Vaeltaja

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Small surprise update for the demo before the final update!

Patch notes:

- Updated bandit sprites to have animation when they walk in the forest
- Improved bandit battle animation slightly
- All the NPCs have now side and back sprites
- Changed bandit mobs, so Outlaws doesn't appear into battles too early
 

Anthony Xue

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Given that I'm currently developing a pretty similar project, I was quite interested in how this would turn out ;-)

Played through the forest and solved the first quest. My 27 cent:
  • I really like the general implementation of the forest. I struggled with creating an appealing forest with MZ3D, and going with random single trees and irregular openings in the ceiling definitely looks nice.
    [*]I find the font somewhat unreadable, but that may be personal taste. Same goes for the music, which is just not my style.
    [*]The battle feedback sounds could be much more impactful, as has been noted otherwise in this thread.
    [*]The battle interface in general has the issue that the party information blocks gameplay information for enemies in the bottom row. I found this particularly problematic for "bats & wolves" battles.
    [*]I constantly wanted to bring up a map of the entire forest, but that seems to be impossible. My guess is that the minimap plugin doesn't have a "fog of war" functionality, and so a map of the complete area would have everything revealed instantly, which of course is a problem. However, the way it is now really hinders systematic exploration, especially of such a convoluted area. I would really recommend looking for a different plugin, unless this is a conscious decision to have players make their own maps - really old-school ;-)
    [*]Enemies respawn? Oof. Even at level 5, if they randomly target and bring down my healer, I basically have to return to town before even having reached my destination. And then face the respawned enemies again...
    [*]Oh, and it's "Strength", not "Strenght" :wink: But I assume you will hire a proofreader anyway before final release?

So much for this. Definitely interested in how this project will develop!
 

Vaeltaja

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Given that I'm currently developing a pretty similar project, I was quite interested in how this would turn out ;-)

Played through the forest and solved the first quest. My 27 cent:
  • I really like the general implementation of the forest. I struggled with creating an appealing forest with MZ3D, and going with random single trees and irregular openings in the ceiling definitely looks nice.
    [*]I find the font somewhat unreadable, but that may be personal taste. Same goes for the music, which is just not my style.
    [*]The battle feedback sounds could be much more impactful, as has been noted otherwise in this thread.
    [*]The battle interface in general has the issue that the party information blocks gameplay information for enemies in the bottom row. I found this particularly problematic for "bats & wolves" battles.
    [*]I constantly wanted to bring up a map of the entire forest, but that seems to be impossible. My guess is that the minimap plugin doesn't have a "fog of war" functionality, and so a map of the complete area would have everything revealed instantly, which of course is a problem. However, the way it is now really hinders systematic exploration, especially of such a convoluted area. I would really recommend looking for a different plugin, unless this is a conscious decision to have players make their own maps - really old-school ;-)
    [*]Enemies respawn? Oof. Even at level 5, if they randomly target and bring down my healer, I basically have to return to town before even having reached my destination. And then face the respawned enemies again...
    [*]Oh, and it's "Strength", not "Strenght" :wink: But I assume you will hire a proofreader anyway before final release?

So much for this. Definitely interested in how this project will develop!
Thanks for the detailed feedback, much appreciated!

- It definitely took time to understand how to create the aesthetics I wanted, as I had never done pixel art before. The artwork has come a long way since I started this project and it's very nice to hear that it appeals! I guess patience is the virtue that has helped a lot, but still every time I start to draw new textures or sprites I feel like I have no idea what I'm doing and everything looks crap, but then they just start to shape up somehow. It's all mystery to me! :biggrin:
- There should be a settings for changing font, as there's been few others who didn't like the default one.
- Those battle sounds are mostly place holders, so there's going to be improvement there.
- Also the battle interface will be adjusted so all the information will be visible (this was something I simply forgot to fix for the demo).
- That minimap plugin will be changed as there are strange restrictions in this one and it doesn't have the fog of war. I have a new plugin, but haven't tried it yet and I can only hope it will fix the problems I'm having with this one. I actually wasn't going to put any kind of map in the game, but I thought that might have been unappealing for most who are interested in this project-
- Enemy respawns doesn't happen in the dungeons, only in the overworld - outside areas would get pretty boring if there wouldn't be any respawns. Also the enemies will change in those respawns the further you get in the demo to keep things interesting (so will merchants inventory), but there will be more balancing for the release version and better chance to avoid most encounters if wanted.
- I don't know what's going on with 'Strength', past year I've been misspelling it almost every time for some reason (this is not the first time someone mentions this). :oops: I hope my brain will come around eventually. :biggrin:

These changes will be in the release version.

