Disclaimer

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it). Changes will only be apparent when the next demo version (version 3) is released.

Friday, December 20, 2013

12/20

Been at it quite a bit over the last few days.  Here's some of the new stuff:

  • Updated this blog with a disclaimer in the title so I no longer have to type it every post (hurrah)
  • 5 more houses are done in Lenox
  • Various townspeople have been added to the city streets
  • Game intro has been redesigned
    • Title music will now continue into new game's intro story
    • Intro story has been tweaked slightly
      • Intro will now display as scrolling text instead of message boxes
    • Two new special scenes and a new map have been added to the intro
  • New scripts have been implemented to allow better control of special events midbattle, and for managing the inventory

Monday, December 2, 2013

12/1

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

I finished the tavern in Lenox tonight, and introduced a new character/side quest(s) in the process.

Monday, November 11, 2013

11/11

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

Sorry for the long delay.  Progress on the game will continue, but will be a bit slowed.

Recently:
  • New optional 'How-To' area has been added that explains various game mechanics
  • Work has begun on various character-specific side quests

Sunday, August 4, 2013

8/3

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.


  • Garion (third character)'s 'Blade Draw' passive special is now implemented correctly
  • New enemies and monster formations have been added to the world map
    • Some balancing has been done, more will be required
  • Status effects (Poison, Blind) have been implemented.  Poison still needs a little work.
  • New scripts have been added to make dialog choices better
  • New scripts have been added to allow for additional boss battle scenarios in the future
  • New script has been added to prevent items from dropping from enemies until certain conditions have been met

Saturday, July 20, 2013

7/19

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

  • Started work on the Lenox tavern
    • There may be a semi-familiar face inside
      • All events with this character are complete
  • Worked on storyline events for one half of the story arc
    • Cutscene complete
    • Third character initialized

Tuesday, July 16, 2013

7/16

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

  • Training hall is now complete.  You can use this area to test out your abilities and items, without worry of wasting them.  

Monday, July 15, 2013

7/14

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.


Just got back from my vacation, during which I...
  • Brainstormed 25-35 abilities for nearly every character in the game
  • Started various equipment lists, including
    • 5-10 character-specific weapons
    • 10 different light and heavy headgear
    • 10 different light and heavy chestgear
    • 15 different accessories 
  • Further developed various plot details and sidequests
 And tonight...
  • Completed the Hunter's Guild building (that was a lot of events...)

Wednesday, June 26, 2013

6/25

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

A lot has been done the last few days...here's the basics.

  • Lenox restaurant is complete
  • Lenox potion shop is complete
  • Lenox Hunter's Guild is 50% complete
  • Some NPCs have been added to all above-mentioned areas, as well as in the city streets
  • New Tsukihime scripts have been added
    • These scripts increase functionality by allowing me to better manipulate stats gained/lost from states - in other words, I have more control over what items and spells can do
    • I am very impressed with the script, and will be looking into his other scripts for additional functionality in other game design elements...
  • With the new script, a 'Warm Meal' buff-system has been added and included in the restaurant
    • Pay for a meal, recover health, and gain a stat dependent on the type of food eaten
    • Stat bonus will last for a set number of steps
    • Stat bonuses will not stack - when eating multiple kinds of foods, only the kind you ate last will buff you
  • An extra 'meeting room' has been added to the hotel

Friday, June 21, 2013

6/20

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

Just a small post, but a lot of work has been done.  Here's the details:
  • Intro event (Lenox section) is now complete.  The event will be finished at a much later date, as it involves Lenox Castle, which has not been developed at all yet.
  • Lenox Hotel interior is now complete.  I may have cheated a little, but I like it.
  • Character-exclusive equipment slots have been implemented.  Here are the details on current playable characters:
    • Klim - Trophies: Special souvenirs taken from powerful foes.  A reminder of hardships overcome.  Most bosses will drop one, though they may be obtained through other means as well.
    • Ailee - Extra Accessory slot.  If you think I may be a little uncreative on this one, you're probably half-right.  This has the potential to be huge however, considering what I want to do with accessories.
  • Cloak and Neck equipment slots have been removed from the game (to be honest, not sure if they made it into the last demo or not...but they're gone now!) 
  • The mysterious swordsman will now drop an appropriate trophy if you manage to best him in the event underground
  • The save file screen has been updated again to include a 'Total Battles' counter

Tuesday, June 18, 2013

6/18 - Lenox Exterior Complete!

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.


As the title states, the exterior map of the castle city of Lenox is now complete.  Work will now begin on the interiors, special events, etc.  This should not take quite as long...but will still be a while.



