PED processor and video calls, Windows Vista on up, handles all PED hardware calls in a sandbox software based environment. If the program does something stupid like try to delete a .dll in the system32 folder, or call an infinite loop of all 0s and fill the ram to freeze up the system known as a zero day flaw to gain control of Windows, it stops it before it gets out of the cradle, or lets it run without letting it get anywhere. What you end up seeing is RMXP games processing slower due to the restrictions of the new software based PED structure.
Hardware PED allows for software to bypass the OS and interact with the hardware directly, allowing for the best speed, most accurate timings. Older X-Fi cards will sound better on XP allowing for true lossless sound because of Hardware PED (Processor Embedded Dimension) What ended up happening was some not-so-nice people found a loophole which would allow access and control to your system namely "ped processing exploitation and dissemination" (I know bad naming right lol)
What happens when you run a program in "XP Compatibility" is those PED calls are simply allowed to run amok and do whatever they like rather than stopping a flawed call. If, say for example, an infected file tries to do a 0 day flaw the file is flagged but continues to run sand-boxed away from the rest of the system maintaining system integrity. What it doesn't do is allow PED processor calls to be made on the hardware level. XP SP2 and moreso in SP3 started doing PED in a semi-sandbox mode, but was still hardware based. While good in theory, it still allowed for the all too elusive 0 day flaw.
It is Microsoft making Windows compensate for hardware flaws. Funnily enough, this is a fight to no end for Microsoft, because by even allowing old PED calls to even be made, poses a potential risk for infections that try to hijack your computer. Newer processors simply disable hardware PED by default, and the new Sandybridge i7s can't even read PED calls, and has a lot of other issues for XP. Windows emulating PED to allow for older applications to run in Vista, 7, and now 8, is still software based. One day RPG Maker XP games will no longer run, probably by Windows 9, or 128 bit Windows 8, whichever comes first.
PED isn't bad, actually, really really good, the best possible way to compute, and in a perfect world without idiots like lulzsec we wouldnt need to stop PED calls being made. In this case blame the hackers for ruining a very good thing, and quite possibly killing off RPG Maker XP in the very near future.
Debating which short form I prefer for my chosen game name. IOTC or just IC. IC is shorter and easier to say. It's a bit ironic that I think I'm agonising over that more than what I would call the game which was a rather quick inspired choice and more importantly does what it says on the tin!
Anyways, I tidied up my notes a bit and here's some background on the world and the plot. I think soon I'll release the list of playable characters.
The Tale to be told....
Tobey is a simple squire, a scion of a noble house in the recently assimilated Kingdom of Durst. At present his greatest concern, is that the tasks for his elder cousin, Ser Kristoph are completed on time and in a manner that is satisfactory. Tobeyâ€™s greatest love is goofing off in his spare time with his friends; the rich and slightly snobbish Lucia and the down to earth son of a smith Maxwell. Tobeyâ€™s memories of life in the capital and the arguments of of his family are almost forgotten, but the arrival of his elder sister Natalia, and his adopted home-town's first Crystal Arc brings back painful memories. The youthâ€™s family and friends are quickly being split into two philosophically opposed camps and his painful past is now his present and future. Tobey and his friends are slowly being drawn into the coming conflict by a serious of tragic events and now they must discover the hidden history of the crystals; the motives of those behind Resonance and the Crystarium. Ultimately they will discover the power and true nature of the Crystals,as well as the nature of the mysterious factions attempting to manipulate, usurp, control or destroy them.
The world mostly consists of the two super continents Westeryl and Esteryl. Esteryl is considered a wild, vast untamed place filled with all manner of strange and wonderful creatures. The Cyrstarium has no influence there and it is home to a variety of magical races and creatures, notably elves.
Westeryl is for the most part a settled continent and essentially under the control of The Glorious Empire and the Crystarium. The various kingdoms, principalities and duchies had warred for centuries before the Peace of the Crystal Gospel brought harmonious co-existence to the people who live there. The continent contains the city of Malakaia, host to the Crystariumâ€™s central sanctum and Imperial palace; it is considered to be the most beautiful and cultured city in the world. The devastated lands where the Magoracy of Ventir once stood, their civilization was purged by the Crystarium for lack of faith and only the vanquished remnants still stand as testament their â€former glory.â€ There is also the tiny island kingdom of Durst, which is home to our protagonist and his friends.
