January Goals and Progress Thread

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artoni

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Skills get, finished a couple-ish things on my previous action plan. Time for a new one for this week; I think I'll try and keep a regular schedule with it.

SHORT TERM (this week's goals);
  • Populate Crescent Port
    • NPCs! NPCs! NPCs!
      • Ideally I can reuse these for general NPCs as well. Which means I could borrow some from Connor's Cove, too!
        • Honestly, probably be easiest to just recolor clothing per city.
  • Finish sewer lever-puzzles
    • Mostly just creating the bridges and properly eventing the levers
  • Finish bandits encounter
    • WOO BOSS BATTLE- probably one weak to debuffs so Leandro can shine
LONG TERM;
  • Revamp credits page
    • Also create a living document in Notepad++ so that I can keep proper lines on this.
  • Program skills and script learning
    • This may require some restructuring of the database. RIP.
      • Only really need to do the first two-three skills for four characters for the purposes of the demo.
        • THOUGH FOR WHAT IT'S WORTH i have everyone's symbol drafted
  • Start work on Giboso Harbor
    • Including naming it.......I know this area takes vaguely Spain-Spanish inspiration, as opposed to Crescent's French-English.
    • LOOK MA I NAMED IT.
 
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mobiusclimber

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Kinda just been banging my head against the wall lately with the things I want to do but can't or don't know how to do. I tried using Yanfly's Gab Window to display the credits, but it doesn't work right. It's supposed to use the text codes, but instead of displaying one letter at a time (the way I have it set it) it just displays the whole thing at once. I had an idea to do scene transitions but I don't know how to accomplish that. And I wanted to do some creepy stuff in one of the houses, basically when you enter it has a scene transition that looks like two eyes opening, and as you walk around, it blinks. Then when you go to the stairs the perspective changes to show you walking up the stairs and you can see the wall and an open window, and there's a girl's legs and her dress going through the window like she was crawling around on the ceiling. I have also been bumping my head against the wall of making maps. I finally have installed Yanfly's Doodads plugin so hopefully that will help. Also, just from looking at different posts in here, I've seen a few ways of getting around the whole "doorways on the sides" thing that has been messing me up.
 

Marquise*

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@mobiusclimber Hope you can sort it out soon. I know sometimes things kinda are hard to figure out.

Progress;
5 busts done, 4 to go... kinda! ^^
 

BreakerZero

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0.5.16 and great news. My store page has finally cleared editorial on my third draft so I will be going into coming soon mode by end of business this weekend. That and I finished mapping the next dungeon.
 

TheoAllen

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Been a while since I participate this thread. Now that after a month of hiatus because of recollecting my will to continue the project, I finally get myself together and doing this.

The latest thing I've done (that is spoiler free) is this multiple state animation (although I think I need to rework the animation :guffaw:)
multianime.gif
 

BreakerZero

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@TheoAllen that is great how it turned out already so I don't see much difference in changing it.as what you have is already spectacular in itself.

Also one thing I didn't mention in my update is that I have set things up off my cliffhanger finale in the post-credit scene so that when I do end up doing my second part I start with their daughter finishing up as the central participant in a classroom "lesson on tolerance and the unknown". Of course she does not get away easy because of her biologic differences which leads directly into boss battle territory... with hilarious results on top of it all. And that's before she gets the bad news of her parents being put under threat once more.
 
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Chiara

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@mobiusclimber : Hope you can sort that out. I don't know your experience level, but I'd have some advice if you'd like since I remember those walls all too well.

Progress Update:
  • nothing tangible, but since fleshing out characters and going through potential conversations between them is a constant white noise in my brain, I did some of that (and it totally counts)
 

bgillisp

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@mobiusclimber : I got it to work in my game by just having the gab code do one line at a time, then after enough time has passed (about 5 - 10 seconds was usually what it required, you'll have to play with it to get the timing right), passing the next command to the gab line. That's really the only way to do it, as no delay was ever built into the gab system.

1.16 Update:
-Fixed the Chapter 9 cutscene. I'd been stuck on this for a while so today I just opened it up and wrote the first thing that came to mind, and...it worked! Flows much better and doesn't read like a 2nd grade story now.

Now I have to go see if I can find two sprite resources. If not its time to commission someone. Otherwise it's on to all technical changes or business set up stuff, unless I decide to add that one optional scene I've debated.

Edit: Managed to with some GIMP creativity get one of the two sprites. Now I just need to find a sea monster sprite somewhere.
 
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lianderson

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@mobiusclimber That does sound interesting. Hope you get it to work.

Anyways, been improving the AI for all 500 enemies in the game. Giving them some telegraphed attacks and additional spell variation. Got about a third done so far. Aiming for the rest to be done by the end of this month.
 

BreakerZero

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0.5.17 now. Found a bug with a plot point that's supposed to advance a crew member's involvement and hard coded the value. This in turn led to finding another bug where said crew member transports herself before you to break the news of her release for special circumstance as the one who got the assignment. Also fixed in the course of bug hunting are a number of achievements that I will eventually sync between both supported systems for which they are used... along with a change to a more target-friendly naming convention. Originally it was "insert c**k joke" and then I shifted to "cocktail hour". But ultimately the easiest and least resistance-prone approach ended up being a bit more self-explanatory than what I had considered before.

