Wren 179 Posted June 25, 2013 (edited) Features: Strategic Battle System - Enemies spawn with a random power and a weakness tied to that power. Expose and Exploit the weakness to make combat easier. Custom Battle Engine - Utilizing the awesome power of Theolized Side Battle System, Monster Hunter Logan combat has never looked better. Lore - Join Logan on an epic quest that spans thousands of years and impacts the entire game world! ***Note: Most of the battle animations are place holders.*** Script Credits: KiloZapit - Word Wrapping Message Boxes TheoAllen - TSBS + Many others Yanfly - Core battle system and other non combat features Aquarus - Advanced Logo Screen Galv - Region Effects, Event extras VictorJ - Light Effects, Fog & Overlay Soulpour777 - Basic Mail System Vlue - Basic Time + Night/Day & Basic Quest system Rycochet - Zoom Sprites Chrystal Noel - Crystal Engine and License Board Other Credits: Helix - Quality Control The Glaive - additional custom graphics Nichole - Game Testing morewordsfaster - lore development and game theory advice Galv - Script Support nightowl79a - Script Support Xypher - Database support, script support, and project saver Mr. Trivel - General help Sughayyer - Advice and game development Tsarmina - Game development Tsukihime - Script support and inspiration & Special thanks to the entire RPGMakerVXAce.net community for support and inspiration Edited September 14, 2014 by Wren 3 Share this post Link to post Share on other sites
HumanNinja 144 Posted June 25, 2013 It's nice to see you're going to continue the game! I liked the idea you had with the original: Defeating all types of monsters in an area to get a bonus against them in other areas. 1 Share this post Link to post Share on other sites
Wren 179 Posted June 25, 2013 (edited) It's nice to see you're going to continue the game! I liked the idea you had with the original: Defeating all types of monsters in an area to get a bonus against them in other areas. Edit: Yep, still planned. Edited June 29, 2013 by Wren Share this post Link to post Share on other sites
HumanNinja 144 Posted June 26, 2013 I would suggest either making the battle windows more transparent or switch to gray...That's just too much orange! I would also suggest some battle altering scripts that dress things up because it's just too vanilla as is. Victor has got a bunch that you'd probably like (like damage pop and custom collapse effects). 1 Share this post Link to post Share on other sites
Wren 179 Posted June 27, 2013 (edited) I would suggest either making the battle windows more transparent or switch to gray...That's just too much orange! I would also suggest some battle altering scripts that dress things up because it's just too vanilla as is. Victor has got a bunch that you'd probably like (like damage pop and custom collapse effects). Edit: Fixed menu and windows by adding Galv's awesome menu theme scripts. He helped me set them up because he is a super awesome guy. Might look into more combat effects to pretty up the combat. Edited June 29, 2013 by Wren Share this post Link to post Share on other sites
HumanNinja 144 Posted June 27, 2013 I like the music for your rolling text, it fits the idea behind the words nicely! I think you should space out the short paragraphs though. They're almost too fast to read and some people will probably not be able to read them. For the scrolling text in my game, I double spaced each line and triple spaced the paragraphs and set the speed to 1. It works nicely IMO. Also, maybe add a picture behind the words instead of just black? The title screens you did look really good but the I think the lettering on the bottom screen should pop out more like on the top screen. Share this post Link to post Share on other sites
Wren 179 Posted June 27, 2013 (edited) I like the music for your rolling text, it fits the idea behind the words nicely! I think you should space out the short paragraphs though. They're almost too fast to read and some people will probably not be able to read them. For the scrolling text in my game, I double spaced each line and triple spaced the paragraphs and set the speed to 1. It works nicely IMO. Also, maybe add a picture behind the words instead of just black? The title screens you did look really good but the I think the lettering on the bottom screen should pop out more like on the top screen. Edit: Fixed the splash screen you were talking about. Also, feels sorta like we are having a two person convo. Anyone else interested? Check the original post, I updated it. Edited June 29, 2013 by Wren Share this post Link to post Share on other sites
Wren 179 Posted July 3, 2013 Set up a new trailer here: Also updated my website here: http://wrengames.wix.com/wrengames I'd like some input on ideas how to handle runic knights, runic imbue/enchanting, and hunter job ideas featuring slimes, hornets, scorpions, spiders, and bats. So hop on in on this discussion and help me make the best game possible! Share this post Link to post Share on other sites
