Eternal Dreamers | Battle-Focused RPG | 20% Off for Halloween!

MechScapeZH

Veteran
Veteran
Joined
Mar 23, 2019
Messages
487
Reaction score
580
First Language
English
Primarily Uses
RMMV
You can safely copypaste the save file and see for yourself. Of course, you will have to download the new version of the game to do so. I reduced the filesize by about 200MB for this release at the very least.
All right, I'll do so now... I'll let you know if it worked in a moment.
 

MechScapeZH

Veteran
Veteran
Joined
Mar 23, 2019
Messages
487
Reaction score
580
First Language
English
Primarily Uses
RMMV
OK, I just tried it- it seems to work, at least at first. I was able to start the game and enter battle without any problems.

Unfortunately, I don't have time to test it further right now- I'll tell you if any problems arise when I do test the game further. :)
 

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
458
Reaction score
745
First Language
German
Primarily Uses
RMMV


10000 views, that is incredible! And with that, it is time to discuss what is in store for Eternal Dreamers in the near future. Development is progressing smoothly on our game, and the end is finally coming into sight. And yet, a lot remains to be done! Here is a list of development priorities for the upcoming months:

  • Implementation of additional Urgent Missions
  • Implementation of the Nightmare Difficulty
  • Implementation of a Room Feature
  • More custom this, more custom that

On Urgent Missions

Creating the system in place that allows the game to spawn Urgent Missions randomly was a bit of a headache, but through persistence and preseverance, was accomplished in the end. And with the system in place now, implementing additional Urgent Missions will be a relatively easy thing to do.

Urgent Missions are meant to alleviate the linearity of the quest structure of the game by offering unexpected challenges for the player to overcome. The first Urgent Mission, Sinister Invasion, for example, sees our base besieged by powerful boss-type monsters. Defeating them isn't an easy task, but will be well rewarded. This type of difficulty is going to be at the core of all Urgent Missions to follow.

On the Nightmare Difficulty

In the same vein, the final difficulty of Eternal Dreamers ought to be a challenge for our players. To that end, the Nightmare Difficulty will have enemies behave in new and unexpected ways, and have bosses be more ferocious than ever before. Only the truly accomplished player will conquer this difficulty setting. Of course, like Hard Mode before it, the Nightmare Difficulty will yield powerful equipment to aid the fortunate among our players.

While I am unable to speak about the particularities of the Nightmare Difficulty just yet, more info will come in due time.

On the Room Feature

In order to break up the combat-based nature of Eternal Dreamers, a Room Feature will be implemented. The implementation of such a system is highly complicated, and we could easily bite off more than we can chew. So while things are likely to be simple, this feature hopefully will give our players an effective option to relax from the constant onslaught of enemies, even if just for a short moment.


Work-in-Progress Image of the Room Feature

On Custom Assets

Custom assets add a lot to the game, a fact that has become increasingly evident over the past few weeks through the addition of custom art for our cast of characters. We are going to continue updating the game with new art over time.


Sakia, Anna and Forest Character Bust Standard Variation

Thank you!

Eternal Dreamers has seen amazing growth over the past few months, from content additions in the form of the new Hard Mode difficulty, the Spirit Hunt and now Urgent Missions, to general improvements in game design, game balance and the successful fixing of most bugs plaguing the game up to this point. Most of this has been made possible due to the help of our playtesters, so a big thank you to you!

Eternal Dreamers will keep on growing in 2019, so look forward to it!
So long!
 
Last edited:

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
458
Reaction score
745
First Language
German
Primarily Uses
RMMV


Today’s patch introduces some modifications to the battle system of Eternal Dreamers through the introduction of random resistances on boss-type enemies in higher difficulty settings and certain game modes. While finding ideal party compositions is part of the fun, successfully doing so shouldn’t trivialize challenges presented to the player throughout. To that end, we sought a compromise that would allow people to keep their favorite ‘owerpowered’ party at the risk of being countered in an unfortunate manner. This creates a new risk and reward system, and the ability to experiment to your heart’s content persists. We hope this approach can add some additional depth to the combat system of the game.