As of 0.5.18 I have also completed a series of updates for the world map. This has also affected the flow of the narrative and requires you to have both of the first two upgrades to your key-to-lock capacity for access to the royal docks - one to break the seal placed by the imposter and the other to actually open the door. But of course it is not so easy as the palace closes for conference making you trigger transporter rooms to get to the crew member that I mentioned above so as to return when the conference is over prior to your next objective.
 
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kenjivn14

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It's not past January, but I'm doing animation
 

BreakerZero

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At 0.5.19 I now have the containment mission passed almost to full debug. Missed a spawn or three that should not be in that part of the progression (for the sake of simplicity I only use a single map set for this as it is literally the same place for both missions) and the plugin notetags were not properly set. Between that and having to fix the manufacture core as well in terms of spawn balance I have had a time with cross checks on the scenarios I have tested to date.

Also, a bit of extra information about the status of the missions I have to date. I ended up doing something in the mission just before the containment scenario with two things:
  1. Switch activations. Three points in the third major dungeon require you to find the right crate to move in order to unlock the gates that raise on you. The first is a dead giveaway (there's only one) and the second is one of several that you have to suss out yourself. Third is none of them (instead it's a boss) so it doesn't count. Fourth should be obvious to anyone that was paying attention to the point where you see it.
  2. There is a double reference halfway through. (For context, allI I will say is that simply calling him "Error" was not enough.)
Additionally they both have a bit of (potential) stretch goal material to them. Plus they will hit in tune with the callback inspirations. Furthermore, when the gates close you have to "frag" a certain number of enemies before you can actually flip the switch. (Evacs on the other side don't count, of course... and building on other callbacks the ones most likely to play chicken will also play bluff.) Also, the containment mission spawns will mess with you (the plan is to have a common theme where the spawns will either drain your health or strike at you) and the secondary nodes at the top where you start the actual containment process regenerate their defenses as well. And you will have to run evac off the clock when the core node is destroyed... without question of course.
 
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Ryisunique

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My schedule only looked cut.

Tried my pineapple for ten minutes before quitting that. Working on bathroom stalls and figuring out that I need to find some pixel tutorials to have it blend with the casino tiles and rtp.

At least I have three security guys made for evade events. A couple of workers that I could place at tables or around the floor. The main characters, one of which needs stubble. And likely a color shirt change.
 

AceOfAces_Mod

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Progress Report #6:

Immortal Sins:
-Reworked part of the dialogue.
-I've done a goof with the new mechanic I added in a recent beta build. Moved the introduction a bit later.
-Doing some cleanup.
-Thinking about other ways to upscale assets. Maybe I'll re-upscale them with different noise reduction.
 

Schlangan

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Progress, progress, again.

The scenes in the ice village, the nightmare machine and the castle towers are done; which means, the fight against all nightmre clones, and all generals, with all their skills, animations and so on. Phew.

One part now remains for this mission; the fights with the king of Jigoku. I have a few more skills to design, especially the annoying skill that cancels all buffs. But at this rate, missions 8 and 9 will be released by the end of the month.
 

Engr. Adiktuzmiko

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I realized I need to finish my current game before my laptop kicks the bucket..

Im practically on the final chapter, but I'm still kinda testing things out as the final chapter has some additional game mechanics.. and I still need to ensure the equipments and enemies will be balanced
 

BreakerZero

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Okay, I've got enough progress over here to where I can safely move on up. With the containment scenario done (and effectively debugged) I am content complete to what I have written to date in terms of story which means all that's left is balancing out the ranks and unlocks according to my observations to date. So I am now safe to announce that milestone 0.6.0 is go!

Also I have finally settled on a mechanism for the alarm system for priority evac situations. After some observations using my implosion assets combined with a series of "play se" calls I lobotomized my system into crashing the game by simply stacking in the same common event that draws the implosion effect. But on the other hand this also gave me a base whereby doing a second common event for the warning alarm itself using a wait call for each minute (or portion thereof) creates the illusion of it being a bgs so that the bgs can be assigned to the actual implosion sound and thereby doing a workaround to behaviour differences I noticed after initially upgrading to MV. I may extend this based on the same observations to include a voiceover warning of how much time is left in addition to the countdown itself. EDIT: Voiceover strategy didn't quite work. Also gonna have to fix the behaviour of the implosion overlay real quick for which I have an existing workaround bringing me now to 0.6.1 in milestone progress.
 
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artoni

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Weekly update report! I got the bandit boss fight implemented and have gone through it a couple times. Now I just need to actually get there in a test record and consider the levels/equipment.

Ultimately I'm on track for my demo release on the 31st, though, yaaaas!

SHORT TERM (this week's goals);
  • Populate Crescent Port
    • Recycled from last week as I didn't finish this.
  • Finish sewer lever-puzzles
    • Again, recycled; most of my focus was on skills 'n stuff.
  • Fine-tune bandits encounter
    • Battle is created, but I really need to go over it a few more times; especially after implementing Leandro's skills and seeing what he can do. I also have the Event created around it
LONG TERM;
  • Program skills and script learning
    • Alright, not as bad restructuring as I thought it'd be. Need to do tons of switches and variables, though.
  • Start work on Giboso Harbor
    • Can wait until after demo.
  • Short-Long term but finish replaying this a few more times until I'm comfortable for the demo on the 31st- I'm on target, at least!!
 

BreakerZero

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Probably should've also mentioned this but I'm at the point now where localization is up for consideration. Demo release is tentatively set for the 25th so I delayed the posting of my "coming soon" notice to accommodate this plan.
 
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