Wren 179 Posted July 21, 2013 (edited) I'm in a funk. I haven't done anything on my own project in a couple weeks now. I worked real hard and got so much done in three weeks before these last two, I set up all those scripts, made a town, castle, world, sewer, ruin, cave maps, and set up the first quest with 3 optional side quest items, 40 something different npc's, 4 or so different system features... but now when I start up RPGMaker I just zone out and maybe move a tiles around or fiddle with a few events and then close it. A few small hiccups in development recently have me balked: I can't figure out how to add heart icons into the NPC windows of potential love interests for Logan. casper667 even helped me with giving me some code to add in but I can't get it to work. If anyone else wants to help with that, I can PM you all of the scripts I'm using. Combat System - I figured out how to handle 1 - 8 different enemies in 1 encounter and have them react correctly to 2 of 6 attacks, 1 being a weakness and 1 triggering a counter attack, but the counter attack always happens at the end of a combat round/turn and I can't figure out how to make it immediate. Also, I'm still struggling with making the other classes in the game besides a Monster Hunter be fun and as effective as a Monster Hunter. If anyone wants to help with this, I can PM you screenshots of the battle events that makes the counter attack system work, or I can provide more details about the other classes. I can't decide what to do next, the first job posted on the hunter board was to clear out the sewers underneath the city, the next map I have is a short distance away in a ruined tower near a forest. I'd like there to be about 4 normal seeming missions/jobs for Logan before starting on a chain of events that leads on the main plot arc, but I get daunted when I think about all of the work that will be basically filler. If anyone wants to help on this, I will be open to suggestions, and I can provide more details about the main plot arc. So, that's where I'm at currently on the MHLR project. Edited July 29, 2013 by Wren Share this post Link to post Share on other sites
+ morewordsfaster 28 Posted July 21, 2013 Hey, awesome job so far! I know what you mean about having made some strong progress and then feeling daunted by what remains. Don't worry, everyone gets in a slump at one point or another. My suggestion to you is to sit down and make a real solid list of what you need to do, then pick something and get started. It sounds overly simple, but getting that list out of your head frees up your mind to focus on just one task rather than this overwhelming list of things. If you're interested, look into the "GTD" or "Getting Things Done" methodology. It seems so common sense, but believe me, it works. That being said, here's some feedback like you requested. First, your game looks and sounds fantastic. Choosing to use the DS resource pack and the cinematic music really helps your game stand out from the crowd; I think you made a smart move investing in those resources. I do have one piece of criticism regarding your battle system. The requirement to guard to focus at the start of every battle seems a little tedious to me. It slows down the pacing of battle and I think it will turn into a frustration as the game goes on. Personally, I would only have it required if the player has less than the required FP to perform an attack or if the battle starts on uneven terms, like a back-attack or sneak-attack or whatever. Also, I would have the number FP returned by guarding either be the same amount needed to perform one attack, or scale with level/bosses defeated/jobs completed, or improved by equipment. If I understand it correctly, this is how most early combats will go if I use the correct skills and started battle with 6 FP: Round 1: Guard, get attacked by enemy Round 2: Use skill, get attacked by enemy Round 3: Guard, get attacked by enemy Round 4: Use skill, enemy defeated While this doesn't seem like a lot at first, from your description, it sounds like the majority of battles will be this long or longer as the game goes on. I'm a big fan of reducing unnecessary repetitive choices on the part of the player. At least instead of forcing the player to guard at the start of each battle, just start each battle with a "guard round" where the player is system-forced to guard (without selecting it in the menu) and then effectively start the battle at round two. Just my two cents. I have some other ideas for smoothing out the battle system, too, if you're interested. Also, I'm still struggling with making the other classes in the game besides a Monster Hunter be fun and as effective as a Monster Hunter. If anyone wants to help with this, I can PM you screenshots of the battle events that makes the counter attack system work, or I can provide more details about the other classes.Yeah, go ahead and PM me the details about the other classes. I love stuff like that and I'd be happy to help. Maybe we can talk about the rest of the battle system, too. I can't decide what to do next, the first job posted on the hunter board was to clear out the sewers underneath the city, the next map I have is a short distance away in a ruined tower near a forest. I'd like there to be about 4 normal seeming missions/jobs for Logan before starting on a chain of events that leads on the main plot arc, but I get daunted when I think about all of the work that will be basically filler. If anyone wants to help on this, I will be open to suggestions, and I can provide more details about the main plot arc.If it's "essentially filler" then forget it. Get straight to the good stuff! Share this post Link to post Share on other sites
