Game Making Drive March 2014

Clord

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Any word on those badges from last GMD?
I guess some badge offers got pulled in certain events before the deadline or they ended up passing under the radar. Also if they started to spam those award icons it would become just silly.
 
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B.Ultimus

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Don't forget about me... I ain't through yet!  Busy weekend, but updating what I had the chance to do this weekend.

Friday: 3/28

Spent some time re-balancing player characters, as well as plan out maximum level for the game I'm working on.  With that, I decided the max level for right now is 35, with all levels/stats balanced for such for player characters.  In addition, I worked on and created three "roles" that you get to pick for your characters.  Also decided to include a Battle (BAT) status which effects all damage of all skills.  Increasing/Decreasing this (which is rare other then leveling) will effect your damage output.

Also hashed some plans for a "New Game +" scenario, but instead of play the game again, I want to make it something new, while feeling familiar.  Still on the drawing board, but I have a few ideas.

Infantry:  Your damage dealer.  Sacrifices defense to increase offense.  Increases BAT (battle) stat by 50%, while decreasing DEF/MDF stat by 25%.

Phalanx: The front line who can take a few hits.  Greatly sacrifices offense to increase defense. Decrease BAT (battle) stat by 50%, while increasing DEF/MDF stat by 25%.  Also increases Enemy Hostility by 1000%.  Prepare to get hit a lot.

Medic: Your back line support.  Greatly sacrifices offensive abilities to improve MP regeneration.  Decreases BAT (battle) stat by 50%.  Doubles MP regeneration.  Also decreases Enemy Hostility to 30%.

Saturday: 3/29

Added all armor into the game.  That's right: all equipment is done.  Hurray!  Final count 41 pieces.

Also added skills for Ancestor Knight, Trinity Disciple, and Aspiring Nomad.  This includes all the animation (with Yami makes it time consuming, but worth it for a more unique look).  Had a chance to run a few tests with some random enemies, but was looking forward to completing test Sunday with another boss battle.

Sunday: 3/30

Tested with a demon lord, Bel, who is one of 12 optional bosses in my game.  Still have some tweaking and bug fixes, but gave me so good insight for balancing purposes. Also decided to mess around with battle beginning effects, and a little voice over work to see how it feels.  I like how it came out.  Also changed some fonts/windowskins around.




 
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Candacis

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Today I tried out how windowskins work and made a new one for a small project. I was just sick of the standard one :D New one is not perfect, but will do the trick. Here it is:



Other than that I continued commission mapping work.

 

Ksi

~RTP Princess~
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Day 17

Today started out okay. I got some more maps done - more outer work. I like doing nature maps but I sometimes fret that I perhaps do too many forests. I need to shake things up a little, so next on the list is a mine. Ahahahaha... yeah, my second most done maps are caves/mines. :/

Anyway, after doing that I started on reshooting the lighting tutorial. Got that done and now all I have to do is edit it, compress and upload, which will take a while so I'm content to let it sit where it is for the moment. It didn't really turn out like I planned, and there were a few flubs but eh, it's fine for what it is. I then did a short LP vid which still needs to be edited, compressed and uploaded as well.

Then I went and started some resources I'd been putting off for a while. They're not in great condition at the moment - quite rough, but I think it's a good start so far. After that I started feeling ill and that's gotten worse as the night progressed, putting back my progress on what was going to be an April's Fool prank. The revival of a personal joke game that was a parody of a rather terrible game on another forum - Hair of the Kung. Sadly, I don't think I'll pull it off in time as I'm feeling pretty bad. I did some mapping work on it, as well as some resource editing/work as well. It was going to use the generator faces but well, now it's not so...

I also started a mock-up of the battle system, which is all kinds of terribad.



As you can see...