On the surface the territories within the empire are united by a class/vassal system supported by the imperial family but with the appearance of a powerful rebel and created by the Crystarium's edict. The creation of a powerful rebel force in the south that now capable of taking on the Crystarium may test the resolve of the empire to remain unified.
I really need to update this logo, it's a holder until then.
Finally lets get into the actual RPGmaker VX Ace game I have been wanting to work on. Starting off with the story, the features I hope to get, and the main cast of the tale. Innominate takes place in Lobithia, Zul country.
Zul, a country in Lobithia was wracked in a war between the humans who inhabitated it and the Furins who did the very same. The Furins began to become agressive over the land, attempting to force out all the other races out of Zul...but this isn't the story that we're following! Rather at the same time, there's a wannabe thief by the name of Ludwig attempting to travel to Tol but ends up getting stuck in the country thanks to all the boats being stuck. After nabbing his families heirloom he plans to go off and make a name for himself as the greatest thief around to compeate with his older siblings who are all in fairly highranking jobs. One day after deciding to travel to Upper Zul to catch a boat out to Tol, he stumbles across a large egg.
This is pretty much a story about a wannabe thief trying to make a name for himself while avoiding his older siblings who are chasing him for stealing the hierloom. Characters join along side him out of curiosity, forced, or because they're heading the same path as him.
-Each character to have thier own on map skill (smashing rocks for puzzels for an example)
-Camp system/inn where you have the option to go to an area to talk to the other main characters (similar to BoFIII or DA:O)
-Swapping characters in battle
-A story based around characters and their development.
-Each character getting their own arc.
-A simple alchemy system.
There are a total of six party members that join along for the party, and all have thier own map skills (If I can figure it out) to solve puzzels or find items. There's also two secret characters.
Daggers, short swords, throwing objects.
A loud, confident, positive thinking, dreams of becoming a thief, self centered young man. He drags people into his situations attempting to using them as shields. Ludwig believes that he can talk people into doing anything for him, and that everything will work out for him okay no matter what. He finds a large egg by pure chance, and when it hatches he becomes rather protective over the contents.
: Spear, axes
: Rock Smash
Fion is a flirty merchant who tries to smooth talk her customers like any good sales person is. When she's not 'working' she is still rather a sly smart woman, level headed with hardly a temper to speak of. She is able to chuckle at Ludwigs louder personality, and is the type to follow through with a promise she makes. She never lies about her merchandise, and makes sure she only sells the best quality for the logical price.
A Curan slave whom is very quiet saying very little unless spoken to. He grew up as a servant and was eventually gambled off after a drunken bet. Toppers previous owner was an alchemist, and he worked very hard on helping them out to create potions, so he still remembers how to create potions. He has no issues with being a slave, since it's all he's known.
Duel Wielder/Ex Captain
Sword, dagger, short sword
A short tempered Furin who is apart of the guard, after a certian situation she loses her position and is trying to get her ranking back. She has very little pacients for people, often wanting to prove her strenght by violence. Vee can be very bossy and demands respect, attempting to often take the lead.
Shun is a gentle kind hearted Arcana who worries and fusses over people very often. He knows a number of spells from his time in the school in Mar and has decided to travel to learn about the new race of the dragons that started appearing. He takes the time to learn more about history and current events, thanks to his personal interests. Shun lets his concern and caring nature get the best of him, often getting him into trouble for helping out people who outright lie to him using the naive kindness against him.
A baby dragon that was hatched from the egg that Ludwig found. She's just a baby dragon and doesn't officially take part in the team until much later. But her simple and happy personality is there from day one.
Crits and any other opinions are always welcome, and once I actually get screenshots I'll post in the Project Development department (since I read that you -have- to have screenshots... and well I don't have any thanks to not having the program yet XD)
I figured it'd be best not to clog up my Animated Battlers topic with any random things I may have on the go and anything I need an opinion on, so this is now perfect to have a place to keep things clean and tidy... for now.
Anyway there's that little cute thing in my signature which is due as my first boss release -Asimole- now the thing is the initial requester linked to a site which contained three designs, so me being me I couldn't help but try and sprite all three.
Poison - Dark - Fire
Anyone have a personal favourite? Anything about them which you feel could be improved?
