Eternal Dreamers | Battle-Focused RPG

Jeremiah Eastman

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Great update @Biestmann, I can't wait to dive into the game and see whats changed. I love that you do events as well btw, the Christmas event you did really opened my eyes to some fun things you can do in the game. Keep up that amazing work. :smile:
 

Biestmann

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Great update @Biestmann, I can't wait to dive into the game and see whats changed. I love that you do events as well btw, the Christmas event you did really opened my eyes to some fun things you can do in the game. Keep up that amazing work. :smile:
Thank you for your kind words, but the events are nothing more than a free selection of goodies as an incentive to try the demo. For the full release, a bunch of codes will be implemented at once for players to use over time. This new release had been ready for deployment for about a week now, but exam phase had me busy with more important obligations. With that out of the way, I look forward to playing further through Gladatora!
 

Biestmann

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Hey, everyone! I have pushed a hotfix to remedy a problem with Sakia's charge abilities. I sincerely apologize for the inconvenience; playtesting should have made the issue apparent earlier than happened.

In unrelated news, I will be streaming the game's new version starting now! Things have become quite a bit more challenging, so it's a fresh go in!
 

Biestmann

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OH! I was in your stream when you was working on the game (i think) I really love the art of the characters!
Thank you very much! My artist really knows how to bring characters to life. I am glad you enjoy them!
 
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Biestmann

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Today’s patch is for all the gamblers out there! The casino has been severely revamped, receiving an improved layout, a new minigame and extensive changes to previously existing minigames. And to top it off, the prize exchange has been greatly expanded upon! Gambling has never been this addictive!

In other news, the process of raising the sympathy levels of your party members has been made significantly easier; twice as easy to be exact! I hope this will increase player engagement with this subsystem.

On the class balance side, Sakia’s Manipulator finds itself with a new ability in the Matrix Shield, protecting a chosen ally from damage for the rest of the active turn. This is a powerful new tool that replaces the seldomly used Status Barrier.

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


  • Adjusted layout of the casino

  • Doubled the amount of sympathy gained by gifting

  • Lowered the price of Play Token
    • Before: 100x Gold
    • After: 25x Gold
  • Added new adventure minigame
    • How far are you willing to go? Defeating more monsters will continuously triple your rewards, but one false step means losing everything…
  • Revamped the roulette by introducing three new modes to replace the old modes. The payouts are Play Token instead of items
    • Straight Bet: 35 to 1 payout rate
    • Neighbor Bet: 17 to 1 payout rate
    • Half Bet: 1 to 1 payout rate
  • Significantly raised chance to win at all three types of slot machines
  • The match-up minigame allows players to earn varying amounts of Play Token rather than prizes
  • Meal Buffs are obtained in exchange for Play Token instead of Meal Tickets
    • HP Meal: 10x Play Token
    • ATK Meal: 20x Play Token
    • DEF Meal: 20x Play Token
    • SPD Meal: 30x Play Token
    • CRIT Meal: 30x Play Token
  • Consolidated the token and prize exchange
  • Updated prize exchange listing
    • Weapon Amplifier: 25x Play Token
    • Strong Weapon Amplifier: 60x Play Token
    • Armor Amplifier: 25x Play Token
    • Strong Armor Amplifier: 60x Play Token
    • Ability Fragment: 15x Play Token
    • Socket Carbon: 20x Play Token
    • Goddess Fragment: 100x Play Token
    • Reviver: 100x Play Token
    • KING’S NEW CLOTHES: 2500x Play Token
  • Cost of games in relation to Play Token owned is indicated a lot clearer
  • The music player track selection is more smooth

  • Removed Meal Tickets from the game to accommodate the change made in the meal exchange


Manipulator
  • The scope of SE Redirect has changed
    • Before: all enemies
    • After: one enemy
  • Removed the ability Status Barrier
  • Added Matrix Shield, a new charge level 2 ability
    • 4AP; [1 ally] Instant: Set up a barrier protecting one ally from damage for the remainder of the turn. The user’s charge level is reduced by one.

  • Added a new status effect, Matrix Shield
    • This character is immune to damage; 1 turn
    • Plays an animation if triggered
  • Removed the Status Barrier effect from the game
  • Removed the Lucky Meal effect from the game
  • Changed the effects of Soul Drain if inflicted upon a party member
    • Effect will be capped at 150 HP lost per turn
    • Expires after 3 rounds
  • Changed the duration of all Meal Buffs
    • Before: 30 turns
    • After: 25 turns
  • The animations of Frozen and Shocked will take priority over the animations of Ablaze and Poisoned
  • Ablaze, Poisoned and Unhealable will no longer alter the stance of the afflicted
  • Stunned will alter the stance of the afflicted

  • Marlon and Natsume pay the casino a visit
  • A frustrated operator desperately tries to get wasted in the casino

  • Tyraplant and Tyrabloomer attack twice on the normal mode difficulty as was intended
  • Defensive Maneuver changes Forest’s position directly upon use
  • SE Deductor changes Sakia’s position directly upon use
  • The win indicator of the slot machines is more or less in the correct position (who knew fixing this would be so difficult)

  • Items shown to drop from enemies might not show in the battle results screen, which in turn may show wrong drop information

  • Nightmare Difficulty (Implementation Phase)

Thank you for your support! Download the game >here<!
 

