Friday, October 17, 2008

Update, oh! I remembered...

Okay, so it's been a (very long) while. Since last I posted I've completed a demo with Kaempher, called 'Noble's Quest', made a bit more progress on RealmS, moved house, got a job and kept up writing classes.

Now as to the progress on RealmS... not as much has been done as I would have liked. I did go through a small crash that lost a chunk of coding and maps (f'ing Map Tree Error) but luckily had a reasonably new version backed up, so it wasn't as bad as it could have been. I'm now aiming for a release at the next Release Something, but I won't hold my breath about it - just in case.

I've also been working on a 'secret' game which hasn't got much done on it yet. It's gonna be pretty small. I also just took part in the 3 Hour Game making event at 'www.rpgmaker.net'. It was a lot of fun and I'll post up a link to the 'game' (read 'movie') I created. It's very, very short. Yay.

Well, that's about it so far. I'll try to do more work on RealmS in the next week or so and hopefully have soemthing to report next time. ^.^

~Liberty

Monday, February 18, 2008

A small break.

Gaming World is having a Game making competition and I, silly that I am, joined up. It goes for two weeks and has to use only original graphics. I was going to do a small puzzle game that had mice trying to find their loved ones but I teamed up with another member (Kaempfer) to work together on another game. I'm doing the character graphics and beta-testing - despite my little-to-no talent at spriting.

What? He asked! Of course, I agreed. I don't mind helping a fellow game maker out. So, the sprites for the heroes and some NPCs are completed. I'm working on faces now, which is proving to be a bit harder than I thought, but I'll get them done. ^,^

Mouse House has suffered because of this, but I actually got a bit done on it today, mapping out the general area of the house. I've already got all the mice sprited and now need to fill the house with more tiles. I've currently got three floor tiles, two roof tiles, a bed, slippers done. All I need now is... uh... everything else and the garden. I have done the maze I planned though.

As to Realms Shattered...? Not much in the way of development. A little thing called RMVX kind of distracted me before the competition came up and I've been messing around with the trial. It's actually quite fun and the graphics are really cute, though quite square. I'm just working on a very, very short demo game in it that won't really go anywhere. It's just for fun.

Anyway, after this competition ends I'll be amping up the work on Realms Shattered and trying to get a demo out before March 20th - which is Release Something Day at 'rpgmaker.net'. I'm hoping get either a substantial demo out or a EDS test for everyone to try. If I can I'll try my best to get a combination of them out.

As to the demo - I'm hoping to have it get up to at least the second town and have it include a treasure hunt quest, an EDS battle and at least one dungeon. Lots to do!


Wish me luck!

Thursday, February 7, 2008

Screenshots the Third

Talking to a friend at night


Beach Scene

DUELS - Currently coding

EDS and Spriting

I've been busy working on a new feature for RS - the Enhanced Duel System or EDS. Basically it's a very enhanced version of the Suikoden-style rock-paper-scissors duels. I'm pretty proud of it so far and I can't see too much in the way of problems with the coding, which is good. ^.^

It uses sprites to indicate the choices made by the 'enemy' instead of the usual talking. I'm thinking of making a two-player simulator after I get it working properly - a small side project for when I get annoyed/bored with what I'm doing at the time. Fun!

I'll be using these duels a couple of times during the game - at least one fight per main character as well as a few optional characters. One that I know I'll be doing is a 'trainer' type fight. Think of Breath of Fire 3, where the main characters had to train an NPC to fight on his own. I'll be doing that type of thing - minus the game over when you lose.

In fact, even if you lose any duel (except one) you'll continue the story without dying - you just won't get the really good rewards for winning.

Rewards
You'll get three types of rewards for winning a duel.

The first will be duel items. You'll be given some items to begin with but the only way to get more items for duels at the start of the game is to win and receive them as rewards. The type and amount given will be based on how much health you ended the duel with.

The second reward type will be a weapon, armour or other peice of equipment. These will be one-of-a-kind items and cannot be gained any other way than through duels. They will usually have more than one boost, whether it be stat- or element- boost.

The last reward will be a special skill. Unconditional. The character that won the duel will gain a skill that can only be gained via the duel.

Anyway... Yay!

Wednesday, January 23, 2008

Screens

TOWN: NARISSA'S HOMETOWN, LOUVA



INNER: THE GIRLS DORM ROOM




BATTLE: CHARACTER POSITIONS ACCORDING TO CLASS

UPDATE

Working on the battle system I decided to change where the characters are positioned on screen depending on the type of attacker they are. The terrain will change to accommodate these changes.

Narissa, as a sniper/scout, will usually be behind trees or on higher ground to increase her chances for a surprise (read undefendable) attack.


Jidor, as a swordsman, will be out front, taking and giving damage to the enemies and acting as a shield to the weaker members of the group.

Clarissa - with her double-headed pike - will also be a close-range attacker, but has longer and more flexible reach than most mellee types.

Mirad, as an attack mage, will be in the mid-lines, a suitable place to attack with either staff or magic.