 

Bonkers

Get ready to be Wowed!
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I guess some badge offers got pulled in certain events before the deadline or they ended up passing under the radar. Also if they started to spam those award icons it would become just silly.
The badge was the main reason I am participating other than making progress with my game, so I don't think it would be silly.  Hopefully we'll get some official word on what became of them for last month.      
 

Lars Ulrika

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Day 11

Damn and my first post against this dragon is a day I'm pooped. Well, I worked on my side-project that ended up er.....to be quite unusual. Dalph is the main villain and he's bringing parallax chaos in a full rtp world where characters not being part of the rtp are considered as outcasts. And so that's why Dalph is pissed to say things short : he was rejected as not being rtp. And so the story starts like that, with Eric having set his house on fire because "he gets uncontrollable when berserk" remember? So I'm trying to in a first part twist the rtp to the max and then train on parallax mapping, custom sprites etc. That's quite fun to do so far and gives me some fresh air after having spent so much time on my main project. 

Sorry but I'm really tired I'll post some screenshots tomorrow morning I'm just wanting to crawl into my bed. 

 
 

Lady-Elise

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Day #5 Let's go mages!

Writing ►  So I have been trying to decide between two story's that I have in mind. With one being more serious and common in
rpg games, while the other is more of a easy fun game which includes battling alongside monsters who you capture when you 
fight them. I personally like the monster idea since it gives me a lot of different unique skills that I can create and spread out evenly

over the monsters, not having to lose them on actors.

Database ► Goes together with above. I've started with creating interesting skills that are different from common skills such as fireball

or something like that. I also played around with skills that heal a small bit of HP or MP every turn. Just to have something different from
the standard instant healing skills.

Graphics ► Haven't done much on this part besides creating a test monster character set in the 3x4 dimesnion.


 

Blindga

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Day 11

Hello everybody! I'm wide awake and ready to make the most of my limited time today.

So I ran into a problem over the weekened, but I've gotten it sorted out now, and here we are with our lovely cool-headed sorceress:

Mary Mercuriotte.



Her attire is quite different than the last character. In truth, I am planning on making this look a consistent thing, and making changes to the last one to match this to an extent.

Something that had come up in some feedbacks I got on earlier versions of this design was the outfit really didn't fit the characters' roles too well. I originally had her in something a bit more casual, but after thinking on it I decided to try giving her something a bit more adventure-savvy.

What Mary has here is a type of battle suit. Its not armor; as a magical individual does not fear mortal harm. Tight-fitting skins and leather plates bound together, then decorated with pinned-back cloth to give it some character. A full-body suit that pads the user and helps faciliate combat movements. Reducing the impact of falls and floor scrapes, enhancing gripping and climbing, and helping to improve stamina consumption and sweating. Something with a bit of fantasy realism behind the idea.

Magic battles are tiring, rough, and often very dirty; as weapon explosions and magic shockwaves send plumes of dust and ash into the air. Anything to help make fighting easier would be ideal to baggy clothes or bare skin.

Bit of lore there I guess. Main point being, I'm hoping a more armored/suited look will give the characters a more balanced appearance and help them to appeal to their role as magic assassins a bit better.

Going to spend my last bit of time revising my first image a bit, and then move on to the third. I do have college stuff coming up, so progress my greatly slow the next few days as several assignments from different courses are due on the same day.

And so I continue.

 
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PixelLuchi

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GMD Day 12:

Just another day of spriting. I don't need a wall of text to explain that, tbh. :\



New portrait.



WIP Tileset.



And a test screen which I already threw into the Screenshot thread.

Other than that, I'm in a real crummy mood. In no mood to post. 
 

Kes

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My Day 11

Lots of different things which collectively equal a lot of work, but much of it will be 'hidden' from the player.

I have completed what I hope is the last big batch of alterations in order to Americanize my spelling.  My travellers who were travelling are now doing so minus the second 'l'.  This looks so weird to me.  The amount of work involved was slashed to a fraction by using Shaz's script which extracts events into a text file, and using that leaves me pretty confident that I've picked up all instances.