Biestmann

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Today’s bite-sized patch streamlines the Spirit Hunt and makes other minor changes.

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


  • Fragment costs will be indicated more clearly

  • Condensed the Spirit Hunt selection process with the intent of streamlining
    • 10 fragments: 2x T1 elemental fragments & 5x small sympathy crystal
    • 20 fragments: 2x T2 elemental fragments & 4x big sympathy crystal
    • 30 fragments: 2x T3 elemental fragments & 3x large sympathy crystal
  • Fragment costs will be indicated more clearly

  • Renamed the following boss-type enemies
    • Raging Giant -> M2-Nolith
    • Violent Giant -> M1-Nolith

  • Adjusted select character dialogue

  • Items shown to drop from enemies might not show in the battle results screen, which in turn may show wrong drop information

  • Nightmare Difficulty (Implementation Phase)

Thank you for your support! Download the game >here<!
 

Biestmann

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Hey, everyone!

It's been a hectic time for all of us, meaning development of the game has been temporarily suspended to focus on what really matters. Nonetheless, I would like to share concept art of Eucreta today, who is in charge of researching the dream's denizens and their properties. She also is Alexandra's girlfriend!



Stay healthy everyone, and so long!
 

MechScapeZH

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Hey, everyone!

It's been a hectic time for all of us, meaning development of the game has been temporarily suspended to focus on what really matters. Nonetheless, I would like to share concept art of Eucreta today, who is in charge of researching the dream's denizens and their properties. She also is Alexandra's girlfriend!



Stay healthy everyone, and so long!
A wise choice considering everything- stay safe, @Biestmann .
 

Mimironi

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Strangely, I haven't been getting notifications from here for the past... month or so?? Had to catch up on what's happening... Eucreta looks so pretty!

& Stay safe out there!
 

EuphemiaArtoria

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Hi again. I really liked this the last time I played it so I decided to come back to it and spend some more time on it.

Before, I felt this game threw a lot of complexity at the player very quickly, and I'd say that's still my impression now. The game is absolutely full to the gills with different mechanics, and all of them seem good and interesting and deep, but they all arrive around the same time and there's very little explanation. I can buy gifts, which increase a character's Sympathy Level, but it's unclear what that means or why it's desirable. I can use an Orange Ability only once I've increased my Charge Level with a White Ability - but none of my characters know Orange Abilities off the bat, etc. etc.

(I did find the guide, eventually, and it helped with some things, but reading the guide felt a lot like doing homework)

I'm not sure whether this is a deliberate design choice or not. I know there are fans out there who *will* put in the extra effort to learn these systems and explore all the complexity offered up to them, so maybe it doesn't matter if it's counter intuitive. Personally, I'd like if things were introduced one at a time, e.g. the mall might be unlocked after one mission is completed, gifts & coaching might be added after another mission too, etc. This way, the player can learn one thing at a time. It would also help break up the flow, if you just do investigation after investigation chained together it can burn you out!

One other thing that really surprised me- I didn't realise I had all these items in my inventory that taught me skills. I like the idea of getting random ability drops from enemies. However, it wasn't obvious to me that they mapped to specific characters and weren't transferable. It seems like it'd be more convenient if the characters just automatically learned the skill when you get the drop, and you get the currency item if you already know it? I guess the way it is lets you recycle items for characters you don't want, but it feels a lot like busywork to go through my inventory and use/recycle them all.

I hope these comments don't sound negative- all the different elements in this game are super interesting and I think the whole thing is great. If my feedback is critical, it's only because I want to be honest and help improve a good game!

Next time I'll try and dig in deeper on the Coaching mechanic!

EDIT: Found time for another session and reached a few more bits that I'd like to give feedback on!