Wren 179 Posted July 25, 2013 (edited) Okay, sort of a bump, but I also got an update here. I am going to try and set up Raizen884's Lune Elemental Levels to manage the 6 attacks progression/advancement, but I'd like to change the names of the 6 attacks to better match the new lore. Each of the 6 attacks is really a sort of half magic, half physical attack that when properly used will defeat a monster without runes. Right now, they have generic sounding physical attack names, and once I figure out good names for them I can finally also try and set up good animations for each one. Right now they are: Bash Pierce Thrust Slam Hack Slash But I'd like something more in line with the lore. I'm thinking stuff like, Radiant Spark, Twilight Spiral, stuff like that, but I don't know if that is too goofy sounding. Also am working on a way to match the Runic Monk and Runic Knight to better fit in with the lore, so I am looking around for some crafting scripts that might work. I might make it where once a runic knight sets a rune in a weapon or armor, it's there for good, and can only be removed by putting one on top of it, destroying the first one, or combining the one that is in there with another of the same type or one that is compatible to make a hybrid rune. I'd also like the runic knight to be able to combine runes and then let the monk use it as a spell. This way they have some synergy. Edited July 29, 2013 by Wren Share this post Link to post Share on other sites
estriole 326 Posted July 26, 2013 (edited) Some suggestion for runic monk + knight. You could make the runic monk create the rune and imbue it to runic knight weapon. And runic knight have option to use the imbued rune immediately. Or reinforce it more using his/her mp. Ex: (just using element) Runic monk imbue fire rune to runic knight. Make the knight normal attack fire elemental(optional)(if you want the knight can have different rune at the same time then don't use this. Ex: fire rune + water rune). Boost str +5 percent. (Passive) Could be achieved by giving the knight a state. Then by having that state. The runic knight unlock new commands (or skill). 'unleash rune' and 'charge rune'. When choosing unleash rune. Cast fire magic lv 1 (since the rune imbued is fire rune.). Also remove the imbued state at same time (reset state). When choosing charge rune. The runic knight use his/her mp to charge the rune to next level. (Become fire rune lv2) which make it when choosing unleash command use fire magic lv 2 skill instead. The system could also work with multiple element. Ex: Turn 1: monk imbue fire rune Turn 2: monk imbue water rune Turn 3: knight use unleash and use steam magic (water + fire). In between the knight could charge the rune and get different damage. Ex: steam magic damage will be Fire runelv*100 + water runelv*50 So the runic monk set things up(element or whatever your game concept). Then the runic knight execute (charge or unleash) Edit: also you can make if the monk imbue fire rune. And in next turn imbue fire rune again. It will charge the fire rune 'only' to next level too. But rune knight charge all available element given by monk imbue. at the same time so if there's water lv 2 and fire lv 3. It will become water lv 3 and fire lv 4 (making the knight charge more useful to increase total damage while the monk can add more element). Also unleash could be a skill type instead. It contain all possible runic combination skill. But disabled unless have certain rune level. So player could choose what skill to use based on situation. Ex: knight already have Fire lv 1, water lv 1, earth lv 1. The skill which can be chosen: Fire, (damage based on fire rune) Water, (based water rune) Earth, (based earth rune) Steam, (fire + water rune) Mud, (water + earth rune) Lava, (fire + earth rune) All above skill become enabled. While other skill in unleash skill type disabled (can use yanfly skill cost manager). Like that. By listing all available combination like that also help the player know what element they want to imbue next. Sorry for long post. And if I didn't clear enough. . Edit again duh: I read the sentence where you want the monk could use spell based on runic knight combination. If using above system. You could make the unleash skill generate roaming/residue rune(or whatever it called). Could be just by giving them state or use variables Ex: Unleash steam will generate roaming fire and roaming water rune. which last 1 turn...(Next turn it dissapear) Then the monk could tap to that roaming rune and deal more damage (or heal or restore mp according to combination of roaming rune). So the final combo would be like this: Monk imbue rune to knight Knight charge (optional) Monk imbue another rune(Optional) Knight unleash. Monk follow through. Edited July 26, 2013 by estriole Share this post Link to post Share on other sites