If you already have shown your project somewhere, I'd appreciate a link, I'm always up for these kind of games! :smile:
 

Anthony Xue

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The graphics are all homemade? That's an impressive feat.

I played a little further, solving the second quest and entering the first dungeon for the third. Some more notes:
  • Your remark that it's possible to change the font in the options was quite helpful :cool:
  • I found myself desperately wanting more systemical information. For instance:
    • The combat order seems to change dynamically from turn to turn. I admit I'm not the biggest fan of "stack up all orders, then execute them at once" to begin with, but if I cannot even predict the execution order, it becomes a total mess. In a close fight, knowing when the healer is going to act can make all the difference.
    • Incidentally, is there any way to protect the spellcasters in the back positions? Monsters seems to be able to attack anyone at random.
    • There is basically zero information on spells and techniques. I can put skill points into abilities which I don't have available. I can purchase spell scrolls that say "Level 6 spell", but does this mean it requires character level 6 or level 6 in that specific spell? Or in "Elemental magic"? "Spark" has a "chance to stun the enemy", but does it more damage than "Flame"? I found this to be quite an issue when the game wants me to distribute non-refundable skill points.
  • In terms of atmosphere, the dungeon is great. I found the lack of an automap somewhat annoying, but given the limitations of the current plugin, it's understandable. At least the individual levels aren't all that large.
I eventually quit after repeatedly encountering a gang of
5 skeletal warriors
. This fight always ended with two of my party dead (usually the spellcasters), and I had no desire to walk back to the village and return through all the respawned monsters. I guess I could save and reload until I get a more manageable fight at that position, but I really wasn't in the mood for that kind of gambling... maybe another day.

Again, will be interesting to see how that develops. My own project is far from that stage, so no link at this moment :wink: I'll notify you once I get there!
 

Vaeltaja

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The graphics are all homemade? That's an impressive feat.

I played a little further, solving the second quest and entering the first dungeon for the third. Some more notes:
  • Your remark that it's possible to change the font in the options was quite helpful :cool:
  • I found myself desperately wanting more systemical information. For instance:
    • The combat order seems to change dynamically from turn to turn. I admit I'm not the biggest fan of "stack up all orders, then execute them at once" to begin with, but if I cannot even predict the execution order, it becomes a total mess. In a close fight, knowing when the healer is going to act can make all the difference.
    • Incidentally, is there any way to protect the spellcasters in the back positions? Monsters seems to be able to attack anyone at random.
    • There is basically zero information on spells and techniques. I can put skill points into abilities which I don't have available. I can purchase spell scrolls that say "Level 6 spell", but does this mean it requires character level 6 or level 6 in that specific spell? Or in "Elemental magic"? "Spark" has a "chance to stun the enemy", but does it more damage than "Flame"? I found this to be quite an issue when the game wants me to distribute non-refundable skill points.
  • In terms of atmosphere, the dungeon is great. I found the lack of an automap somewhat annoying, but given the limitations of the current plugin, it's understandable. At least the individual levels aren't all that large.
I eventually quit after repeatedly encountering a gang of
5 skeletal warriors
. This fight always ended with two of my party dead (usually the spellcasters), and I had no desire to walk back to the village and return through all the respawned monsters. I guess I could save and reload until I get a more manageable fight at that position, but I really wasn't in the mood for that kind of gambling... maybe another day.

Again, will be interesting to see how that develops. My own project is far from that stage, so no link at this moment :wink: I'll notify you once I get there!
Thanks for the feedback! :smile:

There are some premade graphic assets that I've edited, but most of them are home made. I want the full version to contain as much my own assets as possible, so some of the graphics will eventually change or improve.

