Half a year since my last post... Man, time flies.
So! I thought I should explain my absence for anyone who's interested in the game.
When I started this project, I didn't know what I was getting into. I didn't know how much there was to learn about game design, or how to overcome MV's annoying little obstacles. The result was a messy project full of nasty code, long-winded eventing processes, and fragments of systems I failed to create. It made for a horrible work flow, and it ultimately had an effect on the product.
So I basically rebuilt my project from ground up. Of course, I reused some parts of the database and the graphics. But this time, I managed to recreate certain systems in a more efficient manner, while also commissioning a few plugins to complete my vision for a JRPG.
I've also delved into the many aspects of story structure and changed quite few parts of my plot in order to give it a better flow.
Long story short, the game is MUCH better than it was, and it has been well received by quite a few testers (all of whom were chosen randomly). A change log would be overkill, but here are some of the more notable changes to the game:
- Several UI/scene changes, including Battles, Main Menus, and a more streamlined Victory Aftermath.
- AoE battle mechanics have been added. Attack enemies in a column, a row, or a radius.
- Combo Skills have been changed, and are now named Dual Arts. They are learned automatically after the first battle is fought between the two party members that can learn a Dual Art skill.
- Puzzle Lore changed. I didn't like the idea of random crates sitting in a dungeon with pressure plates and levers. I've now managed to have puzzles be an integral part of the story and world lore, which explains their existence and why they function the way they do. In other words, the puzzles have a purpose beyond just being a feature.
- Battle System changes. Turn manipulation is much better, which has allowed me to create more balanced battles and simplified mechanics.
- Enemies now give "Base EXP" based on levels. If a party member is much weaker than the group enemies, the EXP they gain is increased. On the other hand, if the party member is much stronger than the group of enemies, then the EXP gained is drastically reduced.
- Mini-game changes. I've gotten rid of the previous card battle system in favor of something much simpler. The card game will be based on UNO/Crazy Eights, with expanded rules to add an element of strategy.
- Enemy Respawns have changed. Enemies will respawn based on the number of map transfers.
I'm still having my Alpha demo tested to ensure that it's ready for a public release. The OP has been updated with some content.