  • Casino
    • I'm very impressed by the UI for all the minigames! Were they very difficult to make? Stuff like this that is obviously not an out of the box element of RMMV is very striking. Are they done with eventing, or scripts? Of the card game, the roulette and the slot machines, I liked the look of the card game most.
    • In terms of gameplay, I did struggle with these a little. I'm not a big fan of just pure RNG mechanics in general, and had absolutely the same feeling looking at the slot machines as I do the slots in an old Pokemon game.
    • Particularly the card game, after a few attempts it seemed like I was just as well flipping the top 3 cards every time - I have no clues as to what the cards are, so it's just chance, isn't it? It was also unclear to me which one the Wild Card was (the bluish, purplish sprite?)
      • You could make a card matching memory game with almost the same interface which might inject an element of skill? Or else maybe something like "Mini Cactpot" in Final Fantasy XIV, where each spot revealed gives you some information?
    • I spammed the first 3 cards in the card game repeatedly and still profited on tokens since the cost is low and the rewards are high. It felt effective, but not fun.
    • Being able to pick your music is nice!
  • Coaching
    • I spent a fair amount of time trying to see what I could see with Coaching, but unfortunately in the end I could only raise Anna's star level once after spending a lot of money.
    • Also, if you run out of gifts or try to give a gift when you have none, the UI looks strange, and at first I thought the game had bugged out or crashed.
    • The one dialogue option I unlocked with Anna was good and I did like it, but a few points:
      • Wasn't clear until I'd gone up a level that there would be a statistical reward for Coaching
      • I would have liked if using the characters in combat contributed to their Sympathy a little.
      • It also feels weird that when I fired up Coaching to begin with, basically nobody wanted to have anything to do with me at all. Everyone tersely told me to stop talking. It would be nice if they had a little more dialogue unlocked from the very start. It kind of sucks if they are rude, but your only option is to give them presents
  • Characters in Combat
    • Just a wee note, I use the same 4 characters every time, my thoughts on them:
      • Anna
        • Tanky, decent at fighting, her skills are cool and fun, my favourite
      • Reiketsu
        • Fast and alright damage, she felt a lot better once I unlocked some extra skills for her
      • Sakia
        • Mixed feelings. I generally have her use her defensive buff on Anna and her offensive buff on Reiketsu or Anna. I don't understand Polarizer and feel like I'd be wasting points to use it
        • Overall I find her the least satisfying of these 4
      • Faeris
        • Generic white mage type character, at least that's how she feels. I like Holy Veil, and I'll use Heal when it's necessary, but most of the time she feels kind of rubbish just poking at things with her regular attack. I keep her around since Anna sometimes winds up with very low HP after using Cellular Scream
Alright, hope that's helpful!
 
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Biestmann

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@EuphemiaArtoria Thank you so much for playing and testing the game so extensively! I will be sure to take all of your feedback into account, and already have made a handful of changes based on your suggestions that I thought were absolute no-brainers.

This means that from the next patch onwards, characters that are active participants in the party will gain sympathy points every time a quest is completed. I think this change makes the subsystem a lot easier on everyone and the switching of characters more rewarding. Alexandra also will give a quick explanation of the benefits of coaching the first time the player engages with the system.

The immediate complexity of the game and subsequent feeling of overwhelm is well noted, and an optional combat tutorial will be implemented. With changes to the combat system happening all throughout development, I felt it safest to finalize that aspect of the game before doing so, however. In general, I want to keep handholding to a minimum, but I am trying to find a good compromise between both extremes.

Certain aspects of the game such as learning new abilities through the menu are deliberate design choices, just like you suspected, and it is completely understandable that they do not gel with everyone. Something I personally considered strongly is that the most adherent of my playtesters quickly showed an interest in optimizing their combat abilities even early on. The choice to learn acquired abilities or dismantle them towards others deemed more useful instead gives them plenty of freedom to experiment as early as the first second. It also lends a slight touch of rougelike to the game which the majority of players has seemed to appreciate so far.

As for the casino games, they were mostly accomplished by third party plugins, which sadly also limits my ability to tinker with their rulesets extensively. That isn't to say that I haven't, however, as the roulette, for example, has become a lot more complex thanks to eventing on my end. Then, there is the minigame played by Natsume, which is meant to give off an oldschool RPG vibe, that I created through eventing entirely. The card minigame is indeed the most consistent in terms of gains, however, they come slowly unlike with the others. This means the player sacrifices playtime for better odds, which is a loss in its own right. In the end, my modest capabilities likely will unavoidably result in an imperfect casino experience, but I am glad you enjoyed the offerings regardless.

Finally, I recommend you give those characters a shot you haven't yet. They fulfill very different roles from one another, and I promise you will find yourself wanting for something your four mainstays cannot provide.

Once again, I thank you so much for playing Eternal Dreamers and coming back to it multiple times too! The virus has brought development of the game to a crawl, but I promise you will find your feedback reflected in the upcoming patch. As well as your name as part of the credits! Cheers!
 

