August Goals & Progress Thread

Status
Not open for further replies.

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
Yet again my internet cable has developed a fault somewhere between my house and the telephone exchange, so I'm doing this from a friend's place - so sorry, can't reply to everyone's posts, as time is limited.


My update


Have started to map the next mini-minuscule dungeon (it really is tiny) where you pick up character #4.  Got the enemies there done.
 

AceOfAces_Mod

Engineering to infinity!
Veteran
Joined
Sep 7, 2014
Messages
1,721
Reaction score
1,200
First Language
Greek
Primarily Uses
RMVXA
@bgillisp, yeah. Sort of. I pretty much use Conditional Branches (Ala nested if's.) on it.


@Chiara, The imperial army of chicken is coming! ;)


Progress Report #8


-Converting some of the events to common ones. Having to update them one at a time (especially enemies on the map) is pretty annoying...


-Writing the second optional scene.
 
Last edited by a moderator:

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,528
Reaction score
14,259
First Language
English
Primarily Uses
RMVXA
@Chiara: It helped that I had yesterday off. But yes, pick up means going from almost no work to some work, and soon it will be back to full start of semester.


@BlackRoseMii: About how I'm starting to feel. Just be careful to not rush it though!


@Kyuukon: Hopefully not true in terms of time, or I'll be releasing this game in 2030 or so.


@ksjp17: Time to resort to carrier pigeon? :)


@AceOfAces_Mod: Yeah, I learned late how helpful common events are. Maybe for game 2?


8.13 Update: Just been going over ideas for how the scene will work for some of the other endings. Right now I have ideas for ending #1 and 5 (the number is in order from worst to best, so #8 is the best. The one I posted that video from is #2, so yes, there is a worse ending than blowing up an entire island while you're still on the island). Probably will implement them later, but not today as I've got plans that do not involve sitting at a computer for a change.
 
Last edited by a moderator:

Sated

puking up frothing vitriolic sarcastic spittle
Veteran
Joined
Nov 4, 2015
Messages
127
Reaction score
112
First Language
English
Primarily Uses
N/A
I finished the opening sequence for my new project today. They're always a major stumbling block for me because of how incredibly important they are.
 

Marquise*

Veteran
Veteran
Joined
Jul 9, 2014
Messages
4,946
Reaction score
8,252
First Language
French-Canadian
@bgillisp :p   TYVM  :D   I like imagining those minotaurs not being total villains myself.  (In my initiation game mine does the fetch, FedEx and gather missions along as resetting the Indiana Jones trap and... turning the ogre nuts while playing with his blue balls under the town as the labyrinth there is the town's well and... errr  sewer? but I never ever saw him tap dance and it must be able to turn any ogre nuts if they tap dance all night! XD Must be a good clue in a labyrinth where to go; avoid the tap dance sounds...  Woah?  What if this is where the EXIT is?)


@ChiaraI filmed her earlier...must do a .gif to share about that.  Didn't recall anyone to give more news, just chatted 3 folks on Steam who kinda supported me morally the day before the operation.  (Believe-me I hate giving bad news, but they seems to find their way home.  o_O)  New Cat kinda developed a LOT of sympathy for Daughter Cat now that she is the one to have to take TWO medications at the time.  And fortunately she don't lick (she listened tome about this) her scar, but for the rest?  Stay in the lab?  Had to lock New Cat after he stole her food because Ma'am just found an energetic way out of the lab (and since she isn't authorized to do sprint and exercises and efforts now...), then she isn't supposed to kinda have fights... *facepalm* she makes ambushes and I had to stop a skirmish earlier.  She don't have the right to climb yet... and...  o_O  She found back her perch at my computer besides my hand and mouse!  Yeah I made her a little stair to climb there but I think I will have to get her a mime session to explain her what stairs are for!  Did I ever mentioned how she got fluids in her lungs at the very first place?  She is still a stunt cat!  Don't tell her otherwise.  If she never had her accident as almost an adult cat, I think I would had made hoops for her and a cape so she would had been Wondercat!  :p


@ Everyone


Report progress; none! 


