I've been busy working on my next music pack, and I've also been busy composing some personal compositions. Depending on the type of mood and setting, sometimes I just really love the sound of music created in lofi mono. It has its charm.
Alisa: Prophecy of the Falling Stars. Join Alisa, a quiet girl with a heart filled with love and hope, on her journey to prevent a calamity. My next RPG Maker music pack is my largest and most focused pack yet. It's a musical story that focuses on a young heroine named Alisa who has been assigned the ultimate task to prevent a calamity.
I got some more work done tonight on my next music pack, Prophesy of the Falling Stars, a part of my Symphony Celestia series. Since it's a story told through music, it's going to be larger than my other music packs. It's also going to cover a variety of different types of themes.
I haven't done much for composing over the last while, but I'm now back to work and I'm focusing on my music pack, Symphony Celestia: Prophecy of the Falling Stars, a music pack that describes an emotional story about a young heroine named Alisa and her journey to try and prevent a calamity.
After spending some more time with MZ, I can say that it's clear that MZ is the superior engine as compared to MV, and it's worth the upgrade. It may be a little shy of some really big game-changing features outside of MV, but the performance is a huge upgrade. With MZ, I can have 50,000 pushed items into the databases and saving times will be decent. Doing that with MV is a huge problem when saving databases.
Well, I ran into a bit of a problem with my Might and Magic inspired project. I decided to make my own independent item and random enchantment system from scratch. I did a test of adding 9999 random pieces of equipment to the databases, and does saving a game ever slow down. With shops (including refreshing them), random independent treasure, etc the databases will increase quite a bit over time.
I got some good work done today on my Final Fantasy Legend (Gameboy) inspired MZ system. I have implemented independent weapons, spellbooks, armor, and items. Weapons, spellbooks, and items have usage amounts like in FFL. I'm going to finish off with the esper system, and then it's time to populate the database with monsters, abilities, etc.
I've been playing around with MZ over the last few days. I'm creating a Final Fantasy Legend (Gameboy) system for it. The image below shows how the esper race gains stats. You have a random chance to gain stats and learn or lose skills. For humans, you buy potions to gain stats. You can also potentially have any monster in the game as a character in your party.
I'm spending the weekend working on my Might and Magic inspired project. I'm getting some good progress done. I'm currently just populating the first region with monsters, treasures, and other events. The first city is already complete with instructors, shops, etc.
I really like MZ! The music and art is really good, I like the new animation system, and I love the new character generator and battle system! Also, I really like the layout of the new RPG Maker Web store.
Just some updates on my Might and Magic inspired project. I have implemented the MM training system into the game. If you don't have enough gold, then you don't level up! Also, treasure chests now have individual inventories. Eventually, there will be scenes (visual backgrounds etc) when interacting with NPCs.
Traps, detecting traps, and disarming traps including treasure traps have now been implemented into my Might and Magic-inspired project. If you don't want to get hurt, you better have a character who focuses on the perception skill, and you better have a character who focuses on the disarm skill!
I'm so amazed at this ABS plugin for MV. This is a plugin that can literally fulfill my biggest game dreams, creating an Ultima VII-like game. Below is a video of a quick scenario I created to test out the plugin. The music in the video is my own composition.