Hey all. With English Ace being a few short days away I decided to make a blog to talk about my first project Maze of the Lost. I briefly worked on this in VX and will be making a few changes due to how different Ace is, all these changes should be a positive thing. That being said I wanted to get some community feedback on some of the ideas I have for the game. Any feedback is appreciated and although I may not do what you suggest I always listen and consider the possibilities and more often than not if several people say the same thing I make those changes to reflect the majority opinion. Now lets talk about the actual project.
The game is titled Maze of the Lost, its basically going to be a Dungeon Crawler/JRPG hybrid. This is my first official project so I'm not going to make it all that complicated and will keep it rather simple as far as story and plot. I will probably use default RTP with a few additions, I'll be using a lot of VG Music from dungeon crawler games. I'm not good at mapping so it'll more than likely be auto-maps with a few altercations. The game will feature 12 Maze-like floors that will be about 100x100 tiles. The floors will be pretty lengthy and will have several things to do on each floor not to mention lots of treasure and traps and interesting NPC's to meet. There will be puzzles and riddles also.
A mysterious cavern was discovered by travelers one day in a forest near the castle of Farberg. Many seem to be allured into this cavern upon passing and are never seen again. It almost seems to have appeared out of nowhere as many have passed that area before and it was never noticed. The king sent many scholars to study the cavern but many were drawn in as well. After sending several groups of scholars, doctors, soldiers, mercenaries, and common peasants alike and having none return the king started to grow desperate. He is now offering his kingdom to any person or persons who can discover the origin of this mysterious cavern and come back out. You get to create that group and venture in.
You will get to create your 5 characters and select classes for them. You will not be able to change your class at all so choose wisely. Some of you may recall a discussion on this in another thread. I've decided to go with 10 classes (I'm still open to ideas on this) these are:
-Warrior - Generic fighting type, can use the strongest and heaviest weapons and armor and can deal the most physical damage.
-Fighter - An alternate fighting type, uses bare-hands and light armor and can deal almost as much damage as the warrior and can hit multiple times. defense is lower than the warrior but HP is a little higher.-
-Paladin - A heavy fighter, has the highest DEF of all and decent attack, can also use some healing abilities.
-Rogue - Generic thief type, can use a moderate amount of weapons and armor, is agile and stealthy and can use the best thieving abilities (lock pick, trap disarming, stealing).
-Ninja - An alternate thief type, uses swords and light armor, is the most agile and evasive but suffers from low HP and DEF, can use thieving abilities to a moderate extent.
-Ranger - A support thief type, uses decent weapons (mostly bows) and armor, well rounded, can only use basic thieving abilities but can use a lot of dungeoneering skills and can discover hidden things and secrets, and can use low level buffs.
-Medician - A skill user type that specializes in recovery abilities, can use a decent amount of buff abilities also. Not too physically strong and use light weapons and armor.
-Scholar - A skill user type that specializes in damage dealing abilities, can use a decent amount of debuff abilities also. Physically weaker than the Medician but not by much.
-Chemist - A skill user type that specializes in status ailment abilities, but can use some recovery and damage dealing abilities also. Slightly phyically stronger than the Medician.
-Sabateur - A combination type that specializes in debuffs and ailments, can use a few fighting skills, and has limited thieving abilities.
Dungeon crawling action! I want the game to be somewhat difficult to have that dungeon crawling feel so it won't be a hand hold fest. Even random encounters can prove fatal if you don't think about what you're doing. It'll be front-view battle system with CTB additions. Numbers will be low so don't expect to get 9999 HP by the end of the game. There will be a JP type system to acquire your skills and each class will have a nice healthy variety. There will be accessories for a slot type system to add some customization to element/state attack/defense among other traits. I may or may not go with a crafting system. There will be quests you can get from NPC's and such. The characters you make won't have a set personality but what you give them. I plan on making diverse conversations with NPC's and you'll have the option to say many different things to them. There will be 3 different "towns" in the game called colonies where you can talk to inhabitants and get quests, do some shopping, crafting if I include it, and heal up and save. There will be hidden teleports and such to make dungeon navigation quicker and easier. The game should play between 30 and 40 hours.
This blog will be edited to add additional content and ideas but wanted to get the ball rolling on it. So please offer feedback and let me know what you think. Thanks.
Edited 03/12/12 : Added 1 class (thanks Fomar), decided on dungeon size, changed slot system (thanks Kirin), decided on number of colonies.
Good afternoon everyone,
I'm excited to start what is to be my first developer's blog, on my current Ace project, The Broken Seals.