Going through my skills to try and ensure that there is plenty of variety within, as well as between, enemy troops, also looking to ensure that each troop has some variety of what the enemies are weak/strong to, so that there has to be at least some thinking on the part of the player, not just spam the same old spell that hits everything in sight.

Have also begun the next batch of battlebacks.  Here is a sample.  The blue bush, bottom right corner, is a battler, btw, not part of the battleback.  I'm fairly happy with my forest/cave/tunnel type of battleback, less so with my interior of buildings ones.  The faces are placeholders at this stage.



Edit

Forgot the little image.  Can't be without that.  So here it is:

 
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Pern

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Entry #7



No picture to combat the dragons but still plugging away after the weekend. Was very busy with lots of exams and whatnot this and last week so I hope to get a little more done in my off time. I'm trying a variety of different ways to map the first little part, the barracks, but not sure how to do it. I have a good few maps all copy and pasted with different designs, walls, floors, gates and whatnot. I've hit a rough spot between wanting my maps to look as gorgeous as others, not exactly sure how to do that persay (I parallax the floors and walls first and export that into photoshop for the details, haven't gotten down complete everything parallax) or continuing on with my own simple 'style' that everything else is so far. Not sure how to proceed with that, but if I do have to change something, or all of it, it shouldn't take me too terribly long. I'm not so far in that it would be a problem. So still mapping and eventing and enjoying myself.

 
 

Clord

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Day 17


Mapped today stuff including castle exterior that is currently WIP. Touched up some maps with more detail and consistency due that.


 
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Mouser

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Day 12 - Not a terribly productive day. Still writing out quest lines for journal and going through playthrough, fixing little bugs that are still hopping around.

Getting the hang of the mouse control. All events that are going in are in. I don't think the farmhouse will make the cut unless I get a burst of energy on my days off, so I'll pull it from the map for now. Couple houses need to be locked up. Other than that - finish the journal, check and recheck all the dialog, make ending credits scene.

Write mouse control page into 'intro'.

Read a couple chapters in a Scene and Structure book (good read).
 

Engr. Adiktuzmiko

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April 01, 2014

- Got the GUI script to a working mode (the buttons shown are "in-map")



- Here's the sample set-up for that (lots of variable line due to I made it on an event)

$gui=GUI.new$gui.init_interface(301,255)x=0y=32i=nilz=3000=255$gui.init_canvas(x,y,i,z,o)n="This is button 0"m=""i="BAR_BG"i2="BAR"t=trueo=255w=196x=$gui.add_button(n,m,0,32,w,32,i,i2,o,t,1)x.set_text_dimension(48,32,96,32)- Trying to do an icon, this is a shield though it kinda looks like more of a stone of sortsIconShield.png

 
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Kale

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Late, I know. I completely forgot to post yesterday despite working on things. Does it still count if you post late? If not, I understand since it was totally on me.

Yesterday I finished the sprite I was working on and then added more to my tileset. I only got the outlines of some tiles so that I can get some things blocked out on maps. I didn't fill in any coloring so it doesn't look at all nice on a map so no screenshots yet.

I'll try to work some during the week to work on that chain break :D

$Lavie.png
 

mlogan

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I made myself get back to my main project today. I've been trying to get the whole scene surrounding the mini-game put together and complete. It is almost there except for a blasted Fadein Screen. I swear that function is my biggest enemy. Maybe one day I will create an enemy sprite named "Fadein".

I'm trying out this video thing. Yep, created a YouTube channel and all. Not sure if this will work or not, but here goes a try.



Game play is not really this shaky, recording did something to it. I also want to create a new selector box, as well as find or have created a new animation when a match is made. (This one is truly the least painful on the eyes that I could find in the RTP, lol!) The number is the number of turns you get, I've got to figure out how to put a label up there. But, there you go.
 