Sunday, June 2, 2013

6/2

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

Sorry I have been out of touch!  Have no fear, development is still being made (although it's slow). 

  • Lenox's exterior is about 25% complete.
  • Passive character effects have been implemented into the game's abilities section
  • Critical evasion (CEV) has been changed.
    • Critical evasion % will now directly reduce the enemy's critical strike %.
    • Formerly, the enemy had a chance to crit you, and a separate roll was done to determine whether the crit was avoided with CEV.
    • Example: The enemy has a 10% crit chance.  Your character has 10% crit evade.
      • Old System: If the enemy rolls a crit (10% chance), your character has a 10% chance to avoid the critical.
      • New System: The enemy cannot crit your character (10% crit - 10% crit evade = 0% chance of critical).
    • This increases the value of the CEV stat to where I want it for this game, and makes combat a little simpler.

Saturday, April 20, 2013

4/20

No real updates to the game today, but I've been neglecting to put up screenshots of some of the most recent changes, so, this post is here to make up for that.

Enjoy!
New Dialog Menu w/ Name Tag


New Battle Menu Display w/ Limit Command


New Damage Display


New Status Menu


New System Menu


New Save Menu


Thursday, April 18, 2013

4/19

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

  • Fixed a couple issues with the new battle commands.  'Empty' commands will no longer appear (example: 'Special' will not appear in your battle command list or ability list if you know no special moves that fall under the 'Special' command).

4/18

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

  • Special attacks have been adjusted slightly (interface-change) for TP attacks (now called Limits)
  • All Buroe dialogue, events, and other text has been reformatted.  This marks the end of my 'revamp' process for all currently created content.  This means:
  • I will now start developing new content.
Cheers!

Tuesday, April 16, 2013

4/15

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

  • All text for the Luminite Monastery area has been reformatted to better fit the larger game message window.  Important characters also now have name tags.  Buroe events and text soon to follow.
  • Combat victory screen has been tweeked to be more visually pleasing
  • Additional tweeks have been made to the combat system to provide better flow
  • Enemies now have basic attack animations
  • NPC positions on maps have been adjusted slightly to better accommodate the higher player speed

Wednesday, April 10, 2013

4/9

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

  • A new TP attack system has been implemented
    • This system will not be activated until a certain story event takes place
  • Battle speed has been adjusted
  • New attacks have been created

Sunday, March 31, 2013

3/31

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

Many Yanfly scripts have been used to enhance the quality of the game. 
  • New battle system display has been implemented
    • Damage/misses are now shown with pop-up displays similar to most RPGs
    • Pop-up damage numbers are now colored based on the element of the attacks
    • Character avatars are now shown in battle
    • New victory screen has been implemented
  • New game settings have been implemented
    • Game is now played in a wider window
    • More text can be displayed on the screen at one time
    • Auto-dash is now available and enabled by default
    • Window colors and game volumes are now customizable
  •  New save system has been implemented
    • Much more information, such as party members, level, gold, playtime, etc is now visible on the save files
    • Can now save in 24 different save slots (up from 4)
  • New character menu has been implemented
    • TP can now be viewed outside of battle
    • Status screens have been enhanced to show additional information
    • Additional equipment slots have been added
  • Game maps have been improved to prevent wandering NPCs from moving onto tiles that inconveniently block the player

Tuesday, March 19, 2013

3/19 - A New Dawn

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

Today's update is a bit different than usual, and warrants a bit of an explanation.

I originally started this game project for a class assignment (my senior project).  I rushed through content as quickly as I could daily to ensure I had a solid game demo with roughly an hour's worth of gameplay.  That goal (and the class) are now over, and thus the focus on this project is changing.  However, this change overall should be a good thing.  Here's what's going on:
  • Game content here on out will be increasingly refined
    • Additional time will be spent on playtesting/balancing
    • More time will be allotted to development of areas/characters
    • Extra visuals (sprites, icons, etc) will be included
  • Additional scripting will be included
    • Yanfly & custom scripts will be added
To give an idea of the Yanfly changes, virtually EVERYTHING in the game is going to be changed - status menu options and visuals, combat displays, game resolution, message boxes, and more.  I am currently in the process of applying all of these changes, and ensuring that they work as intended for all of the content I have already created.  After this is complete, I will again resume working on new content.

Due to these changes in development, updates to this blog will not be as frequent, and new demos will be released more slowly.  However, the quality of the game itself should improve significantly, and I think you will be pleased with the results.