Wren 179 Posted July 26, 2013 (edited) I was actually thinking of simplifying it down some. Runic Monk can create runes using magic points + blank runes and use the runes like stored magic spells. Each rune will only cast one spell when used, but each rune has the possibility to be used either offensively or defensively. I might have to create types of runes that are not based on typical elements, but like have them be actual Nordic based runes, for different words of power. So the monk makes a Ø rune. The monk can use that during a fight using TP to either paralyze all the enemies in combat, or can use TP to cure paralyze for the party. The Runic Knight uses TP to imbue his weapon to cause a 1 round paralyze on hit or instead can imbue armor to prevent paralyze. Once imbued the monk can't use that rune, and will have to use a new blank rune to make another rune. If the knight wants a different rune on the weapon or armor he has to visit a runic forge and destroy the old rune (including the blank one). The knight could also take 2 runes and using TP, combine them, allowing him to add multiple effects on the gear that is imbued as well as letting the monk have more options when using the rune. The knight can also combine the same type of rune and level it up. So I will have to come up with a symbol and effect list as well. I'll save elemental magic for the spirit weaver class that doesn't need to store magical energy into runes. I still haven't found a compatible crafting script to take care of this, I might have to use all events, which will stink. Also, I am having problems with the Lune elemental system I was going to try and use for the hunter attacks. It breaks as soon as I try to start the scene with an error. I don't know jack about scripting so I don't know what to do to fix it, and I don't know what sort of formula is supposed to be there. I already asked for help on the actual script page but anyone reading this might also know what is up. So, major roadblocks now are: Either get Lune Elemental levels to work to handle upgrades of hunter attacks that I can trigger on monster boss defeats or find another way to do it with style Find a way to handle the runic magic system with style, so far I have a request in for a modification of CSCA crafting system but if anyone knows a way to handle the above system, or even come up with a different system that does roughly the same thing, allows monks to create runes and knights use them in some way that will be fun to manage Writing up an actual outline for the plot and all needed changes to the game thus far, so I can take small doable chunks and get them done Edited July 29, 2013 by Wren Share this post Link to post Share on other sites
Wren 179 Posted July 27, 2013 I was able to figure out the elements situation so that is squared. Next I will work on finding or eventing up the rune system. Share this post Link to post Share on other sites
Wren 179 Posted July 27, 2013 (edited) Edit: -snip- See original post for current happenings Edited July 29, 2013 by Wren Share this post Link to post Share on other sites
Wren 179 Posted July 29, 2013 All custom scripts are now added and in working order. There will be no more custom scripts added to this project. The rest of development will be adding content, since all core features are now working! Excuse the huge print, but I'm pretty excited. Edited the original post. I would appreciate any ideas or comments. Thanks! Share this post Link to post Share on other sites
+ morewordsfaster 28 Posted July 29, 2013 First off, I love all the changes. I think your game is looking really fantastic and I can't wait to play it! One thing that irked me in the video was when Logan used the wrong attack against the Rat and made it run away, then it said that Logan & team were victorious. Maybe this is just a general irritation about victory requirements that I have, but I hate when it says they were victorious when they didn't really win... The player chose the wrong attack and the Rat escaped. I'm having trouble explaining, but maybe you get what I mean. There were a few other things that kind of seemed off like mismatched fonts, especially in the codex under Story--the Job Board entries were really squashed. Maybe you can create another section for Job Board entries? Or abbreviate Job Board to JB or Jobs or something. Here's some ideas for your runes: Revive Rune - On armor, auto-revives the Knight if downed in battle. On weapon, does fatal damage to undead. Shell Rune - On armor, makes knight invulnerable to physical attack for X turns. On weapon, breaks through enemy's DEF. Protect Rune - On armor, makes knight invulnerable to magic for X turns. On weapon, breaks through enemy's MDEF. MultiBlast Rune - On