2023 Goals and Progress Thread

ZombieKidzRule

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Well, its no where near as cool as other folks' progress, but I managed to test my random chest determining Common Event and store the results in an array that is unique to that chest. It takes about 30 reusable Variables and then a Variable (array) for each chest that I would want to use it on.

Right now, the Common Event is built so each possibility has an equal chance of occurring, but that was only for testing the concept. I have to modify it to make it so different results and other things influence some of the random determinations.

Right now, it is determining the following for each chest (and I have another one for doors):

- Size, Quality, Material, and Flavor Text for the chest (Example: A small, shoddy, wooden, moss covered chest)

- Mechanical Lock Level & Strength, if applicable (Example: A superior, study mechanical lock)

- Magic Lock Level & Strength, if applicable (Example: A common, weak magic lock)

- Mechanical Trap Name & Level, if applicable (Example: An intricate, sleep dart mechanical trap)

- Magic Trap Name & Level, if applicable (Example: An inferior, ice bomb magic trap)

- Chest HP

The Chest HP is determined by the Size, Quality, & Material of the chest.

So each time I interact with a chest, the Common Event randomly determines all the information about the chest and the unique array for each chest stores the information so I can go back and it remembers the results.

Again, probably not very complicated for experience people and I probably didn't make it very efficiently, but it works so I count that as a success!
 

Kokoro Hane

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Finally finished "The Cursed Tower".... just getting that one game out after sitting in beta version for so long makes me feel infinitely more productive.... I even added a side quest before releasing it because why not? I just felt like using RM lol.

My next goal for this year is hopefully release ACT 1 of Crystal Captor's sequel. That game is waaaaay overdue for release lol.
 

cthulhusquid

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I got some great progress done on my post apocalyptic rpg yesterday!
  • Made a lot of the beginning enemies (weak mutants, humans). The old versions of them were already there, so I just had to update them.
  • Added recipes to the crafting system
  • Finished rebalancing nutrition and radiation values on food and drink
  • Started making more rooms in the starting location
  • Made a new XP curve
  • Started cleaning up old stuff from the quest journal
 
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cthulhusquid

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Well, its no where near as cool as other folks' progress, but I managed to test my random chest determining Common Event and store the results in an array that is unique to that chest. It takes about 30 reusable Variables and then a Variable (array) for each chest that I would want to use it on.

Right now, the Common Event is built so each possibility has an equal chance of occurring, but that was only for testing the concept. I have to modify it to make it so different results and other things influence some of the random determinations.

Right now, it is determining the following for each chest (and I have another one for doors):

- Size, Quality, Material, and Flavor Text for the chest (Example: A small, shoddy, wooden, moss covered chest)

- Mechanical Lock Level & Strength, if applicable (Example: A superior, study mechanical lock)

- Magic Lock Level & Strength, if applicable (Example: A common, weak magic lock)

- Mechanical Trap Name & Level, if applicable (Example: An intricate, sleep dart mechanical trap)

- Magic Trap Name & Level, if applicable (Example: An inferior, ice bomb magic trap)

- Chest HP

The Chest HP is determined by the Size, Quality, & Material of the chest.

So each time I interact with a chest, the Common Event randomly determines all the information about the chest and the unique array for each chest stores the information so I can go back and it remembers the results.

Again, probably not very complicated for experience people and I probably didn't make it very efficiently, but it works so I count that as a success!
Lol your game had better have a lot of chests then! Anyway I would consider that to be decently complicated, not simple.
 

RCXGaming

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One of the most important goals for me this year is to finally properly work on The Dark Heart (my main project) since I've held it off for a while due to testing mechanics for future games through Sundew Nightmare. (Because if it doesn't work here, it won't work later.)

I've spent the majority of 2022 trying to learn the limits of the combat system I want to make, ranging from:
  • Levels & how they affect stats
  • Equipment & how they affect stats, as well as how to make equipment that has different uses other than just "higher stat stick = better"
  • How PDR and MDR affect defense
  • How Buffs & Debuffs actually work
  • What is "too high" for HP and how damage formulas should look like, affecting all of the above
  • etc.
I can safely say that every experiment wound up being a rousing success because now I have a better grasp of how to build engaging encounters for the future.

