January Goals & Progress Thread

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Arcmagik

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After two months of RPG Maker & Holiday burn out... I am finally back to work on my Legion Saga remake... unfortunately MV and I called it quits after the holiday. I've gotten back together with Ace so I've started over again but it's good so far. 
 

Marquise*

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We adopted a puppy!! ?? 


It's been lovely waking up at 4am every day since.. haha.
@M.I.A.I can see why... Puppy will need extra time to be used to his new home and family!  He looks like a charmer! (did you changed your nick?)


@bgillisp Your productivity puts me to shame!  Hey... how many hours behind Dwarven dancing?  Hope there is no escape from it; it would kinda be a waste.  (Gna... too bad my next job to try pyxel edit is... dragon number two.  I am %$%^ anxious at my computer theses days!)


@Lihinel Impressive alternative system!


@everyone;  Daughter cat is happy that I read you here she gives you the gripping paw head kiss.  (Because she feels that reading all of you brings me healthy energy -it is true-, and I kinda sacredly dog type like avoided my computer last couples of days because I felt bad about crashing so often!)   Aww and you get a cat cuddle for reading this.  I think she means that I need human support a bit more.:3  Who am Ito argue with my elderly nurse?


Progress;


Got .mp3 player troubles too and last computer &*** kinda erased all of my Fallout games playlists. :( (hello table top pnp rpg game ambiance.)


Finally managed to get an external DVD player to work and verified it...  Still have to chat with that motherboard/bios/controller ports of mine to realize I still have a hard drive and stop messing some of my peripherals and program installs... There are limits!


Next step;


Some attempts of back-up saves on external physical drive and... Pyxel Edit installation. 


And...  unknot the figurative bundle of knots that are my nerves now!
 

AceOfAces_Mod

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Progress Report #11:


Immortal Sins:


-Re-done some of the lighting overlays on the Crystal Caves.


-Fixed some silly bugs.


-Might add a -debug command line argument or catch the crash of the RGSS3 Player. It returns an error code when it crashes, no?


Winterruption:


-Worked on the inn.


-Adding a sidequest.


-Working on the database.
 

Hudell

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@bgillispThat's so amazing! Did you do it with the default move routes? It looks like it would have been a real pain to make it that way.
 

bgillisp

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@Kes: Actually, I think it would be. But I might save implementing something like that for a victory celebration scene or something.


@Marquise*: I'd say 4 - 5 hours it took to make it. Once I realized that there were two sets of 8 dancers in synch it got easier with copy/pasting.


@Hudell: Actually that was standard move routes, with the last one on wait for completion. I had through ON for debugging reasons, so it looked really funny when only 3 - 4 of them moved.


No progress update today, just posting quick replies to some posts.
 

Warboss74

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With the month coming to an end I knocked out one of my two main goals and fell into a rut with the second. The Relationship System goal is going to be implemented with a Relationship Web with each NPC, Faction, etc. to determine what character actions filter backs to individual NPCs. (Creating those webs is going to move into a long-term goal going forward) Tracking character opinion of the player is going to be done with 3 different variables. The first is general opinion of the player informed by the relationship webs, faction status, and player actions. The other two variables are going to track Friendship and Romantic. The implementation of the variables with the keyword system is to unlock additional options for their personal keywords. Essentially the more you build your relationships, more options open up surrounding the personal keywords.


The rut is with the Personality system. My initial plan was to have some variables to represent and track different things not unlike the Traits from Divinity: Original Sin. The goal was to effect how the options available to the player instead of letting the player take to the 3-4 different options in how they react to discussions and actions in games like Dragon Age: Inquisition and the upcoming Mass Effect Andromeda regardless of previous decisions. My issue is narrowing down to broad enough variables to mix and match for decisions, but the other being I don't have enough decisions available to make such a complex system a worthwhile addition to the game. Any thoughts with implementing this system would be appreciated.


Made some progress on my secondary goals that weren't necessary to finish by the end of the month. Knocked out a couple of the noble house histories, begin culling my creatures list, and working on the barebones new tile set. (lines and colors)
 

Hudell

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The month is ending and I finally found a couple hours to work on my game again. Used it to start the mail system:





I'm still thinking if I'll have different font, color and paper background for each character. Finding good fonts and making them match the line size isn't an easy job, but it would be so cool to have an unique style for each villager.
 