Furthermore, the encounters of the Spirit Hunt have been revamped in a fashion unique to their quest-type. Spirits now have less health points, but regenerate them over time. This means fights will be exponentially shorter the stronger your party is in comparison to the spirit you face. We hope this can help with the monotony some players playing the mode argued would come into play during repeated hunts.

Changes as well as bug fixes can be found in the patch notes below:


  • Boss-type enemies will receive random status effect resistances in the following circumstances:
    • Playing Hard Mode
    • Playing the Tower-type quest
  • Regular boss-type enemies receive one status resistance, whereas major boss-type enemies receive up to two status resistances
  • The following status resistances can occur:
    • Ablaze
    • Frozen
    • Shocked
    • Poisoned
    • Stunned
    • Silenced

  • Changed the backdrop for the Tundrablade and Wild Pecker quests in the Mountain area

  • Spirits will recover 10% HP per turn
  • Greatly reduced HP of all spirits on all summoning grades

  • Added new item
    • SE Enabler: Removes effect resistances from the targeted enemy

  • Added a visual indicator for state resistances
  • Updated listing of the Infection Fragment exchange shop
  • Updated art of the Dark Spirit
  • Resized art of the Headpriest and Ancient Priest
  • Updated Credits

  • Removal of the Frozen state through combat has afflicted unable to move for an additional turn regardless
Thank you for your support! Download the new version here!
 

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
458
Reaction score
745
First Language
German
Primarily Uses
RMMV
Hey, everyone!

I have sad news to share today. Due to personal circumstances, our main artist will be taken off this project for the foreseeable future. They might return, and we certainly hope so, but there are things in life more important than games.

What does that mean for Eternal Dreamers? I currently am in the process of finding a new artist to fill the void, and will share more details as they come. This will be a budget solution for the time being, as we hold out hope for an eventual return of our original artist.

So long!
 

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
458
Reaction score
745
First Language
German
Primarily Uses
RMMV


Today’s patch makes some minor difficulty adjustments to the hard mode difficulty and a handful of others. Nothing major!

Changes as well as bug fixes can be found in the patch notes below:


  • Reduced atk and matk values of the following enemies on the hard mode difficulty:
    • Gigs Freck/Shining Freck
    • Headpriest/Ancient Priest
    • Zanasu
    • Ephalia
    • Slimeball/Shineball
    • Vengeful Spirit/Wander Spirit
    • Obliterator/Obliteratus
    • Assault Leader/Assault Imperator
    • Strangler/Sparkle Strangler
    • Tyraplant/Tyrabloomer
    • Gias Scorpio/Golden Scorpio
    • Dragon/Infected Dragon
    • Depthcrawler
    • Infected Freck
    • Infected Minosta
    • Ooze
    • Rotten Core
    • Entropia

  • Shocked will no longer consume an item if the state prevented the use of it
  • Raised the physical damage reduction of Ice Armor from 90% -> 99%
    • Raised the probability of Ice Armor being removed on hit from 66% -> 100%

  • The final actor of the current round will be seperated visually from the first actor of the next round in the turn order display
  • Added physical impact animation to the Flame Round, Ice Round and Shock Round abilities

  • Removal of the Frozen state through combat has afflicted unable to move for an additional turn regardless

  • Implementation of additional Urgent Missions
  • Room Feature (In early implementation phase)
  • Nightmare Difficulty
Thank you for your support! Download the new version here!
 

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
458
Reaction score
745
First Language
German
Primarily Uses
RMMV
Hey, everyone! Next week's patch will add a unique HP bar to boss-type enemy encounters. I think it looks great! Let me hear your thoughts!



So long!
 

MechScapeZH

Veteran
Veteran
Joined
Mar 23, 2019
Messages
487
Reaction score
580
First Language
English
Primarily Uses
RMMV
Hey, everyone! Next week's patch will add a unique HP bar to boss-type enemy encounters. I think it looks great! Let me hear your thoughts!



So long!
Looks awesome! Can you change its color/border? If so, here's an idea: it would be cool if each boss had a differently-colored/designed bar.
 

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
458
Reaction score
745
First Language
German
Primarily Uses
RMMV
Looks awesome! Can you change its color/border? If so, here's an idea: it would be cool if each boss had a differently-colored/designed bar.
Thank you! The picture doesn't make it evident, but the HP bar flashes in multiple colors. I am sort of a minimalist, so I'd like to keep it uniform across all bosses.
 

