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mythical legends ML: Azar Chronicles Progress and Plans
Lord Vectra posted a blog entry in Vectra Productions
This is my current project since World of Chaos has been on the backburner. I mentioned it in my last blog a few years ago, but I am back! Let's go through the main mechanics Battle System Leveling System Game is 3D-ish Other Things You can pick the graphic and gender of your character You pick the gender of your first companion Critical Hits stun the target for 1T. Critical Fails aren't misses but gives the attacker a decrease in all stats, except HP and SP, by 50%. Bosses have a gold HP bar instead of red Bosses have a 50% Crit Resist (so when you would critically hit them, 50% chance it's a normal hit instead Working-in-Progress Q&A Why don't you allow respec at any time? It makes balancing non-combat abilities difficult and can take away the strategic part of a game. If you face a frost troll, and you're an ice mage, you can just respec to a fire mage without needing to think of a workaround. That is not my vision for the game. Is all builds viable, then? How limited are they? Yes. I will be balancing the game with limited respec in mind. I haven't decided in how it will be limited for I'm not a fan of respec potions that cost a fortune. ETA? I want to get it done by March but with my job having us working every day, I can't say if that's enough time.-
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Last Updated: 4/30/2020 This library is meant so you post ideas about enemies, armors, weapons, actors, etc, and I will update this Library once a week. If you you see a category that the library is lacking, let me know. You can comment your ideas and then I will copy & paste them into our Library. Important Note: If you have a different version of what is already up here, you can still put it down and I'll still save it. Custom Class Rules Custom Classes Custom Skills Custom Weapons Rules Custom Weapons Custom Armor Rules Custom Armor Custom Items Custom States Custom Race Rules Custom Races Custom Enemy Rules Custom Enemies Custom Story Rules Custom Stories
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So I'm deciding on a leveling system for my game. In this thread, by skills, it means proficiency. It's how well you're skilled with fire magic, earth magic, swords, axes, etc. It ranges from 1 - 100 but at the start of the game, everything is at 15. I'm trying to decide how I'm going to implement them, and I came up with some ideas, but I don't know which one to go for. Skyrim-Style > Skill proficiency increases on use > Player must raise skills in any combination X times before level up > X required to level up increases per level up > Skill proficiencies get harder to increase the closer they are to 100 Distribution-Style > Player must level up and increase the skills themselves Leveled-Skill-Scaling-Style > Skill proficiency increases on use > Player accumulates pts when a skill increases depending on where the skill level is currently at (higher skill level = more points) > After you accumulate X points, you level up > Threshold increases by X amount or X% per level up Potential-Cap-Style (Not a stand-alone but to be possibly combined with the ones above) > Skill increases will increase your potential % by a certain amount > When potential reaches 100%, skills can no longer increase and you cannot level up Note: But they can still increase via ailments, armors, weapons, etc.
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- rpg maker xp
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Nothing really happened to it. I didn't abandon it or anything (I promise). Life just got in the way between grades, graduation, jobs, etc. With that being said, I'm not *currently* working on World of Chaos only because it's game size is large (content-wise), and I probably shouldn't attempt to release a huge game on my first time showing a game I created to the public. So World of Chaos has not been dusted but is currently on the backburner. What project am I working on? It's called Mythical Legends: Azar Chronicles (RM XP), and it is a much MUCH smaller game. I can't give a definite date on when it'll be done since I'm still going through life stuff, but as soon as I can calculate an ETA, I'll let you guys know. Game takes place in a room between a grandfather and his grandchild. Grandfather is showinf his grandchild this book, and the story of the book is where the game takes place. Now, the story itself takes place in a realm where magic stems from Seroma (Afterlife). Seroma was created by a man named Calhadin,. The Azarian realm has 12 Davkins (AKA Kings/Queens) with Calhadin acting more as the guardian of the realm that watches over his creation, Seroma. The story starts with you waking up in some strange place you've never seen, and you have a short chat with a mysterious man before Calhadin intervenes and breaks you out of there. You end up helping to close a portal leading to the Azarian Realm, and from there, you are sent to the Davkins to tell your story. After that, the Davkins suggested you are of importance to either Calhadin or whoever is leading the invaders, thus, they decided you will help end this invasion and will aid in any way they can for when the expected final battle comes. What I have done so far: CTS Battle System 16+ Custom Stats Status Screen overhaul Tutorial and Intro Message system On-map object interaction system 3D on-map gameplay What I plan to do next Level up system Skill leveling system Skills Weapons Armors State animation tweak so that you see the name on the animtions Note: I have a script that cycles animations Main Quest Side Quests I will do the above in that order. The game should be done after I do all of that. After this game, I'm going back to working on World of Chaos. Therefore, expect to see Mythical Legends: Azar Chronicles Progress blog series in the near future.