First of all, I want to thank you for your interest in my project. It's really motivating, and makes me want to keep working well so that you can enjoy playing my project as much as I have enjoyed making it.
I haven't yet updated my thread, since I want to get the Demo out first. But now that I have a devblog, I'll start shedding lights on some of the advancements I've made on The Broken Seals, and delve a lot deeper into them, as well as flesh out a lot more of the world and the characters' story.
On that note, I'll be soon needing beta testers for the early Demo of my project, which is about to be 2+ hours in length.
Tomorrow I will update with a new gameplay feature of The Broken Seals - a Camping system!
It seems that the in-game shoddy performance issues persist in Direct X 12 as they did in 10 and 11. The lag seems to be at least more persistent now but a whole lot worse, so you know what to expect. The issue is when Direct X 9 calls are made and Direct X 10, 11, & 12 try to translate it into code for the new UI. There is a pseudo DX 9 for Windows 7 from Microsoft and you can install this and it seems to fix things drastically but not completely.
Installing Direct X 9c separately not only improves performance of RM-2k(3)-XP-VX-VXA games, it also improves performance of older Direct X 9 for XP games. It is not included on the Windows install to save space. While this is a band-aid for a broken arm, it does at least stop the bleeding edge issue of game instability.
Games still sort of hang for a second when loading a few things. - This cannot be fixed, use XP in a VM
Games now just close with no discernible error - Run in XP Compatibility mode & as Administrator or in a XP VM; Some RUBY scripts that call outside DLL files, namely Aveyond, have these issues due to heightened security
Music loads but wav sounds don't - (My friend got this on his computer) Don't use Creative X-FI
If you use the new 8 Consumer Preview and run into an error, let me know and I will try to work on it.
This will let you run other OSes inside Windows 7 Home Premium (which doesn't have XP Mode), Linux, and OSX
Note you need a Windows XP license
I use the following tool in the VM of XP to remove all the extra BS and use it to run my games and apps inside Linux.
I cannot provide you with my XP ISO as that is illegal, but use common sense and you can get something insanely lightweight and fast and stable.
Innominate is a story that takes place in my collection of stories that is listed as the Lobithian Collection. Before I can get into Innominate and it's actual features characters and story, I'm going to post this big old fatty fat.
NOTE: If I see someone nabbing these, I would be a very sad seal :c I'm putting a lot of trust in this blog that my stuff wont be stolen, and I feel cozy enough to actually be posting these informations.
This is a world oozing with magic, created by beings known as the Sphere whom outright made the life on the small flat world. This is where many of my stories take place, and Innominate is no different.
I will not post too much information on Lobithia, as it's hard to explain a whole world rich with history and races, that and the Lobithians meatier collections dives much more into the world and it's set laws. But here are the basics that are needed to know.
Everyone (except for a race depicted below) has magic. The animals have magic. The trees, the water, the flowers, the rocks, food, your bed, all have magic. There is no hiding from it, there is very little places where there is no magic. This is their life. But magic is not something that can make everything and anything they need here. The Sphere put rules to their magic, and how far they can actually take the magic, and essentually there is a list of the spells that can be cased... then there are the Forbidden Spells.
Now this isn't put too much into Innominate, but I will list them with quick blurbs because this is the biggest boundry of Lobithia.
Teleportation: Lobithians cannot teleport from one place to another.
Shifting: Lobithians cannot change their physical forms from a human to a bird. This law is only broken by the Black Bloods and Dragons because the Sphere allowed it for them to.
Mind Magic: Lobithians cannot read anothers mind, control another persons mind with magic, put thoughts into others mind, etc.
Levitation: Lobithians cannot magically lift. They can move things, but lifting and keeping it there as a hover cannot be done.
Death and Life: A Lobithian cannot automatically kill another with a spell, or revive a dead Lobithian.
They have been put into place by their creators...
God like beings that watch and have created all of Lobithia. They sometimes appear and help those who ask, or if they're in the mood, or even if given a piece of the summoner as payment. The highest of the Lobithians are named after countries in Lobithia and they pretty much stay in those certian countries since they where fashioned around what they wanted. Highest One(Ber) is the most favored Sphere in all Lobithia, and is considered the leader Sphere thanks to it's power being beyond the other Sphere.
Depending on the context, the Core is pretty much Lobithians version of Hell, or the gemstones in the chest of the Black Bloods, or even the gemstones of the Sphere.