armor, draws enemy's multi-target attacks onto the knight. On weapon, creates ghostly clones of knight's weapon that attack all other enemies when he attacks one. MultiRez Rune - On armor, revives entire party or any downed party members when knight is downed. On weapon, does fatal damage to all undead. Swamp Rune - On armor, each enemy attack has a % chance of slow/drain that enemy. On weapon, each attack has a % chance of adding slow/drain. Stone Rune - On armor, knight becomes immobile for X turns, but all enemy attacks target knight and damage from those attacks refill his HP. On weapon, each attack has a % chance of adding stone. Stasis Rune - On armor, knight becomes paralyzed for X turns, but all enemy attacks target knight and damage from those attacks refill his MP/TP. On weapon, each attack has a % chance of adding stasis. Bomb Rune - On armor, reflects and amplifies the damage from one enemy attack back on all enemies. On weapon, rune explodes on impact doing damage to all enemies AND knight. Muddle Rune - On armor, knight becomes immune to all status effects for X turns. On weapon, each attack has a % chance of muddle. Ultima Rune - On armor, knight attracks all enemy attacks for the remainder of the battle, but each attack's damage is reduced by 75%. On weapon, next attack has a % chance of reducing enemy's HP to 1. As for ideas for gifts, it would be cool if Logan could take bits and pieces from monsters he's defeated, like scales, feathers, etc and fashion them into gifts. Gathering flowers or finding jewelry would be good, too. For dates, would there be some sort of conversation system that would require some thought/skill to "woo" his date? Share this post Link to post Share on other sites
Wren 179 Posted July 29, 2013 Wow, those are all awesome ideas! I like all of them! RAWR! Share this post Link to post Share on other sites
+ morewordsfaster 28 Posted July 29, 2013 All of them, of course, will need to be rigorously tested. Some have serious game-breaking potential so you'll have to play around with limits and costs and such. Share this post Link to post Share on other sites
Wren 179 Posted July 29, 2013 (edited) All of them, of course, will need to be rigorously tested. Some have serious game-breaking potential so you'll have to play around with limits and costs and such. Ah, but I figured out how I can limit use, so I can make the really strong ones use up all the runic power in the rune and return it back to an empty rune state, same thing with rune knight powered gear. So if you burn off the rune you will have to get the ink and have mp to make more, and the ultima one for example takes 4 runes so that will limit how many times you can keep making it as the runic monk will run out of ink or mp and the knight will have to have TP enough to combine them. Example: Healing rune only works 20 times before it returning to a blank rune. It takes a blank rune, runic ink, and a heal rune recipe so I have some options on gating rune use. I plan to let Edmond sell you runic recipes for gold. Edited July 29, 2013 by Wren Share this post Link to post Share on other sites
Wren 179 Posted July 30, 2013 (edited) Thinking of making the following changes to combat: All monsters at the start of combat are in an "Empowered" state. This state reduces normal attack and all but 1 "Correct" (different for each type of monster) monster hunter attack damage down to 10%. In addition, any normal attack (or any "incorrect" monster hunter attack) by any class except for a Runic Knight with a powered Runic Weapon will result in a counter attack and the monster will go into an "Enraged" state. In the "Enraged" state the monster will have increased parameters, additional attacks, and all around be much more dangerous to fight. The only class that can use a normal attack on a monster in the "Enraged" state is a Runic Knight. A Monster Hunter can use the "Correct" attack and lower the state back to "Empowered", however, the "Correct" attack is randomized when a monster reaches the "Enraged" state. Runic Knights with a powered Runic Weapon do not cause a monster to go from "Empowered" to "Enraged" when they use any attacks. Guard will no longer only return TP points and allow monster hunters to make monster hunter attacks. The costs for all Monster Hunter attacks will drop drastically from 12 to 4 TP. Guard will return 4 TP, as well as when a Monster Hunter uses guard the player will be shown the "Correct" attack to use to lower the state of the monster, starting with the monster with the highest state (if there are multiple types of monsters in one encounter, which will not happen often except boss fights). This means Guard will not only provide enough TP to use an attack, but will also provide the player with which attack to lower the state of any "Enraged" or "Empowered" monsters. Monsters who have the "Correct" attack used on them while they are in the "Empowered" state move to a state called "Weakened" were it can be attacked freely by all character classes with all attacks, weapons, and skills without triggering a move back to the "Empowered" state. This will represent the hunter striking a weak point and allowing the Runic Monk and Spirit Weaver classes to be effective in combat. In the "Weakened" state all Monster Hunter Attacks also do normal damage and the "Correct" attack will cause 15% more damage. Boss Monsters will have an ability that can move itself from the "Weakened" state to the "Enraged" state so boss fights will be tricky, constantly making Guard useful to determine the "Correct" attack to use to bring it back down to the "Empowered" (and eventually "Weakened") state. Added this to the original post was well. As always, any comments or suggestions will be appreciated! Edited August 1, 2013 by Wren Share this post Link to post Share on other sites