I'm in awwwwwwwwww to still have Daughter cat around and alive!  I might play with the colors later on... wait... hey I think I made the color choices and photoshop layer preps.  Yeah that's it I did it also with/for the $Eg heads I'll work both concept and faceset together.  ^^  I'm just kinda having my head still spinning from the WHOLE week.
 

Arithmetician

Veteran
Veteran
Joined
Jul 11, 2016
Messages
416
Reaction score
651
First Language
English
Primarily Uses
Went through a few iterations of revision for Dilara's skill tree.  Cut out her Earth spells and and number of supportive skills to focus more on elemental damage... but added the more unique ability to create barriers that can reflect magic.  Also swapped out Double Casting for a "Turbo Magic" effect, though I'm not calling it that.  But I'm not going to post the completed skill trees until I'm more reasonably sure that they're finalized.


That said, I was rather pleased with the ideas I came up with for some of Eisele's skills.

Eisele Companion Skills.png


After all, she has that trio of critters hanging around her.  So why not make them the source of a number of her abilities?  





I started to expand the first Labyrinth area, and began experimenting with a gathering system, though at its most rudimentary levels.  


Amusingly, I also noticed that I can make the on-field appearance of my FOEs resemble the horrors from Etrian that inspired them if I use one of the RTP's Flame sprites as their graphics.  Hitherto, I have been using a ghost monster sprite for them. 
 
Last edited by a moderator:
Joined
Jan 22, 2016
Messages
613
Reaction score
223
First Language
English
Primarily Uses
I really need to stay more focused. I've been jumping around from concept to concept, like from story to skills to maps and so on. I shouldn't do that, I should be focusing on ONE concept at a time. One of my biggest, most frustrating roadblocks has been actually the story. To quote one of my best friends who I've been telling him everything about my game- "I think most of your frustration is coming from writing the game as you make it. Granted, it's giving you ideas, and lets you know what you can work with, but its a roadblock two ways. Story is blocked because of it, ad it's blocked because of story."


Another thing he's told me today is, "One thing I'm gonna say is: be careful - because you've got this music theme and you're not a musician, you're just googling music terms and that's about it. What else is the music theme going to do. You've got these towers based in music, but the combat for all intents still sounds classic RPG.  I just don't want there to be an actual musician sitting down to play the game thinking "oh cool! music based game!" and their only thought during is "this is ok but it just looks like they googled everything" You've got music based weapons, which is neat, but you gotta figure out how that's gonna play into combat." 


So, what am I doing right now? Trying to write my game's plot in actual writing as if it was an actual story, chapter by chapter, instead of just stuff listed as important in the chapter like, "Meet Alto, Explore School Grounds, Meet Minuet enc".


Also I'm considering starting afresh with my skills because I think I underestimated myself on how many I'd need for each class... but that'll come later, as I'm trying to take my friend's advice. Story > Map > Combat/Skills/Etc.
 

Yoraee

Veteran
Veteran
Joined
May 29, 2016
Messages
211
Reaction score
486
Primarily Uses
Goals to be achieved by 31/Aug/16 (13/Aug/16 Update with %Complete):


- Finalize decided resolution and player/NPC sprite sizes. 0%


- Complete all maps of my first area (total 6 maps, including all interactive objects). 68%


- Post said maps on the forums for feedback. 0%


- Design and implement all NPCs of first area. 0%


Completed coloring of map no. 5 + sketched and inked map no. 6. I will scan this final map today and get the base colored. 


I also compiled my maps yesterday to see how everything looked. While still in draft, I was pretty excited about seeing the first area come together. Once map 6 is complete I will post here for feedback! :D
 

rondchild

Veteran
Veteran
Joined
Jul 31, 2012
Messages
362
Reaction score
269
First Language
Indonesia
Primarily Uses
Hello everyone, long time no see!!


Anyway you always make me burn my spirits \m/


Congrats for your new progres!!


Anyway i wanna make a some progress report.


I wanna make mining map for kitten mita remaster!


And my first progrest.


I've been finish mining map part A, B, C, G, H. and add some element like a jump from higher place!


second, make some animation for promotional kitten mita.