Humans: All worlds have thier humans, or at least a take on them it seems, and Lobithia is no different. Key things about them though is that a Lobithians hair and eye color has no boundry and can be from a bright yellow to a deep purple. Depending on the country, they range in thier own heritage. This race is said though to have been made by a forgotten Sphere by the name of Falling, who vanished a bit after the actual creation of Lobithia.
Dragons/Drag: They are a race that was brought into Lobithia rather then created to be on it. How they did and why is mainly hit in Innominate, so I wont go too deep into it thanks to the way the story plays out.
Furin: They are a race that only appears in Innominate, and never in another Lobithian Chronical tale. But they are pretty much huminodes with some mammal animal features such as a rabbit or a bear. Strong fast and very defencive over their territories, they are not the stupid animals and take offence to that in ten fold. Created by a Sphere who was apparently walking along one day and wanted to give the little woodland creatures human bodies.
Goyal: A race of 'gargoyals' created by a Sphere who carved them out of stone. The statues where so beautiful he wanted to bring them to life. They have horns, wings that they can't fly with, and long fleshy tails. They retain very human like looks, but often are just cool colors in their hair and eye colors.
Arcana/Anglus: Twin races which where created from the 'tears' of Highest One itself, this race is the only race that knows how to work healing magic through song. The Arcana have black bat like wings and black tattoos, normally with black hair and always bright red eyes. While the Anglus are white feathery winged with feathered ears and are very pale colors in general, normally in the green. They can make their wings hide and they can fly thanks to magical spells woven into their wings.
Rais: A race of spotted people who live on the islands of Rai, with the ability to breath underwater and see by motion. They can use their sight to locate any movement around them, almost like ripples in water. They are said to have been made by a clam Sphere who took it's pearl it made and used it to craft them.
Black Bloods: The most hated and scorn race of all Lobithia, this all male race is born with a dark purple gemstone in its chest and have the ability to 'shift' into large predetors. They hunt humans, born from humans, and run very much on their insticts to hunt and kill. They take the appearance of very handsome men, to get close to thier target of young women. Said to have been created from the core of a dead Sphere. To many on Lobithia, any Black Blood is a monster no matter what. Course, they are all not this way...
Curans: The second most hated, they are a race of blonde haired people who at one point in history insulted a Sphere who took away all their magic. All of it. They cannot feel, taste, cast any magic and actually absorbe it when they come into contact with it. They have been downgraded to slaves, and having a very low population thanks to their inability to live very well in a world made up of magic when they end up absorbing it.
Drow: The last and final race are not actually locals from Lobithia itself, similar to the Dragons. Rather this dark skinned, long eared, white haired race came from a world which outright was distroyed. They are an odd race that break the magical laws of Lobithia with "magic that isn't magic". They can shapeshift, teleport, live extreamly long lives, mind control, levitiation, and much more. There are not many of them, and considered myths.
Now, here's a very old map that needs updating that I did around three/four years ago. The main important one for the Innominate project is Zul, both upper and lower parts of it. It -may- span to Tol or Ain, but not enough to affect the story. Maybe.
This is a heavy fantasy world, low on technology and they thrive on magic being how they work and function. I think that's a good enough start to dive into my actual RPGmaker project, Innominate. Come back tomorrow for some starting information in that!
I hope this isn't too spammy to post a blog post one in the same day, I admit I don't know blog... manners.
Hello and welcome to my brand new blog that I decided to give a try on actually working on! I have been oozing with inspiration as of late, and my few brainstorming friends have been a bit lack luster and I need to get it out! Welcome to my blog!
A quick introduction to those of you who have not seen/known/cared as of yet, I am Omikuji. A graphic designer, a comic artist, an attempted rpg maker, and all around art bum. This is my actual second attempt at a project in the RPGmaker series. I attempted to make a game way back in 05' where I was in highschool and there was very little help I could find, then lost all the files including my RPGmaker program (I think it was XP just from the familiarity to the sprites alone)
So, it's like starting all over again for me. And I plan on sticking through with it. By golly if I don't then just shove that into my incomplete file of not surprising to me.
I may post up other things, such as art that isn't related to my RPG project I have planned, and I will be sure to label the titles for ease and clarity.
For those wondering why I titled my Blog "Lone Barrel", it's because my little animations/business card/proflio/etc have been labeled that, and if I ever actually start a little art store or label, it's going to be Lone Barrel.