MechScapeZH

Veteran
Veteran
Joined
Mar 23, 2019
Messages
487
Reaction score
580
First Language
English
Primarily Uses
RMMV
Thank you! The picture doesn't make it evident, but the HP bar flashes in multiple colors. I am sort of a minimalist, so I'd like to keep it uniform across all bosses.
Ah, all right. That's cool too- the animation will add some visual flair. :)
 

HexMozart88

The Master of Random Garbage
Veteran
Joined
May 15, 2016
Messages
1,879
Reaction score
3,349
First Language
English
Primarily Uses
RMVXA
Oh dear, it's been a while since I've been to this thread. Hard to keep up with all of the new builds, but I finally got some spare time, so I popped open the newest build, and here's my say.

Firstly, I see you've attempted to fix up the battle system a bit, and I must say, it's worked. Much more interesting and fast paced. A couple of things still need to be tweaked, I think, but not bad in general.
Secondly, Now that I've been able to survive a battle, I can now enjoy the buildings a bit more. Your shops are nothing particularly of note, though I liked the fact that you can see the effect of your armour and weapons on your characters.
Next is the art. I understand that your portraits are a work in progress, though perhaps doing something about the sprites may boost your game a bit (the cutesy and childlike appearance of your sprites is kind of trivializing the feel of the game). If changing all of the map sprites is too tedious and difficult, I'd recommend just the battle sprites. Your GUI and the font works perfectly, however.
A couple of small things: I always forget how to save, others may as well, so since it isn't a simple autosave or menu, I'd suggest some sort of reminder (maybe in the guide).
Overall, it's coming along. A little more into the battle system and graphics, and this game has promise.
 

HexMozart88

The Master of Random Garbage
Veteran
Joined
May 15, 2016
Messages
1,879
Reaction score
3,349
First Language
English
Primarily Uses
RMVXA
Oh. Last time I played it, you had to press a button. I know it did autosave a couple of times, but I don't remember it being that frequent.
 

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
458
Reaction score
745
First Language
German
Primarily Uses
RMMV
Oh dear, it's been a while since I've been to this thread. Hard to keep up with all of the new builds, but I finally got some spare time, so I popped open the newest build, and here's my say.

Firstly, I see you've attempted to fix up the battle system a bit, and I must say, it's worked. Much more interesting and fast paced. A couple of things still need to be tweaked, I think, but not bad in general.
Secondly, Now that I've been able to survive a battle, I can now enjoy the buildings a bit more. Your shops are nothing particularly of note, though I liked the fact that you can see the effect of your armour and weapons on your characters.
Next is the art. I understand that your portraits are a work in progress, though perhaps doing something about the sprites may boost your game a bit (the cutesy and childlike appearance of your sprites is kind of trivializing the feel of the game). If changing all of the map sprites is too tedious and difficult, I'd recommend just the battle sprites. Your GUI and the font works perfectly, however.
A couple of small things: I always forget how to save, others may as well, so since it isn't a simple autosave or menu, I'd suggest some sort of reminder (maybe in the guide).
Overall, it's coming along. A little more into the battle system and graphics, and this game has promise.
Hey again, and thank you for giving my game another shot!

I remember you fighting a single battle before quitting the game last time around, so unfortunately I'll have to say that the battle system hasn't changed in a dramatic fashion over the past two months. While several balance adjustments have been made, they shouldn't have altered the overall feeling of the battle system and have not changed its complexity either. So rather than chalking your higher enjoyment down to changes I made, I think it is likely you used a different party composition this time around. Some classes start out stronger than others, so that will create an illusion of smoother gameplay to you. As I think that is the case, I'd implore you to push on further to grow accustomed to the battle system and its charm. It has been a common point of positive feedback this game has received, so I believe people are satisfied with the depth offered.

I have been exploring the possibility of having custom assets created for battle and overworld sprites, and will share more information as it comes. I agree it would add a lot of polish.

