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Showing results for tags 'progress'.
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Note This plugin's available for commercial use Purpose Lets you to set some skills to progress to some other skills after gaining enough skill experience and meeting some prerequisites Introduction Videos https://www.youtube.com/watch?v=ly6LlNpo8jc Games using this plugin None so far Parameters Notetags Script Calls Plugin Commands Configurations Author Notes Instructions Prerequisites Terms Of Use Authors DoubleX Todo Changelog Download Links DoubleX RMMV Skill Progress DoubleX RMMV Skill Progress Unit Test DoubleX RMMV Skill Progres Compatibility
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I took a break from my project and went to my secondary project, but now I'm back to my primary project. PLANS Side Quests: Going to focus a bit on side quests Drawing: Trying to learn how to draw for the project Enemy Graphic Reform: Redoing enemy graphics once I get good at drawing. Leveling rewards: As we know, there are some games that gives you rewards based on you level. As a result, in some of these games, people don't do certain quests until they reach the desired level to retrieve the best of whatever it is. In my project, I will attempt to test the idea of reward items (such as weapons and armor) scaling with you as you level up.
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FINISHED Unmentioned Plans In-Battle Enemy Dialogue: Certain enemies will have dialogues during battle. Also, to avoid the large blocks of dialogues, in some cases, parts of it was integrated in the battles.Conventional Enemies: I noticed I inserted a lot of undead/demon/angel/spirit type enemies of which Harder Bosses: One of the complaints about my demo (which was very long ago, I know), was that the bosses were a little too easy. That has been changed. PLANS Side Quests: Going to focus a bit on side quests Drawing: Trying to learn how to draw for the project Enemy Graphic Reform: Redoing enemy graphics once I get good at drawing. Leveling rewards: As we know, there are some games that gives you rewards based on you level. As a result, in some of these games, people don't do certain quests until they reach the desired level to retrieve the best of whatever it is. In my project, I will attempt to test the idea of reward items (such as weapons and armor) scaling with you as you level up.
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FINISHED PLANS Smarter Enemy AI On certain enemies, they will be given a smarter AI which is manually critiqued by me. PLANS Side Quests: Going to focus a bit on side quests Drawing: Trying to learn how to draw for the project Enemy Graphic Reform: Redoing enemy graphics once I get good at drawing.
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PLANS Smarter Enemy AI On certain enemies, they will be given a smarter AI which is manually critiqued by me. New Wacom Drawing Tablet! I hav a Wacom Drawing Tablet so I plan o do the art for battlers in the game.
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Here is my progress and plans for World of Chaos. FINISHED PLANS Dialogue Reform I intend to clean up the dialogue a bit and flesh the characters more. Right now, they are kind of bland; you don't want to see them. Mapping Reform Going to try to make the maps less box-like. PLANS Smarter Enemy AI On certain enemies, they will be given a smarter AI which is manually critiqued by me.
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Here is my progress and plans for World of Chaos. Note: Imma do this on the 1st of every Month (I truly mean it this time lol) NEW FEATURES Evented Crafting System The crafting system is evented, and therefore, will be original. Minigames Minigames have been added. They are all card games at the moment. We may/may not see a variety by the end. PLANS Dialogue Reform I intend to clean up the dialogue a bit and flesh the characters more. Right now, they are kind of bland; you don't want to see them. Mapping Reform Going to try to make the maps less box-like.
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Sorry, I totally forgot to make an entry. Here is my progress and plans for World of Chaos. Note: Imma do this on the 1st of every Month (I truly mean it this time lol) NEW FEATURES Enemy Stats Reform It has been complete Quest System Reform All quests have been carried over to our new system PLANS Dialogue Reform I intend to clean up the dialogue a bit and flesh the characters more. Right now, they are kind of bland; you don't want to see them. Mapping Reform Going to try to make the maps less box-like. PROGRESS(Shortened the list to things that matters to you) Roughly 387 skills (was 381) Roughly 99 items Roughly 121 Weapons Roughly 94 Armors Roughly 108 Enemies (was 106) Roughly 210 States (was 191) 17 Actors (13 are temporary) 11 Classes 9 Weapon types (was 7) 4 Armor types 7 Skill types
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Here is my progress and plans for World of Chaos. Note: Imma do this on the 1st of every Month NEW FEATURES 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)). Damage Formula Reform (Completed) The game now uses a 1:(2/3) ratio instead of the default 1:0.5 ratio. Equipment differentiation I want two-handed blunts and blades to coexist, but I want them to be different somehow (atleast,t hat is how it started). The idea I have is: Two-Handed Blunt Weapon: Ignore 15% Armor (for melee attacks only); +5% MP Cost Rate One-Handed Blunt Weapon: Ignores 3% Armor Two-Handed Blade Weapons: +30% Melee Resistance; + 5% MP Cost Rate One-Handed Blades: +6% Melee Resistance Daggers: +10% EVA Bows: +10% CRI Scythes (Battlemage weapon): Ignore 7.5% Armor, 7.5% 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). +6% Melee Resistance Staves: -10% MP Cost Rate, -75% Cooldown (I may or may not add a +5% weakness to melee penalty) Shields: +10% Magical/Ranged resistance. PLANS Quest System Reform Still have to add some quests over. 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 Roughly 99 items Roughly 121 Weapons Roughly 94 Armors Roughly 106 Enemies Roughly 191 States Roughly 133 Troops Exactly 121 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 My focus? Enemy stat reform NOTE: I have finals coming up and HW to make up so I probably won't get much done this month.