Alright this has been going on for long enough, my next blog post will be all about the game I have planned. See you soon!
I must just say in this first entry:
I've never had a blog before!
I've never publicly released a game project before, though I have been using RPG make in it's various incarnations for quite a while.I'm hoping that this blog will help me collect my thoughts (via ramblings mostly, sorry!) and share my thoughts and ideas with the community at large.
So here's my project for your reading pleasure.
Intrigue of the Crystals
Virtually the whole of the continent of Westeryl is under the sway of the â€œGlorious Empireâ€ but why?
The empire is home and host to the â€œCrystariumâ€ once a secret society of learned men and scholars but now a vast and powerful theocracy providing societal, political and religious guidance to the masses within and outside the empires vast borders.
The Empire and The Crystarium have used the Crystals to peacefully, (for the most part) absorb almost all of the other countries on the continent. The peoples of whom are even forgiving the odd instances of extreme violence perpetrated towards the enemies of their utopian society, as well as the Crystariumâ€™s complete and utter intolerance towards magic and all magical creatures.
The power of the crystals has steadily been unlocked since their discovery five hundred years ago, and now the crystals provide fertile lands for food production, clean drinking water and other basic resources to the masses of people inside the empireâ€™s borders.
The Crystarium has spread their benevolent influence and influence through their apostles, sent out to neighbouring kingdoms and even individual towns and cities with â€œCrystal Arcsâ€ in tow. The refined Crystals working in tandem with the Crystariumâ€™s various initiates including the apostles provide sorely needed aid to the impoverished and vast riches to the greedy and rich. The end result being that cities and towns pledge their allegiance to the Glorious Empire for the safety, security and prosperity that only the Crystarium can provide. The price to pay is simple devotion and undying loyalty to an empire that is vast, powerful, rich and unified. The peoples of the continent found this offer too difficult to resist and have slowly been brought further and further into the fold.
The pace is too slow for some and a vast Pilgrim Fleet is being constructed to carry the â€œCrystal Gospelâ€ to the continent of Esteryl. Their ultimate goal being to bring enlightenment to the peoples of those lands by force if necessary, in order to create a world of eternal peace and plenty.
But what if the Glorious Empire is not all it seems? What if the Crystarium is not as benevolent as it appears? What if the Crystals themselves have secrets? Then perchance this world will see the end of an enduring peace before long....
The Resonance rebellion has literally exploded in the Deep South and the lives of the Ledwyn family are about to be changed forever. Their story is but one strand of a tapestry of intrigue that spans centuries and is only the tip of the iceberg in a conflict that will shake the foundations of their world.
Resource Backlog #1 - Charactersets
Welcome to the first of my Backlog Blogs. There will be one for each type of resource that I've 'made' and will host all the current backlogged resources in one place. This way it will be easier to find the resources of the past. Any new resources will be added in their own blog posts, as well as the blog topics.
The first Backlog Blog will be of charactersets. I've not created many, but those I have will be hosted here. Without further ado:
Transparent waterfall events.
Goes with custom water:
For RTP water:
Arrows for indications. They glow.
Upside down stairs and shadow.
Stairs with carpet edges and wall shadows.
I find that on world maps one tends to use events to transport to towns so it makes no sense to me to take up room in the B tile with world map items that can be used as events instead. Hence this compilation of the TileB world map items into event form. It'll free up space that can be better used on trees and plants elsewhere.
An ice-slope edit and tree edit.
Secret spots - now with shiny stars. Remember to set them to step animations. ^.^
Celianna's tiles for use as charasets
RPGMaker DS Worldmap Rips
Well, never had one of these before, so I figured might as well give it a shot. Gonna use this for my GIP (Game In Progress) while I still don't have enough info/a demo for the Game Dev forum. So, let's go.
Five characters, each with their own unique characteristics. Relatively simple though.
Three POVs, each selected POV character has their own special abilities that change gameplay in minor ways.
Weapons all named, descriptions, prices and shops needed.
Armor started, just a few names at the moment, no descriptions or prices yet.
Skills about 70% done. Saving damage formulae till the end due to their importance in balancing, currently aiming to finish up descriptions, skill costs and level learnt. All character skills are named, enemy skills haven't been started yet.
Item list nearly complete, enemy loot table needed, shops sold needed.
NPC list large, but nowhere near complete. Will most likely save till last as an immersion factor. Important NPCs first.