I always forget how to save, others may as well, so since it isn't a simple autosave or menu, I'd suggest some sort of reminder (maybe in the guide).
Actually is auto-saves almost every time you perform an action.
Oh. Last time I played it, you had to press a button. I know it did autosave a couple of times, but I don't remember it being that frequent.
You must be thinking of another game. Autosave replaced regular saving the moment it was implemented, which was long before you tried the demo the last time. The frequency of austosaving hasn't changed either.

Thank you again for playing Eternal Dreamers and for your feedback. I am glad you enjoyed the experience this time around. I will keep on improving all systems and the overall feel of the game to the best of my capabilities. I sincerely invite you to try out the game again in the near future!
 

WilsonScarloxy

Veteran
Veteran
Joined
May 19, 2019
Messages
34
Reaction score
34
First Language
Spanish
Primarily Uses
N/A
The story has a lot of potential, but I was thinking the graphics would look a little bit more dreamy hahah

Anyway, good job so far

Will.
 

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
458
Reaction score
745
First Language
German
Primarily Uses
RMMV


Today’s patch expands on the hub with a brand new lobby area. In the past, the continued addition of new areas throughout the game’s development forced us to employ an elevator that could easily lead to them without constantly having to change the layout of the hub. With development in its closing half now, it was time to rectify that. Therefore, the new lobby will connect the mall, laboratory, medical bay and casino areas in a natural manner.

Furthermore, boss-type enemies now will display a unique health bar to set them apart from regular encounters. Additionally, their health values will be displayed in numbers, to make it easier for players to theorycraft new strategies against these powerful opponents.

Changes as well as bug fixes can be found in the patch notes below:


  • Boss-type enemies will display a unique health bar
    • Boss-type enemies no longer will display a small health bar like regular enemies
    • In encounters featuring two bosses, one will be prioritized, meaning the other retains their original small health bar

  • Expanded on the hub area
    • Added a lobby leading to the mall, laboratory, medical bay and casino area
    • Moved entrance to the medical bay into the new lobby area
    • Slightly altered appearance of the shopping mall area

  • Changed certain character dialogue to match the addition of the lobby area

  • Removal of the Frozen state through combat has afflicted unable to move for an additional turn regardless

  • Implementation of additional Urgent Missions
  • Room Feature (In early implementation phase)
  • Nightmare Difficulty
Thank you for your support! Download the new version here!
 

Biestmann

Studio Biest
Veteran
Joined
May 18, 2015
Messages
458
Reaction score
745
First Language
German
Primarily Uses
RMMV
Hey, everyone! Due to medical issues, I have been spending the past few days in and out of the hospital. Work on the game will resume as soon as I return home for good. I apologize for the delay in development, but will be sure to make up for it to you! So long!
 

MechScapeZH

Veteran
Veteran
Joined
Mar 23, 2019
Messages
487
Reaction score
580
First Language
English
Primarily Uses
RMMV
Hey, everyone! Due to medical issues, I have been spending the past few days in and out of the hospital. Work on the game will resume as soon as I return home for good. I apologize for the delay in development, but will be sure to make up for it to you! So long!
I'm sorry to hear that- may your recovery be quick.
 

Mimironi

But what do I know?
Veteran
Joined
Mar 4, 2013
Messages
503
Reaction score
506
First Language
English
Primarily Uses
RMMV
Take ya time, Biestmann!!:kaoluv:
 

Users Who Are Viewing This Thread (Users: 4, Guests: 2)

Latest Threads

Latest Posts

Latest Profile Posts

Little early but to all of you that celebrate it :

Tomorrow is Halloween! I can't wait to go to Boxi Park and show off my costume! Also one of Dad's friends is staying the night, so he might get to see the show.
Here's the title-screen for the game I'm working on: :LZSgrin:
Oh man I've been struggling with event spawners and Qmovement compatibility for quite a while- went as far as to use a tool just to pick crops :kaocry: but Ritter got their spawner to work with Qmove and I'm screeing! It's still in testing period but just- the feeling of getting over a large gameplay hurdle is a HUGE relief, I'm so thankful to Ritter! It's a cheap paid plugin but totally worth it!
Welp, I just finished my favorite part of RPG making which is creating skills, now onto the tasks I like less so the motivation is lower. At least I'll get to create new ones while designing enemies!

Forum statistics

Threads
104,660
Messages
1,007,916
Members
136,148
Latest member
valval
Top