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Lowell

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Post #7, Day #19 「Game Mechanics & World Building」

Armor Layer System

The Armor Layer System is designed in a way to mimic how armors were handled in Romancing SaGa 3.

In a nutshell it offered a somewhat unique approach to armor allowing you to equip armor in a more logical way.

For example, if you where a full suit of armor (Full Armor) you would not be able to equip a breastplate (Body Armor) or gloves (Arm/Hand Armor) while it was equipped.

Of course this system was designed in a way that allowed certain combinations, like equipping helmets and Shields with the Full Armor , or having a shirt on underneath for additional protection of some sort.

The System being used in my game is designed with 3 layers in mind, the 1st Layer would be things akin to undergarments, shirts, etc, the 2nd Layer would be for equipping actual pieces of armor like the above mentioned, and the 3rd Layer would be for items such as capes, magical effects, etc. The Rules for what is and isn't allowed has already been drafted and is simply waiting to be implemented.

Jobs, Guilds, and Relationships

There are five governing powers within the starting city of Lamont that the player will interact with on a regular basis.

The Mercenary Guild are perhaps the largest of the five as people with varying backgrounds come to them in search of jobs that are requested by the residence of the city. Due to the nature of their known world changing around them, task that they took for granted or performed on a regular basis became a lot more dangerous. The Guild was formed in order to aid the city people with their own needs.

The Guardians represent the former clergy of the church, now donned in armor and equipped with a multitude of weaponry to combat with the sudden threat of monsters that constantly threaten the gates of the city. Outside of joining the combat force alongside the other four powers, they provide a multitude of healing services for free to the public. Unfortunately those venturing outside the city gates aren't given this luxury.

Estrella is the magic guild that taught various forms of magic, which the church opposed through the years. Now providing access to a skill that only the wealthy could afford, the guild provides a number of magical related services including the creation of Ether Cores and magical artifacts.

The Library are seekers of knowledge that until recently hid the fact that they practiced alchemy. While their presence on the battlefield can't be compared to their counterparts in the other groups, they possess the unique ability to augment equipment with various items, including Ether Cores and Artifacts from both Estrella and The Guardians.

Four of the party members that will permanently accompany the player will each represent one of the four groups. At the beginning each of the characters will be locked into their initial class, but have access to additional classes as they progress through the game.

The fifth group The Council provides nothing in the form of classes, but will be instrumental in the development and progression of both the city and the story.

On an unrelated note

I've been working on my games database, tweaking things like class skills and passive abilities.

The passive abilities themselves are a bit of creative work, with things like Magic Resistance F nullifying magical damage below a certain amount and raises resistance to related states by a set amount. For the Record Passive skills will rank from S to F, with certain skills starting at a certain rank such as C due to their effects.

Other than that, nothing much else to talk about. Had to work today and tomorrow so... adios

 

Tsukitsune

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GMD Day 6 (last thursday)

Got caught up in some things and wasn't able to do any game dev that day ><

GMD Day 7 - Monday 3/31/2014

Kind of busy with another project in photoshop that I'm doing for my work.  So haven't had much time to do anything for my game map wise to show.

However I did some brainstorming on the backstory for 2 of the hero spirits that Ellis obtains.

With that I also wrote down an idea for a side quest.  The backstory for those 2 spirits could actually be made into a prequel for Spectrum Seeker too.

 

seita

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Knew I forgot to post on Saturday... Saturday was a short day so I got little done.



Game Making Drive Day 13

  • Mainly tileset fixing and going over old maps to fix the swapped tiles.


Game Making Drive Day 14

  • More delegation as usual, specifically new area songs, and a new character who appears in the camp.
  • Fleshed out the back stories of three unannounced characters, updated back stories of existing characters.
  • Finished parallaxing four maps including one very stubborn tower with many intricacies.
  • Began eventing the entrance into the army camp. Created dialogue and, for lack of a better term, a mini quick time event wherein Petula slams her shovel into a soldier from being startled.
 

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