Audio / Visual progress is also WAY up compared to when I started in 2020, because now through Moghunter's Battle HUD I finally have a custom look for combat with animated character portraits instead of the boring standard Yanfly interface. Theoallen's screenshake makes big moments more impactful and I like to think my mapping is slowly getting better.

Found a bunch of sound and animation packs too, which is good because I only had so many homecooked SFX and the default animation library could only go so far.

That and the amount of time I've spent has greatly helped me build a better foundation for the story since I've been thinking of where the character development & plot progression should go.

I just have two barriers to break: Finding the determination to start, and mapping.

Primarily I'm trying to figure out how to not get overwhelmed designing the maps, because I have to take a lot into account due to following Zelda dungeon design philosophies... especially with the enhanced stealth system I've created where enemies need to actively patrol around the place.

Towns and especially the routes between them are just as tricky because I take a lot of real life inspiration but I'm trying to keep the scope down so it works as like, a JRPG town the player can rest at, or a route where the player can explore to find an cool optional thing.

It's... a lot, but I'll do my best to power through it.
 

bgillisp

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Weekly Update (1.15 - 1.21):

24 Hours progress:

-Updated some icons. We got icons for our potions at this point in time. Also got some icons for our HUD now as well.
-Did a test of hour 2, and bug fixed it as needed. Now it is playable from start to finish. Still need some balance touch ups but that will be done once hour 1 is also more polished.
-Added the skill learn system. Though it is really more a skill upgrade system this time

Next up:
-Start to implement hour 3. This will require a couple maps and writing the cutsecene to transition to hour 3, which is the sewers, then the start of the forest once they exit the sewers.

Driftwoods Gaming Jam:
-Started implementation of the basic idea. Need to finish up the core game play loop.

And finally, have an very early in dev screenshot. Our undead has some snark doesn't she?
24_Hours_Undead_Mood.png
 

SunshineMoon

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This is a great idea!

I've been occasionally poking at RPGM before but only really got into using it in 2022, but I've finally locked into an idea I'd like to make for a "first proper game", more ambitious than the "quick adventures using random default stuff for my own amusement" I've done to learn so far, but still within a reasonable scope for this point I think.

So, my big goal in 2023 is to make it the year I make this thing! And one thing I've done to that end is, uh, join places like this so I have more people who use the program to talk to!
 

ZombieKidzRule

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Well, as a progress update, I started working on my own Battle System, just to see if I could and how it would work. I was making some good progress and then I got distracted.

Before that I did manage to figure out two ways to establish a Turn Order for combat.

And the thing that distracted me was quickly recreating the Morrowind style repairing armor.

Nothing fancy. You click on the Anvil and it tells you whether your attempt was successful or not. If so, it increases the HP of your armor. You can repeat until the armor is completely repaired. Or you can leave at any time.

Again, nothing fancy or pretty, but here is a screenshot of how it appears for testing.

Blacksmithing2.png

EDIT: I just successfully added checks to make sure the player has both the Blacksmith skill and Repair Hammers. Plus a check to make sure the player doesn't run out of repair hammers. Each hammer has 10 uses for the test.
 
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ic1025

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Short term: Getting all the battle mechanics and parameters set to my liking.

Medium Term: Learning how to set up a boss fight mechanic where I have the big bad with the massive HP pool, their smaller parts with smaller health pools as enemies, big bad shares hp with smaller parts, then having those parts reach different states based on how much damage they which affect the boss's attacks and resistances. Think Monster Hunter in RPGM

Long term: link Days and Quests together and my guild builder game into beta/demo phase.
 
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BreakerZero

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After some trial and error (and finding out that I couldn't just do an in-place patch to copy my DLC to the main package because of lockdowns on certain types of title storage in Xbox builds) I was able to get add-on detection working so that I can rollout my expansion content at a later date. Granted, I did have to use a temporary storage cache for the map data in order for this to work so there is still some file copying involved behind the scenes. However, I made it so that the temporary cache is cleaned out when the game is closed since I obviously don't want to have the DLC left in the temporary storage if a license issue pops up (e. g. the player signs out, the content fails verification etc.) which was probably the most annoying thing to figure out aside from the DLC packaging and detection processes.