Location list mostly done, just need descriptions. Rough map sketched.
All info is currently in an Excel file, haven't used the editor at all.
Garia: The world the game takes place in. Mainly aethist, with a side order of Shinto; that is, the belief that everything has a soul/spirit within it, from rocks to the sun.
Mor: The monsters of the world. Mor are so named because they're essentially just mutated versions of existing creatures that're often bigger and numerous, thus 'Mor' of them. Examples of Mor are giant bees (mutated bees), slimes (amorphic bacteria/virus clumps that gained a form of sentience), trolls (mutated humans) and the like.
Alchemy: Magic doesn't exist in the world, however, there are several new elements that can simulate the effects of what is known as magic to us fourth-wall denizens. The act of combining these elements to simulate magic is known as alchemy, and is widely practiced.
Elements: New elements include: Shor, Reem, Poh, Gru and Des. These correspond to the fourth-wall elements of the following:
These elements are found as actual objects in the world.
Shor is a brownish red rock that can be commonly found in and around burnt coal, lava and volcanoes, and is usually used in alchemy ground into a fine powder. Liberal amounts of carbon are usually mixed in due to how volatile the powder is; it spontaneously combusts on contact with oxygen. Shor rocks also hold a lot of Gru, which feeds the fire and allows for it to burn even in less than ideal conditions.
Reem is a jet black substance of greasy feel and a slightly charred smell, and is most commonly found where natural lightning has hit (A common phenomenon in Garia). It has a sort of magnetic field around it that attracts more lightning, and while relatively inert on its own, when two separate Reem sources make contact, a pulse of electricity is unleashed.
Poh is formed by condensation of steam, which doesn't form water in Garia unlike over the fourth-wall. It is a liquid, and is nearly transculent with a slight reflective sheen. Upon heating, Poh turns right back into water; a curious phenomenon where heating water forms Poh, and heating Poh forms water. Poh molecules are held more tightly together than water, and a litre of water makes ten mililitres of Poh. Store chilled to avoid having water shatter your glass from the inside.
Gru is an element that makes up air, similar to oxygen, hydrogen, nitrogen and the like. As an odorless, colorless gas, it is hard to isolate. However, it has been discovered that the element Shor, in rock form, has a high absorption rate of Gru. Burning Shor (Easily done by exposing it to oxygen) releases the pent up Gru, allowing for collection. It is usually compressed into tubes and flasks until the pressure is just under shattering point, and upon opening or breaking the tube or flask, it explodes out with great force if control is not kept. As can be seen, Gru is a gas that supports fire, like oxygen, although it does not support lifeforms. Oxygen is prefered over Gru though, so burning Shor in the presence of oxygen will release the Gru into the air rather than being consumed for combustion.
Des is commonly found in most flower petals. It is collected by harvesting petals and grinding them into a powder, then adding some water and filtering it. This results in a creamy white liquid that is then dried to form pellets of Des. When these pellets are broken up, the elemental Des within the oxygenated layer explodes out, typically in the form of earthen spikes, although skilled alchemists can vary the shapes by changing the consistency of the liquid prior to drying.
MP renamed to SP (Stamina Points).
Magic removed entirely.
SP limited to 100 per character.
SP regenerates at a rate of 3 per round.
SP can be regenerated by 10 by Guarding.
SP fully regenerated at the end of battle.
TP regenerated by 5 by Guarding.
Max level of 50.
1 G â‰ˆ Â¥1
Mor drop loot which can be sold to shops.
Mor don't drop Gold.
Burn Gradually takes damage over time.
Poison Gradually takes damage over time.
Slip Causes target to lose a turn due to slippery footing.
Stagger Causes target to lose a turn due to unstable footing.
Daze Causes target to lose a turn due to being shocked.
Blind Lowers target's accuracy due to having dust blown in eyes.
Shock Causes target to lose a few turns due to being electrocuted.
Bleed Gradually takes damage over time.
Confuse Causes target to attack uncontrollably due to mental trauma.
Any comments so far? Should I upload the Excel file here for people to take a look at? I do need some feedback on the skills as well as some ideas for damage formulae, since I'm not much of a math person.
Edit: The link to the Excel file is here. It will automatically give you the latest version I have, so don't worry about version changes; just redownload whenever you want to see if there's been any changes. SPOILER WARNING for story, since I have a rought story layout in there as well. Enjoy!