Path for Mining





Sample Map for Mining





Animation WIP


 

Arcmagik

Game Developer
Veteran
Joined
Sep 27, 2015
Messages
514
Reaction score
675
First Language
English
Primarily Uses
RMMV
Current Accomplishments

  • Upgraded to 1.3.1
  • Created New Project
  • Started to Migrate stuff to new project because it was cleaner than the old project which had a lot of test stuff saved in.
  • Started on new mapping using my tileset/custom charsets that had been ran through Waifu2x to give them a similar art style (and had to resize everything while I was at it which isn't as much of a problem because I am parallaxing so its looking pretty good so far).
 

Punamaagi

Hero on their own terms
Veteran
Joined
Jan 23, 2016
Messages
212
Reaction score
314
First Language
Finnish
Primarily Uses
RMMV
I think that I should try to write updates to this thread more often than once a week... That way, I could comment on everyone's progress better (since now there's just too many to say much else than "good job everyone") and maybe get more done with my game as well (instead of just doing something on the last night - though that's better than nothing, I guess). >.>'


Anyhow, this week's progress is mostly just linked to the "bridge scene" I mentioned in my previous post. In the said scene, the party travels to a bridge and gets attacked by a couple of bandits who burn the bridge down, but it comes with eight variants since the game has four possible protagonists and the party can try to cross the bridge either on the first evening or on the second day (and the time determines whether a merchant NPC will survive). Crossing the bridge on the first evening leads to an aftermath scene which I was planning to do tonight, but then I realised that it happens on a map which I hadn't drawn yet - and which of course mostly consisted of something that takes me ages to map, i.e. mountainside. I decided that it's probably not best to pull an all-nighter to write dialogue. :p  


I also drew some sketches during this week and finally managed to decide what kind of clothes one of the main characters should wear. I might try to scan the bust sketches next week and see if I can turn them into actual in-game busts (and maybe post them somewhere in the forums).
 

Marquise*

Veteran
Veteran
Joined
Jul 9, 2014
Messages
4,946
Reaction score
8,252
First Language
French-Canadian
@Rondchild  Woah... lotsa planning.  And welcome back.  I saw you in the notification and I was... Wow she's back!


@Arithmethician Now I understand your handle. :3  At first I thought I looked to your skill tree but :p


My progress for tonight... Remember this is the wrong size for both latest makers;


EGs4thHead.png


I putted the ebil critter up there so you understand.  I so much worked on this $prite, that by the end I felt I was working on calamari, crab, lobster sandwich that a kitty was riding and steering by the wings as his snack was still attempting to flee. (Until I referred back to the original battler image.  WOOPS! less cute!  XD)
 
Last edited by a moderator:

BigToastie

Veteran
Veteran
Joined
Apr 2, 2014
Messages
311
Reaction score
162
Primarily Uses
@bgillisp Liked the video clip, quick question, where did you get the cloud overlay from? (trying to find a source for them!) unless it was custom made then ignore this!


I can also attest to not having seen minotaurs do the can-can before :p


@AnotherMage welcome welcome! and goodluck, big projects like that take time but tend to feel really rewarding once complete :)


@taarna23 very nice tileset again, looks coooool! :)


EVERYONE ELSE - sorry I couldnt reply to all but have read through your accomplishments and good job everyone :)  - remember even if you dont always have a day where you do anything, breaks are sometimes good!


My update: I have done nothing for a week now on my project, its sucked but had too much on with my job, finally back to relaxed mode, taking a breather. I have decided taking my work laptop home tonight and going to drill out some maps while watching Criminal Minds. The Dream!


I have exported all my current maps as files and saved them in folders, sending to a few different people to review and give me critique on my current maps and my ones in development, nice to know whats good / bad etc...
 

Schlangan

A madman with a computer
Veteran
Joined
May 20, 2015
Messages
1,422
Reaction score
1,702
First Language
French
Primarily Uses
RMMV
@bgillisp : 20 hours play, not bad. I need to check how long my game takes until now, proboably 10-11 hours. So your party is also able to destroy everything :D


@taarna23 : Yes, tilesets change everything, and even more if the BGM changes too.


@AceOfAces_Mod : Buffing enemies are good to annoy the player :)  


@Arcmagik : I agree with bgillisp, you don't necessary need parallax maps, it makes projects heavy. Also I was too lazy to upgrade my project to 1.3.1. It must still be at 1.1.0 or something ^^.