I'm releasing a small QoL-update today, as I have to unlock something for the competition I'm announcing later today. It will fix some issues, for example all the battle information will be visible (enemy names, hp gauge and damage values) and skills & spells will have more detailed info (for example which stats affect the certain skills and so on). I might also do some balancing for the enemy mobs in the tower, so that those stronger mobs wouldn't appear too often.

- Acting order in battles is determined by agility, but there's some random element to it also. I'm doing some testing to improve the system.

- Character level determines which spells can be learned. Skill system will change for the release version. One reason for the change is the ability to add points to spells/skills you haven't learned yet, but the main reason is to offer variety in character builds, which will add replay value. The change to the system is so big that I don't bother to implement it for the demo, at least as long as I'm busy with the main version.

- A proper row system for the battles is something I'm very interested to implement, I just have to figure out how - I haven't found a proper plugin for it, but I'll keep searching until I find it or figure out my own solution. At the moment everyone in the party are in the same row, that's why enemies can attack all the characters and vice versa.

At the moment I'm checking out if there's some small improvements I can make for the demo before releasing the update later. I hope all the changes will make the experience more enjoyable.

Good luck with your project! It will be interesting to see what kind of game you have in development. :smile:
 
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Vaeltaja

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Been a little bit quiet on this front, but that's just calm before the storm.

I've made a surprise update to the Chronicles of Vaeltaja's demo, which implements the new 'Stat and Skill' system that is more in line with old school RPGs. If you didn't like the old system, this just might be the game changer that you were hoping for.

Here are the details of the new system:

Stat and Skill system:

'Stats'
have now a wider impact when building your characters and here's a little rundown how they work:

  • Strength
    is important to characters who wield melee weapons, such as sword, axe or mace, but there is one exception, which is dagger. Strength increases physical damage directly, so it is important to Guide, Warrior and Knight.
  • Perception
    is important to Guide as it helps with finding secrets, but it also affects to some ranged battle techniques.
  • Stamina
    determines how much 'Hit Points' a character can have, but it there are some differences how it works between the character classes. With caster characters 'Hit Points' are gained in a more restrained manner, therefore Mages, Priests and Witches are physically more vulnerable than Warriors for example. Stamina also affects directly to the 'defense' value, so it is important stat to all classes.
  • Charisma
    affects how willingly people are going to share their troubles and secrets with you.
  • Intelligence
    determines how much 'Energy Points' characters can have, but just like with 'stamina' and 'hit points', there are some differences between classes. With classes dealing physical melee or ranged damage 'energy points' are gained in a more restrained manner. 'Energy points' are needed to cast spells or to use different battle techniques. Intelligence is important to all classes, but it also affects directly to effectiveness of spells, so it is the main stat for Mages, Priests and Witches.
  • Agility
    affects to ranged and dagger damage, defense, to some battle techniques and acting order in combat. It is important to Hunter, Shadow, Witch and Witch Hunter.
  • Luck
    affects little bit here and there.


Stats may also play part in some stat/skill checks in the release version of the game.

Here's how 'Skills' work:

  • Each class have their own specific skill sets. First skill in the skill list of every character is the 'Class Skill', improving it will give access to stronger spells and techniques, and raises their effectiveness. Some classes, such as Mages and Priests, have actually two class skills. For example Mage has 'Warlock' and 'Wizard' class skills and they both have their own spells for Mage to learn - Warlock is specialized in elemental spells, while Wizard is focused on another kind of spells. Higher the 'Class Skill', the more powerful spells and techniques can be learned.
  • Caster classes can also have skills like 'Elemental Power' or 'Spirit Power* which raises the effectiveness of certain spells.
  • Weapon skills, such as 'Sword', 'Axe' and 'Bow', allow you to wield stronger weapons and it also raises the damage dealt with that certain weapon.
  • 'Armor', 'Robes', 'Magic Armor' and 'Shield' skills allow to wear better armor, robes, trinkets and shields.
  • There are also some 'Utility Skills' in the skill list, such as 'Lock Picking' and 'Speech'. These are the skills that can be used to interact with the game world. Before these were on restricted to the main character class Guide, but now other classes can improve certain 'Utility Skills' too. For example Shadow can improve 'Lock Picking' and try to open locked doors instead of the main character. Some of these 'Utility Skills' have no purpose in the demo, but will be used in the release version.
  • Spells and battle techniques doesn't appear in the skill list anymore, so their effectiveness is improved through 'Class Skills'. Spells and techniques are must still be bought from the merchant. Spells and battle techniques consume 'Energy Points'.
Patch notes at Steam
 