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- vectra
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So I'm using Rpg Maker XP, and I've been playing with the damage formula, and I have a few ideas and want to know what you guys think. This is mostly me trying to figure out what to do about physical defense. This is a game where you put points into the stats you want per level. I know it depends on game type but I'm asking for, in most scenarios, which of these would you think you would favor most? If you have any additional ideas to add to what I have, Im open to hear them. 1) Direct damage reduction: Basically defense is subtracted from the damage and there is your final damage which is the default formula of ((power + atk )* rate) - pdef Note: "rate" takes in your other stats depending on what % of that stat is taken which you specify via database. 2) Damage Resistance: Turns PDEF into a % of physical damage is reduced. So same as above except instead of subtracting it as an integer, it is multiplied as a %. (power + atk) * rate * pdef 3) Ratio-Based (User.atk + rate) / p,def * power This one takes the ratio of your atk and stats vs the target's defense. 4) Ratio-based+ (rate / user.atk) * (user.atk + power) / pdef Similar to above but this makes it so your stat has to match the weapon or you'll be punished (so you can't run a 1000 atk dagger with 20 STR). Tho a debuff in, for example, STR in a str-based skill would increase the damage so idk anymore. Open to ideas about how to fix that issue. 5) Temporary HP If your pdef is 70, for example, you have 70 temporary HP at the beginning of battle (AKA HP shield or whatever you want to call it). Once it depletes, it's gone until the end of battle. 6) Armor Health As armor health depletes, so does the amount of damage it reduces. This one isn't exactly a stand-alone idea as it can be mixed with the others, but thought I'd put it out there.
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- predicament
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Is there a such thing as too many skill choices? There are some things I love about databasing... and skills is one of them. Currently I have roughly 454 skills. Now, you don't have all 454 skills but if a player had, like, 100, would that be ok? Asking because I am redoing certain parts of my skill system, and there will most likely be an increase in the number of skills one actor has, and I'm wondering when there can be too many choices to choose from (this is assuming all the skills are unique and useful).
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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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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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One problem I have with certain people is when they wrongfully use the term, "Anti-Black." As a black man, I'm not against blacks. I go for the side of which I believe is right as should everyone. I am totally against riots, unnecessary behavior, and the killing of anyone no matter the race. Recently, there has been chaos within a particular college. I said their behavior was completely unacceptable. They cornered faculty members, threatened teachers, ganged up on school officials. The thing that triggered all of this was an email. Some black guy sent an email to create an event that was made to stop whites from coming to college on a particular day. This was sent to a white guy and he said he will not be participating because he views it as an act of oppression. He was branded racist and all this stuff started happening, I said their behavior was unacceptable. I was branded, by my own father, as Anti-Black. Apparently, I was against my race because I was against blacks who ran around a college terrorizing teachers and faculty members. Apparently, I don't being black anymore and I'm proud of it all because I say its unacceptable. I've been called Anti-Black, White-lover, and Cracker-lover. I don't like whites who hate blacks just like how I don't like blacks that hate whites. I don't side with blacks just because they are black. I side with who is right no matter the color. If a bunch of blacks rioted and killed 6 people, I'm against it. If a bunch of whites rioted and killed 6 people, I'm STILL against it. I don't differentiate my judgment based on skin color. If I am Anti-Black for saying the black rioters' behavior was unacceptable, then so be it (The blacks in the college didn't riot; I was just using riots as an example). So for anyone who is like me, and not just Anti-Black but anything else that has a similar effect, stand for what YOU believe in because, at the end of the day, you have to be happy with who you have become. If you are the only person on Earth that believes what you believe, then I advise you believe in it even if it means you are standing alone. Any great idea, any original idea, and especially any unpopular ideas need to backed up by you.