That all said, here's what else I've accomplished recently:
  • Basic blueprints are drawn up for the following areas:
    • City of Lenox
    • Castle Lenox
    • Silver Mine (name to be changed)
    • World Map - Worslic Area

Sunday, February 24, 2013

2/25

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

  • Altered the title screen slightly
  • Fixed a couple more miscellaneous text oddities
  • Changed the 'end of demo' message to be a little more interesting
  • Tossed around a few more tiles on the world map
  • Made a minor map change in Buroe (you won't notice)
  • Made healing potions in the monastery cheaper again (50g)

Wednesday, February 20, 2013

2/19

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

  • Fixed some minor typos
  • Fixed a bug that allowed for Concussive Strike to be used (and wasted) outside of battle
  • Fixed a placement bug that occurred when you entered Buroe from the east
  • Developed basic blueprints for Lenox

Thursday, February 14, 2013

2/13

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

  • The northern section of the continent (on the world map) is now fully developed
Might not be much to report, but a lot has been done!

Tuesday, February 12, 2013

2/11 - Demo Version 2 now released!

With the completion of Buroe, I have decided to release the next demo.  There isn't all that much more to do, but you do have a whole town to explore, and a few minor things have been changed in the monastery intro...

Your prior safe files should be compatible if you copy them over, but no guarantees.

Download link here: http://www.mediafire.com/file/e6p90014zn1jq1t/WoGDemo2.exe

Enjoy!

Monday, February 11, 2013

2/10

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 2) is released.


  • All crits (enemies and players) have been nerfed, down from 300% damage to 175%.
  • In Buroe, all buildings' basic designs are complete
  • Additional villagers may be added at a later date, but for now there is a nice healthy population, more than I originally planned
  • Work has begun on a magic library
  • Emphasis is now being placed on adjusting gold values per enemy/fight to achieve balance between having to grind a lot, and being able to buy absolutely everything right away
  • Overall, Buroe is ~90% complete
  • Fixed a minor bug with enemy names appearing in an incorrect order
  • Fixed a couple minor text 'oddities' in the monastery

Saturday, February 2, 2013

2/2

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 2) is released.

  • Nerfed max HP gains on level ups considerably.  And no, you won't keep a high max HP if you load a save file from the first demo where you've already leveled up a bunch.
  • Nerfed defense of player characters - it will no longer rise with your level, and will only be increased by upgrading your equipped armor.  Again, leveling in the first demo will not give you a higher stat here.
  • Created encounters on the world map
  • New enemy type added (Bat)
  • The Buroe shop is now open, selling additional items 
  • Some items' prices have changed
  • First sidequest has been fully implemented
  • Minor additions were made to the world map

Thursday, January 31, 2013

1/31

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 2) is released.

  • Finished 4th building (of 6) in Buroe
  • Redesigned the Master - he now has different face and sprite graphics
  • Added new event for Xavier during the monastery attack
  • Changed positions of some characters very slightly
  • Added new items and weapons

Tuesday, January 29, 2013

1/28

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 2) is released.

  • Finished third building (of 6) in Buroe
  • Added special optional story event
  • Finished NPC dialogue in Buroe 'streets'
Expect a fair amount of story events to occur in towns...and a vast majority of them will be optional!

The more you delve into the game's world, the more you will discover.  And if you don't really care, well then, you won't be disrupted from bashing enemies as much.

So it is!

Monday, January 28, 2013

1/27

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 2) is released.
  • Made slight alterations/additions to world map
  • Created the town of Buroe
    • Initial town screen complete
    • Transitions complete
    • 2 buildings of 6 complete
  • Added new items
  • Made secret stuff.  Likely will be included in next demo.
  • Rare Wine is no longer obtained from chest in Luminite Monastery B1F.  I will set up a special event to run during the 2nd demo that replaces the rare wine in your inventory with the new item you would've gotten.
  • I'm currently looking at adding new advanced scripts to alter the combat system and game mechanics.  Depending on how these features integrate, you may need to start over from the beginning of the game when the 2nd demo launches.
  • Improved the UI in the training fight against the Master
  • Developed new weapon and story concepts

Sunday, January 27, 2013

Demo Version 1 is Out!

If you're reading this, you 'probably' already know about my game (and about the demo), but here's a quick rundown in case you don't.

I'm creating a turn-based RPG with RPGMaker VX Ace.  So far the program and its tools have been extremely solid, and I recently finished my first demo, which can be downloaded here: http://www.mediafire.com/file/l24a32828inap34/WoGDemo1.exe

Things that are included in this demo:

Introduction
  • First fully complete area (Luminite Monastery)
  • Started world map (very incomplete)
  • Basic combat (expected final level: 3)
    • 4 enemy types, 2 are random-encounters, 2 are bosses
  • First ally joins!



Download and try it out!  I am looking forward to your feedback.