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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
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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.
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Welcome to another Update on the World of Chaos series. I am creating a wiki for the series but it will only be released once this game has finished. Recent Features 12 Quests have been finished. 2 Quests are in progress. Roughly 332 skills Roughly 94 items Roughly 113 Weapons Roughly 88 Armors Roughly 100 Enemies Roughly 157 States My main focuses are quests and WOC Bible
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Normally, it would be a monthly topic, but it is already less than two weeks to February. But, yeah, this is where you post some of your goals and also your progress during the month. I'll go ahead and start. Wed 1.13.16- Finished off Chapter 1 in writing my outline. Thu 1.14.16- Absolutely nothing. Was sick instead. Fri 1.15.16- Nothing special, just watched Raven's stream Sat 1.16.16- Started writing Chapter 2. Sun 1.17.16- Nada. Mon 1.18.16- Created the actual project so I can start putting some of that story into events and such. You don't need to wait that long between posts, it can be every day or even more often if you desire. Have fun with it!
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My Indie in a Week 2 Entry ~ My Awkward Adventure in a Distant Land (WIP)
Jeanne d'Ys posted a blog entry in Maki's Semi-Transparent Cube
Startup note: I'm not gonna made it in time, so probably gonna mess up badly. Too busy IRL... So this is my entry for IiaW2, My Awkward Adventure in a Distant Land! (Working title) The game centered around Sora, a normal high school girl who woke up in a strange world. She remembered everything, including what happened before she lost consciousness-- A car crash during her school trip. What she doesn't know is why and how she is suddenly in a fantasy, monster-filled world... And why she suddenly gains a power to attack with magical playing cards (And wear RPG-ish clothing). Now Sora's adventure to unravel the truth begins! And here is our simple protagonist: Sora Yuuzora (Female, 17) "What if I was, like, in a comma, and a pervo--!? I... I need to stop thinking like that." A normal high schooler who woke up in a strange world after a car crash. After she acknowledged that she somehow earned a fantasy-style power, she embarked in a journey to find out how and why she's stuck in another world. Along the way, Sora would meet some friends to help her in her journey. They are: Eri Mi (Female, 17) "But can you keep up with me? That is the question!" A warrior of the Mi tribe, Eri inherited a strange runeblade from her older brother. She possesses great swordsmanship skills, as well as fairly good spellcasting capability. Quite an optimist and and talks actively, in contrast to her BFF Ria. Rally (Male, 25) "Everyone needs to make a living. Including me, of course." A mercenary, Rally only joined Sora for money at first. However, the bonds he formed and the similarity Eri has to his dead sister makes him change his motivation into purely helping a friend in need. A nice guy and great warrior who doesn't know how to cast spell, but has good physical capabilities. Ria Mi (Female, 16) "Wake up. Are you sleeping because of me?" A mage of the Mi tribe, as well as Eri's BFF since the two were little. A bit cold and doesn't talk much. According to Eri however, she is actually pretty sweet once you crack the hard exterior. Has immense magical capability. ??? (Secret Character) A mysterious persona only know by his nickname. Has mastery over many weapons, and is feared across the land for his skills in both swordplay and spell-casting. Some notes about the gameplay: The player would not be able to purchase weapons; each character would get their own "Weapon of Choice" that can be upgraded up to four times each. The only exception is the secret character, which would get five non-upgrade-able signature weapons. Armors are changeable and can be purchased like normal items. The only "armor" available are accessories, though. Skills are not learned by leveling up. Instead, the player spends SP to learn them from a designated menu. *Everything written here are subject to change Well, I think that's for all now! Thanks for reading~ -Maki13-
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- gonna be late!?