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Today’s patch is but a fraction of what was intended to be released. The past couple of weeks have been crazy for all of us, and so development of the game has been scaled back significantly for the time being. Nonetheless, some work has been done to make the beginning of the game easier on the player, changes that are being implemented today.

In the past, players have voiced their frustration with the lack of an introductory combat tutorial, an omission to finally be done away with. Before venturing out on your first mission, Alexandra now will offer a short rundown of the central aspects of the battle system.

Furthermore, adjustments have been made to the coaching system, which now plays a short introduction to its benefits, and all active combat participants henceforth gain sympathy points every time a quest is completed. Winning them hearts just got a whole lot easier!

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


  • Before venturing out for the first time, Alexandra will offer the option to play through a tutorial explaining the basics of combat



  • Clearing the normal difficulty setting of the game will unlock the selection of the nightmare difficulty setting. Nevertheless, this difficulty remains inaccessible until a later date
  • Slightly adjusted the appearance of the world map in the area select screen
  • Changed background of a quest in the Mountain area of the Investigation-type quests
  • Changed background of the first 20 floors of the Tower-type quest

  • Clearing any quest will raise the sympathy counter of every participating character by 5%
  • Alexandra will give a quick overview of the Coaching system upon its first use by the player

  • Changed battler graphic of the enemy Shredd in the Forest area

  • Updated face bust of Eucreta
  • Changed select dialogue

  • Boss alert graphics received a light screen taint
  • Urgent Mission type quests now use the regular boss alert graphic
  • Updated credits

  • Items shown to drop from enemies might not show in the battle results screen, which in turn may show wrong drop information

  • Nightmare Difficulty (Implementation Phase)

Thank you for your support! Download the game >here<!
 

cradth

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The game looks fantastic! The story, characters and the art style, I adore them all! :kaoluv:
Also, excellent battle system, it seems you put a lot of effort into it! I'll be sure to give it a shot. :)
 

Biestmann

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The game looks fantastic! The story, characters and the art style, I adore them all! :kaoluv:
Also, excellent battle system, it seems you put a lot of effort into it! I'll be sure to give it a shot. :)
Thank you so much for the kind words! The battle system is indeed the bread and butter of this project. If you do end up giving the game a shot, your feedback would mean a lot to me!
 

Biestmann

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Hey, everyone! COVID-19 remains out in full force, however, I have been trying to allocate more time to the development of Eternal Dreamers. Today, let me talk a bit about some of the things I have been working on.

The Bridge

Replacing the laboratory is the bridge, the piece of technology that allows Advent to interact with the strange world serving as the setting of Eternal Dreamers. Developed by none other than Eucreta Wohlfahrt, it serves as the cornerstone of the fight against the Sudden Coma Phenomenon.



Previously, most of Eternal Dreamer's NPCs consisted of the kind of NPC serving a specific purpose. To improve on this aspect and in order to flesh out the world some, the bridge is filled with Advent scientists offering little bits of trivia.



Area Introductions

In order to give more meaning to each of the many areas you will traverse throughout the game's story, Eucreta will be offering insight into how they relate to ongoing events.



Well Wishes

These are trying times for all of us, and I continue to sincerely wish for your all well-being. As always, I will continue to work hard on the game, and hope to publish the above mentioned improvements as part of a new patch soon. Stay safe, everyone!
 

MechScapeZH

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Hey, everyone! COVID-19 remains out in full force, however, I have been trying to allocate more time to the development of Eternal Dreamers. Today, let me talk a bit about some of the things I have been working on.

The Bridge

Replacing the laboratory is the bridge, the piece of technology that allows Advent to interact with the strange world serving as the setting of Eternal Dreamers. Developed by none other than Eucreta Wohlfahrt, it serves as the cornerstone of the fight against the Sudden Coma Phenomenon.



Previously, most of Eternal Dreamer's NPCs consisted of the kind of NPC serving a specific purpose. To improve on this aspect and in order to flesh out the world some, the bridge is filled with Advent scientists offering little bits of trivia.



Area Introductions

In order to give more meaning to each of the many areas you will traverse throughout the game's story, Eucreta will be offering insight into how they relate to ongoing events.



Well Wishes

These are trying times for all of us, and I continue to sincerely wish for your all well-being. As always, I will continue to work hard on the game, and hope to publish the above mentioned improvements as part of a new patch soon. Stay safe, everyone!
It all looks great! I especially like the area introductions- that'll add a lot to the atmosphere for sure.
 

cradth

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I died during the third round in the first tutorial battle,
A "game over" instead of "try again" in tutorial -> I didn't see it coming. lol
but nvm. I have passed that tutorial already while writing this post.
I had focused much more on the texts than the enemies during that fight. XD
I love the way you make full use of Row, that Charge feature is pretty neat!
 

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