Now, here's the thing. I was thinking about trying my hand at making the battles turn based strategy-type. Think FFT/Suikoden Tactics/Vandal Hearts style. I'm not the best at coding and it may blow up in my face, but I'm gonna give it a go and see what I can do. I know what I want - a monster sprite is on the map. Running in to it teleports you to another map where the Strategy/Tactics battle begins and the end of the battle results in either teleportation to the last church (in case of party defeat) or teleportation back to the map.

Now this could get a bit tricky as, though there are only four protagonists, you have access to only two of them for the majority of the game - the others coming and going when they need to. This means that you can hire some help in various places who will have two types of aid to offer - support aid and battle aid. So, when one of the hired help are booted out of the party because the other two roaming members return, they'll stick around until their contract runs out, but will only be able to provide support in battles based on the support type they are - healer/buffer/damage.

However - if I can get the battle system working with the TBS then I may add a 'switch' command that allows you to change a character from the field into a support and vice-versa. Except for the main characters there can only be two others on the field at the time - so a total of four on and two off - because you can hire up to two characters at a time. It's something I'll have to work out.

If that doesn't work I'll go back to an enhanced DBS and try to make it possible in that. Gah!

Any thoughts on this? Questions? Queries?

Sunday, January 13, 2008

Screens: The First

REDWARRY FOREST PATH: WIP



REDWARRY FOREST PATH: BROKEN BRIDGE



ADVENTURERS CAVE: TRIALS FOR TREASURES

Saturday, January 12, 2008

Post: The First

I'm not gonna make this intro too long - basically this blog is for general information about my 2K3 game, 'The Realms Shattered'. Fancy that, it's the same name as the one at the top of this here page. Co-in-ky-dink? Possibly not. That's enough of an intro. On to the info.

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BASIC PLOT SYNOPSIS

Narissa is a young woman living in the peaceful village of Louva. Filled with wanderlust and a desire to know as much as possible about different places and people, she is considered an oddity - especially as the people of her world prefer to stay on the paths that have already been built.
Her love for knowledge and exploration becomes the cause for upheaval, however, when her curiousity sets off a dangerous trap laid a millenia ago by a vengeful man whose desire to destroy eclipsed his own capacity for life.

Now she and those who choose to join her on her journey must travel across the worlds to find a way to stop a dead man's plan before it is too late, for failure to do so will result in the destruction of not one, but two worlds.

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CHARACTERS

Name: Narissa Louvelle
Age: 17
Start Class: Scout
Weapon: Bow
Realm: Mirror

An orphan who is filled with a love of exploring and cartography, Narissa is considered an oddity by her peers who prefer their simple lives of creating arts and crafts. Indeed, she is a rarity in her Realm, a peaceful world with very few warriors and wars. Through her actions are the worlds endangered and she must resume the responsibility of saving them.

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Name: Jidor Minnette
Age: 18
Start Class: Trader
Weapon: Short Sword
Realm: Mirror

A young man whose family has been traders to and from various cities, he is no stranger to travel, though he prefers to stay close to home and his family. Jidor became Narissa's friend three years ago whilst making a delivery to her village. He has since been roped into several of her expeditions into the forests between their hometowns, much to his general amusement/annoyance.

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Name: Clarissa Silfista
Age: 17
Start Class: Warrior
Weapon: Double-headed Pike
Realm: True

Abandoned whilst a child, she was adopted by the Commander of the Eastern King's Guard. Raised in the art of warfare and strategy, she is very serious for her age and often acts as a regoinal spy for the army. Through unformtunate circumstances she finds herself protecting the Princess Heir - a job that required all of her skill and cunning.

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Name: Mirad
Age: ??
Start Class: Magus
Weapon: Staff
Realm: Unknown

A mysterious man who seems to be able to travel through the worlds as easily as breathe, his motives are unknown to all but himself. He has a unique bond with the Sage of the West and is clearly searching for something. Despite being a magic user, his battle skills are nothing short of amazing. A mystery shrouded in the knowledge of the past...

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STORY WISE: I added two more endings that I previously had and made a new scene that I wanted. It's near the beginning of the main story and ties in to certain characters that you'll meet later. It also explains quite a bit about the main character and is pivotal in foreshadowing an important plot point. Yay!

GRAPHICS WISE: I've been doing more on the brainstorming side of things, although I have started mapping more of Redwarry Forest Path, the first dungeon. There's a few more cliffs that I first planned and many extra hidey-holes for monsters and treasure. That's a good thing though. I'm looking forward to mapping the waterfall area, but I've told myself that I have to do the other areas first. I'm such a good girl. ^.^

SYSTEM WISE: Brainstorming new ideas for skills. I've been reading One Piece manga and came up with some ideas loosely based on Chopper's ability. It's pretty cool, actually, with random effects and character stat dependencies. It's gonna be a job when it comes down to 'programming' it, but that's the price of having great ideas.

OTHER: Nothing much else. Just this blog. Woo hoo! I'm actually hoping that this will help me keep up motivation. Cross yer fingers people... and your eyes, just in case.