- probably not gonna be emo
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Name: Progress Title Screen Version: 1.0 Author: Mr. Trivel Created: 2015-11-26 What does it do? Changes title screen image according to highest game progress among the savefiles. Screenshots: Nothing to really show here. How to use? Setup plugin Parameter - Image List - with title screens you want. E.g. Book,Castle,Crystal,Sword,Volcano (note, there aren't any spaces between them after comma) Then you can use Plugin Command to change the progress: TitleScreen [PROGRESS] [PROGRESS] - which title screen to show. E.g. TitleScreen 4 - would show Sword title screen. Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
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I'm currently making armors and weapons. There are features that'll be included Tiers - There are tiers for weapons, armors, enemies, and quests. Each tier, depending on object, shows the level of which the object is. Weapon.Tier Tier 1: Level 1 - 9 Tier 2: Level 10 - 19; + 1 rune slot; +10% ATK Tier 3: Level 20 - 29; + 2 rune slots; +20% ATK Tier 4: 30 - 40; + 3 rune slots; +30% ATK Some weapons are pre-enchanted and, depending on the enchantment, you may lose a rune slot or gain one. I do a plus/negative formula to find out how many rune slots. 2 negatives and one positive, depending on what they are, you will gain 1 rune slot. Since there is one positive, the equation would be. x = # of Negative effects y = # of Positive effects z = # of rune slots (+ or -) x - y = z Armor.Tier Armors are pre-enchanted and can not be enchanted. They follow the same rules as weapons when it comes to enchantments. Armors go by defense bonuses rather than attack bonuses. The percentage and levels are the same for both weapon and armor. Runes The strength the pre-enchanted also plays a part in how many rune slots you have. Enemy.Tier Tier 1 = Level 1 - 9; +10% Stat bonus Tier 2 = Level 10 - 19; +20% Stat Bonus Tier 3 = 20 - 29; +30% Stat Bonus Tier 4 = 30 - 40; +40% Stat Bonus Quest.Tier Tier 1 = Level 1 - 9; any equipment Tier 2 = Level 10 - 19; any equipment Tier 3 = Level 20 - 29; Tier 2 or higher equipment Tier 4 = Level 29 - 40; Tier 3 or higher equipment Tier 5 = Level 40+; Tier 4 Equipment You'll be notified of the quest's tier if it is higher than Tier 1. This is to show what equipment you should have before entering. If you don't, you'll have a difficult time beating it. Difficulty System I'm probably going to have a difficulty system so you can pick what you want. Newbie(Easy) Apprentice(Normal) Hero(Hard) Hero King(Very Hard) Cooldown/Warmup System All skills have cooldown but not all have warmup. Currently, only a few have warmup. A skill's cooldown depends on it's original MP cost. Some skills, like heal, has a higher cooldown than some. This is so you can't spam a spell or skill over and over. Reputation When your reputation increase, usually by doing missions, your discount increases as well. You get special "extra" discounts in certain places. Then, there are some that has high pay (less discount %) but has unique items that makes the coin worth it. For example, in Lishtar Village, you get a 50% discount in poisons. If you want poisons, going there would be the place. Another example, Salik City has a tax rate but they are the only city that sells runes. They sell all the runes in the game depending on your level. Heroic Missions Heroic missions are similar to "Test of Valor" missions. If your level is equal to or greater than the required level, you may enter. Once you start the mission, your skills will be tested. If you pass, you get stat bonuses and, on some missions, you get more. The tiers of Heroic Missions are the same as Quest Tiers. Skill Diversity In the World of Chaos demo, I've been told, by a friend, that the skills of the actors are too similar. I will assure you that they are diverse but it was so early in the game so you wouldn't have seen it. The diversity starts at level 9, the level you become after you finish with the first boss in the game. After that, you'll see a difference in the skills they learn. It get's really interesting once you reach level 25 (can't tell you what or I would be giving you spoilers). Any questions or concerns?
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Ive been doing skills for my game. Progress went a bit slow due to school and stuff. A linear demo should be released sometime in late october. The current demo is all over the place but the new one will be more linear. Im thinking of actually writing a bible for my game since it's religion-based. What do you guys think about that? My plans is to make the game where you feel it. I want you, yourself, to feel like the hero. I want you to experience the world; I want you to feel like you're actually in it. That is my current progress and plan.
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Virtuous Blade: Progress
gcook725 posted a blog entry in Virtuous Blade Development Blog :: DISCONTINUED
Honestly haven't gotten a lot of work done since the last update (I'm blaming learning the wonders of Mass Effect...), but I have gotten a little bit done in the last few days. I've created some prototype sprites for the four main characters (frankensprites and edited generated sprites) and created the framework for the databases for weapons and monsters. As of now, there are a planned total of 41 weapons -- including "Virtuous Weapons". I've also created the framework for 64 of the enemies found in the game: What's in the database as of now are the common enemies -- those that can be found anywhere -- the overworld enemies, the enemies only found in first dungeon, and the enemies only found in the final dungeon. The world map is currently about 50% complete: The finished areas include Darston Plains, Hora Wasteland, and the Desert of Thinic. The Swamp of Tears is currently about halfway made (though you only ever see most of it once you get to fly around in the airship. Primary objectives for what to finish before the next update: Finish framework for the database, excluding skills (There's a lot since each monster will use a unique ability in place of the standard attack) Finish the World Map-
- progress
- virtuous blade
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