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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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The title "Lord" that is in my name; you are not obligated to call me that. Lord is there because of the lore of Vectra himself. I don't, in any types of seriousness, would call myself Lord. Meaning, I will always say it in a joking matter, so if you dislike it, I'm sorry. What I don't like it being falsely accused of being arrogant. And I find it very funny that, because I don't like being called arrogant, I'm arrogant. So, what you are basically saying is I can't defend myself. PM me ONE TIME where someone didn't call me Lord and I got mad? Lemme help you out, you won't find one. I will respect people as I always have. What I am NOT going to allow is for you to disrespect me because if I RESPECT YOU, I am expecting the same back. If you're going to totally disrespect me and disregard my feelings because of the word, Lord, then apparently we weren't friends to begin with because Lord been in my name for years and never had I taken it seriously, so I don't see why you are.
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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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I need to find a way for the damage formula to check the weapon's element. No, "Normal attack" for the skill won't work for what I'm trying to do. I need something that allows me to say "if weapons is fire, [insert formula here]"
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If, for example, someone created a sequel called Death Reaper, should they show the very beginning part of Death Reaper II? Or would it be best to not have one at all? If so, on either questions, why?
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It's not completely finished because I'm having trouble knowing how to shade it. What do you guys think so far?
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RM VXA has an auto-shadow so I'm wondering, do you guys take it off, do different shadows or just keep it as is? In all my maps, I didn't bother to change it, but how do you guys feel bout the auto-shadow?
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As some may know, I recently started character design (4 days ago to be exact). Orc Brutes (assuming by their name) has a full offensive skillset. Orc Brutes are like mini-generals who lead much smaller units. They may lead about 3 - 6 orcs. His left arm is made of metal encase there would be any confusion. I haven't done his eyes yet (his pupils). What do you think?
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Before I continue, there is something you should know first... In the first generation (World of Chaos I - VI), the Gods pick one of each class: Templar, Mage, Battlemage, Warrior, and Assassin) Battlemage is a "junction" class of warrior and mage. They have their own skillset and have their own weapon (Battlestaves). Then, I thought, "should their be more junction classes?" For example, Juggernaut Assassin (Warrior + Assassin) Templar Mage (Templar + Mage) Templar Assassin (Templar + Assassin) Warlock Assassin (Mage + Assassin) Templar Warrior (Templar + Warrior) <= This class will be explained Is Templars and Warriors kinda close? Templar and warrior will, automatically, seem extremely close but they are not. Templars use mostly Holy (or Darkness) and Earth.Warriors use any other element (they can also use Darkness). I always felt that Templars should be their own class because they could be much more if they were their own class. For example, each class has subclasses and Templars, by themselves, could do much more with subclasses tailored to only them as compared to it being a subclass of the warrior. My problem I think having 10 classes (this includes the Junction classes) would be too much considering that each will have their subclasses. So, I guess my real question is... do you think I should just take the extra junction classes and make them subclasses of other classes? For example, the subclass, Bounty Hunter (Juggernaut Assassin) would go into the warrior subclasses instead of it being it's own class. And do you think it would matter which one I pick? Meaning, in the player's perspective.
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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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I was battle testing yesterday and I noticed something. My mage, Leonardo, is too weak for my taste. The stats of all classes are categorized by strength and speed. Here's the order from Strongest/Slowest => Weakest/Fastest Warrior Battlemage Assassin Mage As you see, the mage is the fastest but the weakest. How do you go about making your mage class?