Kes

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@Warboss74 This thread isn't for giving that sort of detailed feedback.  I suggest you make a post in Features Feedback to get some initial responses to the idea as it is too project specific to go in Game Mechanics Design.
 

Marquise*

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Progress: 


Kinda attempted my terabyte HDD back-up on my 150 gigs HDD... Gonna cry now, if you excuse me?!


Also, reinstalled my close to a thousand fonts on the new system...


Will do more soon!  I kinda did more paperwork than anything else recently!
 
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Kes

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 @AceOfAces_Mod For the lighting on the lamps, it might look better if they were larger, with the extra width being a more gradual fadeout.  At the moment they are a bit too abrupt in finishing.  But a good idea to implement them.


@Arithmetician Interesting damage formula.  I'd be a bit concerned, though, about using the default 4*atk - 2*b.def as you are multiplying that by over 2.  Doing more than double 'normal' damage is going to mean a lot of adjusting elsewhere to compensate.  Or was that just for illustration purposes?


@BoredSoul (Need to be careful not to put a space in there, otherwise it ends up notifying a different Member.  Good thing your avatars are so different, otherwise I might not have noticed).  Good luck with the game, and I think your team name is actually quite appropriate (and so very true).


@Arcmagik Welcome back to the fold. I can guess what you mean by MV vs Ace.  I tried switching, and then came back as well.


@Marquise*I know it's a long process, but bit by bit you do seem to be getting there.  Stick with it.  Everyone here, and DC, is on your side.  Defeat the (metaphorical) dragon that is your computer.


@Sharm I have days when even deciding that it would be nice to make an ice wall would count as a good day, so good for you for getting it done.


@Warboss74 I think with all relatively new projects working out goals can be tricky as there is little to use as a guide to how long things will take.  Slow but steady is just as good as quick but patchy.


@Hudell If you could pull off those variations for each one, it would be great, but I'm a bit uneasy about the amount of work that would take.  I know I shouldn't say anything as my own "amount of work:end result" ratio stinks, but I think you have to put this into the context of how much work you must do to complete, and perhaps relegate this to the "nice to do, but only if I'm creatively stuck on everything else" list.


My update:


As it's the 31st, and the site is down later for maintenance, (though thanks to time zone differences, it will happen while I'm asleep) I'll look at my goals for the month.

  • Finish making/editing tiles for the maps for the location I've just started.  DONE
  • Map it. DONE
  • Create the boss at the end (got the mobs done already). DONE
  • Create the wholly optional "insane option" for clearing the way ahead to progress the story.  You can do it by working your way through the area I'm going to be mapping to get the item which drives the sea monster away - or you can try and fight it instead for exp and loot.  So safe and sound vs death or glory.  This should enable people to pick whether they want to bust through the road block or not.  DONE
  • My stretch goal: create a tricky cut scene which justifies why one of the characters stays with the party rather than going home at this point as she originally planned.  DONE

It feels good to see everything complete, particularly as I had such difficulty getting the "death or glory" reward to work correctly.  I'm actually ahead of my goals as I have created a lot of tiles for the next section, got all my NPC dialogues worked out, and sorted out how to put in the side quest.  Next month is going to be using all that lot.
 

Arithmetician

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@Kes  Well, I was doing more playing around and modified the formula to (4*a.atk - 2*b.def) (1 + (a.level - 1)/10)), which has a faster damage growth than before, but is easier for me to mentally calculate.


Yes, damage ultimately gets multiplied by a factor of x10.8 at level 99 under this formula, or even x5 at level 41.  That is intentional, so that I can produce Final Fantasy like damage with the formula only being linearly dependent on atk and def.  I've done some play testing, and the multiplier increasing at a slow enough rate for my purposes.  Sure, it's far more significant at the start (doubling the multiplier between Levels 1 and 11), but the fractional change in the multiplier from level to level will become less and less.  


Moreover, level only has a meaning within the damage formula with the plugin I'm using.  It's not used to calculate anything else.  So I can choose arbitrary levels for the enemies to "fix" their damage to what I want, while adjusting enemy HPs to conform to the character's damage.  