@Chiara: Schlangan didn't pay for the house, so it's okay. Good luck for you inn study :)


@BlackRoseMii : A bit sad to be sick of your own game :(


@ksjp17 : When you say mini-minuscule, I expect the dungeon to be a closet where the character is stuck x)


@Sated : Opening is important, but you don't necessarily need to start with it.


@Marquise* : Good that Daughter Cat is still alive. Don't forget to rest yourself too, since things have been hectic. Nice work on the evil god face !


@Arithmetician : Gathering is nice, but be sure that there is really an use for it.


@Little Adventurer : Try to write the story first, while leaving RPG Maker closed. Once you've enough progress in the story, go back to RPG Making. That would be more efficient. Of course, it depends on your motivation for writing, but you now know what happens if you don't do it.


@Yoraee : I wonder how you exactly count your percentages. 68% is precise.


@rondchild : It has been a while indeed. Good luck for your mine ^^


@Punamaagi: The bridge. Classic but efficient. What would happen if the party decided to blow the bridge before ? :D


@BigToastie : Don't add replies when I'm writing x). Resting is important too, don't worry.



My update :


Using 40 hours of the 48 allocatable hours in two days, I was able to finish mission 15 ! Woooooooh \o/


I made sure to alter missions 6 and 13 which happen in the city. If the player takes them after everything blew up, the destruction remnants will be visible in the mission. Also, the dialogs of the police commissionner and Katerina will change, since now they know the new team and the Shayo center.


Now, the 5-6 next missions will only primary missions. No more secondary missions, but instead, a new exploration system comes in. Now that we've seen the Death Realm, Schlangan has created a machine to communicate with it. Doing so, we can play the four dead soldiers while they explorer the Death Realm. Unlike the missions at the surface, the Death Realm is an open zone where I'll add new contents bit by bit.


One important thing in the Death Realm are the fights. You win fights like normal, but unlike in the living world, you cannot kill a dead. So when you win, the enemy is pushed back for a bit, before he can come after you again. But this also applies to your dead party. You can't die either, so the exploration will be more like solving puzzles and placing enemies where you need.



Now let me show you a few pictures of mission XV :


This is the left part of the city, three phases of the mission. (Just screen captures from the editor, I got lazy)




In the Death Realm, this is the Guardian house; A being who can let people resurrect or haunt the living world. The Guardian is the big faceless humanoid.





Inside his house, you've got two portals. On the left to resurrect, on the right to go the Forgotten Realm, where the more than dead go. The Guardian is also able to "kill" a dead, unlike other characters.





Tonight will be preparing version 2.13 and uploading files. I also need to replay the whole game from the beginning to correctly measure the playtime (I made the value crash before a mistake in my plugins a month ago). It should take around 11 hours I guess.
 

Milkdud

Procrastinator Extraordinaire
Veteran
Joined
Mar 16, 2012
Messages
1,130
Reaction score
171
First Language
English
Primarily Uses
RMMV
I decided against better judgement to resurrect my game for the 5th time (this project is as old as time itself at this point).


What I've got planned:

  • Plot out 5 exterior maps and 10 indoor maps
  • Populate the rest of the current maps with NPC's
  • Create 2 exterior maps and 5 indoor maps in Tiled and get working in RPG Maker
  • Make enemies not be just easy 1 hit kills
  • Visuals improvements to the maps (simple lighting and what not)
  • Tiding up the flow of text in messages
  • Complete the first main quest
  • Write out more of the script

What I've got done:

  • Plotted out 2 exterior maps
  • Attempting drawing a sprite
  • Played around with the GameJolt API (got my priorities straight)
  • Visual improvements
  • Tidied up flow of text related to the first quest and completed the first main quest
  • Started making enemies not be just easy 1 hit kills
  • Wrote out the script for the second main quest and started out the third main quest

So overall, not too bad so far - I did upload this as a build for my co-developer to test it, as he is not active in creating the game itself in RPG Maker. I did run into encryption errors which I'm now thinking I might know the reason why - I never put in a encryption code, and I recall it working before when I did. Something for me to figure out when I get home from work.


One moral dilemma I'm trying to wrestle with right now is whether or not enemies should give the player XP. I've got the idea in mind of two replacements to XP - one where you just get XP after completing a quest or the oddity XP system from Underrail (finding items laying around the world that net you XP).