OneManIndie

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I'll play this today @ 12pm EST US. I've been looking forward to it.
 

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Got thru playing this and here are my thoughts!

PROS:
Great Art
Good Music
Good use of FPS style
Cool Battle System

CONS:
Tutorials are too long
Need better explanation of Menu controls (especially in the Stats/Skills section)
Having to stop gameplay to use Skill/Stat Points might be annoying when you first start out.
Minor gripes with sound, grammar and sleeping(I think you'll fix that in the full game).

Full review right HERE:


I think you've got a good thing going with this, I hope you'll continue with it. :rwink:
 

Vaeltaja

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Got thru playing this and here are my thoughts!

PROS:
Great Art
Good Music
Good use of FPS style
Cool Battle System

CONS:
Tutorials are too long
Need better explanation of Menu controls (especially in the Stats/Skills section)
Having to stop gameplay to use Skill/Stat Points might be annoying when you first start out.
Minor gripes with sound, grammar and sleeping(I think you'll fix that in the full game).

Full review right HERE:


I think you've got a good thing going with this, I hope you'll continue with it. :rwink:

Thanks! I just started watching it. I thought it would come later (checked wrong time zone), so I did a balancing update and released it just a while ago. :biggrin:

Well here are the patch notes anyway, I go back watching the video.

Patch Notes:
- Adjusted 'hit point' and 'energy point' formulas
- Adjusted the spell damage little bit weaker, so spells are not overpowered in the beginning
- Adjusted the amount of Stat and Skill points that the party has at the beginning
- Changed locations of two bat mobs in the Southern part of the Great Forest
- Tweaked first quest's Outlaw mob so that at least two Outlaws appears when battle starts
- Updated 'Gameplay_Instructions' and 'ReadMe' text files found in the demo's main folder
- Updated Merchant's gameplay tips
- Added butterflies in few spots in the forest
- Added one more Water of Life and Camping Gear to the party inventory
- Some minor balancing to Outlaws, Skeletons and Wraiths
 

Vaeltaja

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Some changes:
- Camping gear won't be consumable, so you only need to buy it once. But there's always a but... I think I'll add a slight chance for enemies to attack when camping.
- Using the camping gear will show picture (probably animated eventually), it's still a little bit wip, but gives the idea.

I'm also testing two new skills for all the characters to balance the character development:
- Resilience: every level for this skill adds 5 hit points to character.
- Channeling: every level for this skill adds 3 energy points.

campfire.png
 

Vaeltaja

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Day/night cycle added.

Screenshot (789).png
Screenshot (774).png
 

Vaeltaja

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A new video showcasing some new stuff, such as day/night cycle, new skill system, treasure digging etc.
 

Vaeltaja

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Two new videos, this time much, much shorter. :)

First one showcases Vaeltaja's theme song by talented Eric Matyas (https://soundimage.org/).



Second one is 4 minutes of gameplay showcasing new battle backgrounds which change depending on the time of day and area that the party is exploring, so there will be lots of them in the release version. The video ends with animated camping screen. Twin Falls also has new background music.

 

Vaeltaja

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It's been a bit quiet on this front, but that's just because I've been so busy with the release build.
But here's little something to look forward to:
Screenshot (1030).png
Screenshot (1031).png
Screenshot (1032).pngScreenshot (1033).pngScreenshot (1052).pngScreenshot (1053).png
 

Vaeltaja

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The first content update for Chronicles of Vaeltaja has been released today, also the game is now available at Itch.io

The update is bigger than I originally planned and patch notes can be found at Steam
 

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