At any rate, the Xbox build is now in for review so that I can get feedback prior to going all-in with the certification. As for the game content itself, I have come close to finishing the underwater section and its associated guardians, and the forest of legends is basically done with the exception of its guardian boss. I have also included an OOBE sequence for configuring game options when players first log in, and for accepting the license terms relevant to the most recent build submitted.
 

bgillisp

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Weekly Update (1.22 - 1.28):

24 Hours:
-Made the first couple maps for hour 3.
-Added the cutscene to transition to hour 3 (2 am - 3 am).
-Started the map for the village in that hour.

To do:
-Finish the map for the village.
-Make the rest of the hours maps.

Drifty's game Jam:
-Game is playable to the end now, though has a lot of grpahical glitches due to how I did some events. Going to work on fixing those up next.

To do:
-Fix the glitches.
-Add an intro
-Add proper motion to cutscenes.

I got 9 days left to do all that in.
 

Kokoro Hane

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My goal is this next update to Journey of the Scroll's build will be FINAL. Learning there was a game locking bug after all this time made me want to rip my hair out lol and I created a new problem in version 2.3 when I decided to finish a secret area but forgot to add a transfer out.... *sigh*... it's fine, tomorrow 2.3.1 will be uploaded, along with The Cursed Tower v1.1 'cause why not? If I am fixing JotS, might as well spruce up some typos on tCT, give it a proper title screen, and add the upstairs to the castle lol.

As for regular dev'ing goals, to finish sending out the scripts for Rebellion of Gilfer's Bay ACT II. Yes, I finally finished writing ACT II, and I doubt ACT III will take long to write. I am in no way lengthening the story, but it didn't fit in two acts like I had hope so the finale will be in a third act lol.
 

ic1025

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Progress:
So in a sudden and unexpected twist of fate, I actually accomplished my midterm goal before finishing my short term goal. Although most of the foundation for the short term goal is in place, all that's left is to fill out the skills database to see if I need to make any changes to the battle/gameplay mechanics.
 

bgillisp

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Weekly Update (1.29 - 2.4)

All progress was on the entry for the Driftwood 5th quarterly game jam so will only post on that.
-Added an intro
-Added winning and losing scenes
-Fixed up the graphical glitches by redoing every....single...event... (that was painful)
-Added the 2 romances. Planned a 3rd but cut it due to time.
-Made a title screen.
-Put the music in the game.

In short it is playable start to finish and you can win or lose it. I just need to debug it over the next 24 hours or so then post it.

In the meantime, have a title screen: Titlescreen.png
 

ZombieKidzRule

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I doubt anyone really cares about my updates since I'm not really making progress on an official game project yet and I am still very new, but this is fun so I will keep providing them until someone yells...for the love of whatever you hold holy...please stop!

Instead of working on completing/improving the dozen or so things I already started...I got distracted and built other things.

#1 A dice game similar to what @Trihan shared in another thread using high/low guesses with 3D6 rolls instead of cards.

#2 Showing labels over the player and events that you can click on to activate something or to just show information.

#3 Showing icons on the screen to represent HP and remove icons as HP is damaged.

All of this is just testing how concepts work.

What I was supposed to be working on was my Locks & Traps system and associated how to open them system. As well as my battle system in general and my turn order system more specifically.

All hail the power of distraction!
 

bgillisp

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Ninjakillzu

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I've been planning on changing my medical system somewhat with the addition of hospitals. Originally, you could get various wound effects from critical hits and they could all be removed at the local clinic. Now, you have to visit a hospital to remove the more serious wound effects (or use specific items). To prepare for this, I've been making new medical items and adjusting current ones.

I've also been expanding the black market cyberware and chipware that can eventually be purchased.
 

lianderson

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Did an update today.

About to start creating a mega dungeon. (one that will take multiple playthroughs to complete, and leads to a secret last boss)
 

bgillisp

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So I took a week off after finishing my entry for the Drifty Game Jam, but back to work.

Weekly update (2.12 - 2.18):
24 Hours:
-Made slime village. The town is mapped. Also wrote the cutscene for arriving there.
-Made the first map after the village and set up the monsters and rough stats for them.

That was it this week. I didn't touch the other game as awaiting game jam feedback and ratings first.
 

slimmmeiske2

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Okay, what the heck happened to January and February? I swear it's like I blinked and we skipped two months.

So needless to say I haven't finished my January goals at all. :aswt: Hopefully March will be better, as I'm joining the Harold Reid jam. Still in the brainstorming stage currently.
 

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