Hopefully if I don't manage to drop this like I always do, I'll reveal the game to all of you sometime in September maybe? Who knows!
 

taarna23

Marshmallow Princess
Global Mod
Joined
Jul 20, 2012
Messages
2,402
Reaction score
4,969
First Language
English
Primarily Uses
RMMZ
Ack! How do you folks manage to reply to everyone, those of you that do? There's so much going on that I get a bit of overload every time I catch up! Congrats on everyone's progress. Every time I look at this thread I think something like "look at all this work... how dare people say we're not real game makers?"


I didn't get much done in the past while - I've been sick, and then I lost my wallet and my rent money... I'm in the post-loss ID replacement frenzy phase. Not much fun. I'm also a little disturbed that someone can walk in with my name and date of birth, look somewhat like me and get a replacement copy of my photo ID.


As for actual progress, I did a little bit of work last night on a town tileset. I'm going to rebuild/improve my contest project town, with this new graphic style I'm working with. It's still going to be my first town. It was a good starting place. It's a small trading village that has had to integrate some farming as part of its survival because of some kind of barrier surrounding the town before the access to the dungeons became available. This is why it's believed the dungeons hold the key to bringing down the barrier, as these two things happened at about the same time.


As for mapping out the town, I probably will not do all of the interiors yet... the training hall also showcases the varying appearance of the dungeons that have been seen by any adventurers that have gone into them - the more information available, the better new adventurers can be trained.
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,528
Reaction score
14,259
First Language
English
Primarily Uses
RMVXA
@Sated: You could also skip them for a while, then make the opening after you've made a few hours of playtime. That's what I did.


@Marquise*: In this case they're guards, but unfortunately they're guarding what you need to get to.


@Arithmetician: The skill tree reminds me of a Ranger class I used to have in the game. Plan to add more skills, or is 9 it?


@Little Adventurer: That can be risky, as it is best to make what you know. Maybe you could use the idea for the game world without the music references in the worst case scenario?


@Yoraee: Scan? Are you using parallax mapping to use the scans then?


@Arcmagik: So does this count as your official start over on your project?


@Punamaagi: 8 variants? Is there any way to make a few of them the same? Otherwise I can see the variations driving you crazy, especially if that continues through the rest of the game.


@BigToastie: It's from RPGMaker XP, as XP came with some fogs included with the maker. 


@Schlangan: True, but in this case their destroying it all is due to trying to make sure this cannot happen again. Suppose nuking a 10+ mile radius will do it.


@Confederacy: 5 times isn't too bad, I think I did 5 restarts on my project before I got to this version where you can play to the ed.


@taarna23: Ouch! Have you gotten everything replaced?


8.14 - 8.15 Update: Worked mostly on ideas in my head, as time was too limited to put them on the computer. Hope to implement a couple of them tomorrow as I have the day off.
 
Last edited by a moderator:

Arcmagik

Game Developer
Veteran
Joined
Sep 27, 2015
Messages
514
Reaction score
675
First Language
English
Primarily Uses
RMMV
@bgillisp I don't think I would classify it as starting over. Everything that I have done currently except for two maps was transferred into the 1.3.1 project. I even took the transfer a step further and almost completed my database for it as well. So I am actually I step further than I previously was.
 

Marquise*

Veteran
Veteran
Joined
Jul 9, 2014
Messages
4,946
Reaction score
8,252
First Language
French-Canadian
@Schlangan Will do!  ^^  I missed geat days to busk and to do exercises too :p   BTW, I really like those map transitions. First time I think I see a visual of one of your games.


@bgillisp :D   Cool I try to imagine security guys doing tap dance outside of a Bollywoodian production!  ;)
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

This is relevant so much I can't even!
Frostorm wrote on Featherbrain's profile.
Hey, so what species are your raptors? Any of these?
... so here's my main characters running around inside "Headspace", a place people use as a safe place away from anxious/panic related thinking.
Stream will be live shortly! I will be doing some music tonight! Feel free to drop by!
Made transition effects for going inside or outside using zoom, pixi filter, and a shutter effect

Forum statistics

Threads
105,998
Messages
1,018,218
Members
137,777
Latest member
Bripah
Top