Wren 179 Posted August 1, 2013 (edited) Okay, after 3 days of wrestling with the project I made some drastic changes but couldn't achieve my original vision. Monster hunters have 10 magic points They have a new ability called "Hunter's Eye" which will target a monster and then show which of the 6 attacks the monster is weak against that costs 5 mp. Guard now returns 5 MP and 2 TP All hunter attacks now cost 6 TP - each time the hunter attack levels (using Lune Elemental levels) it will increase by 1 TP cost (haven't figured this out yet) The 6 attacks are now: Temple Bash Eye Pierce Hamstring Impale Eviscerate Throat Slash Runic Monks activating runes costs MP now, before it was free after creating the rune, now it will cost between 5 and 20 for the 5 starting runes to use them. Monsters now start each combat with a random weakness to one of the 6 attacks by taking on 1 of 6 states. Each state is 50% to the other 5 attacks and 200% to the weak one. Any hunter attack besides the one the monster is weak against will cause a counter attack. Rats no longer flee for a counter attack Now I need to do a little balancing with weapons/armor/damage/monster skills to get it closer to what I think good Currently monster troops events only support up to 3 different types of monsters That's where I'm at currently. Edited November 25, 2013 by Wren Share this post Link to post Share on other sites
Wren 179 Posted August 5, 2013 Demo is out! Details here: http://www.rpgmakervxace.net/topic/17494-monster-hunter-logan-redux/#entry119857 Share this post Link to post Share on other sites
Wren 179 Posted August 11, 2013 (edited) Revamping combat again. How does this sound? 4 physical damage types - Normal (default), Pierce, Blunt, Slash At the start of combat all monsters are strong against all 4 of these damage types A monster hunter can use a skill called "Hunter's Mark" to inflict a weakness on a monster. All monsters will have a predetermined list of possible weaknesses. A slime for instance can only be weak against a blunt type of attack, since slashing and piercing has no effect, nor does it have eyes, skull, or a throat. So the player will use hunter's mark and open up the blunt weakness and then pick from different hunter attacks that use that damage type. Monster hunters can dual wield so they can customize which damage types they have available to use. Each weapon will have up to 2 damage types. Axes will have Slash and Blunt, Swords will have Slash and Pierce, Spears Blunt and Pierce, and Maces/Hammers will have increased Blunt. Each Monster hunter will have a slight specialization to 1 of the 3 monster hunter damage types, Zanara will have added Pierce stats and 1 extra skill, Logan will have Slash, and Briggs will be Blunt. There will be 2 types of attacks per damage type that all monster hunters will have, and 1 extra for the specialization skill. All references to "the six attacks" will be removed and the Guild Master Christos will have developed the Hunter's Mark attack. Runic Monks will have access to the blast rune damage attack rune that uses a runic magic damage type and uses TP and MP to activate, support runes only take MP to activate. Logan will have an extra magic based ability that the other monsters don't have, this is due to lore reasons, but still working out what characteristics this magic based ability will be. Edited August 13, 2013 by Wren Share this post Link to post Share on other sites
Wren 179 Posted August 13, 2013 Okay, I've just done basically a wipe of my database and started over. Maps, graphics, events are all still there. Also, there is a problem with the HP Bar display script I am using. It does not currently support showing status icons for the enemies unless they are marked with a boss tag and have a long boss bar. This has me thinking of making every monster encounter a boss battle with only 1 monster per encounter and much more dangerous unless the player makes smart decisions. The fights won't be longer, just much more dangerous. Thinking of having the monster attack a specific target and alert the player to the targeted player so they can use guard. If guard is not used the monster will deal massive damage and perhaps trigger another attack on other characters. As always, any comments or suggestions welcome. Share this post Link to post Share on other sites