As for progress, I fail to meet pretty much all monthly goals, due to working on other things, but I have begun balancing the Freelancer's stat curves now that I've chosen a core damage formula.  
 

Engr. Adiktuzmiko

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End of the month already huh...


still brainstorming for what the levels of the Shower "skill" will provide, I've settled with Shadow increasing AGI, Reap increasing ATK and CRI and Snipe increasing HIT, but I can't think of what Shower should do.. I'd probably work with the "Arts" of shadow and reap first while trying to think about Shower's param bonus.


I've also been tinkering with the menus a bit from time to time, I removed MAG/MDF from the status menu since they aren't used in the game and instead decided to show HIT/EVA/CRI


Most of my free time has been taken by Exist Archive because dungeons take too long and you cannot save while inside dungeons so I'm kinda forced to play each run until I finish... 


Hopefully Feb will be better, game dev wise. After I finish with the Skills and Arts of Forgotten Spirits, I'd move on to story and also set-up a smaller project that will contain a more basic version of my battle system and will be way shorter than FS. I kinda need a "release" for this other world idea in my mind. This one will probably be like a super basic RM game + the core of my custom battle system. With that, I'm hoping people will have easier time adjusting to FS' battle system.


Speaking of battle system, I'd just name it Dynamic Turn Battle System to make it shorter. XD 
 
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_Shadow_

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Progress: Failed to succeed to my monthly goals.


I am reorganizing things, cleaning up things on my HDDs, creating a solid place for backup and not scattered things around, discarding DVDs.


Failure of course can teach you a lot of things, like where you were wrong.


So I was probably wrong at setting goals that I could not achieve in a week basis FOR SURE.


Maybe smaller goals will help me out keep stable and solidify my progress.


Can't wait for the new thread.
 

Kyuukon

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Personal progress report for this month:


I was able to finish the ALPHA version of the short horror/mystery game I've been working on for the past few months. All cutscenes are done (with external dialog) and connected and now only details for these are pending (sound, animations, replacing placeholders, improving chase scenes). After all the "details phase" is complete (which I hope soon), I can say I'm ready to send the build to testers and start looking for voice actors). I just hope it turned out good and interesting to play! Because me knowing the plot makes a mystery game looks a lot less intriguing lol. I can't wait to see people playing it!
 
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Hudell

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For January, my goal is to release a new trailer for my game, so that I can start showing it more than the few screenshots I release here and there.


I still need a lot of sprites, sound effects and a music to be finished before I can make the trailer, so there's a lot of work in there.


For the entire year, I want to finally finish and release the game. It's been over two years since I started it, it's about time to have it finished.


So I didn't achieve my January Goal. Instead of a trailer I made a video of myself playing the game for 7 minutes on January 8th.







This month I received some tracks from my composer and I recently added sound effects to the game, so the only thing missing for the trailer are the sprites.


I also polished a lot of rough edges. Even though I hardly had time to work on the game this month, I managed to have some progress.
 

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I finally updated my game's demo, which means I completed both of my goals for the month, yay!   Congrats to everyone who finished their own goals, or at least made some progress on them.  :)
 

bgillisp

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@Warboss74: If this is your first game, you might not want to go too crazy with the personality system, as the sheer number of choices will be overwhelming. Why not just fix the personality, and write the game from there?


@Hudell: That is why I've left the font alone. Too many things can go wrong if you don't.


@Marquise*: Can you compress it? Or get a bigger drive for backing things up?


@Kes: Congrats on meeting your goals (and then some!). I missed on mine by a little, but I shot for the moon this month too, so not worried about it.


@Arithmetician: I could see that damage formula working, as long as you balance the HP of the players and monsters around how much damage the average monster does at that point in time.


@Pierman Walter: So does this mean you'll be working on the picture more in February then?


@Engr. Adiktuzmiko: I think doing the smaller release is a good idea. If nothing else, it will allow you to better balance your battle system before working on the main game.


@Dreadshadow: Practice makes perfect. I'm sure you'll meet your February goals.


@Kyuukon: IT is tough to test a mystery game when you know exactly how to proceed. Just remember, things you think are obvious are Sierra hard to some people (if you played those really old Sierra games you know what I mean).


1.31 Update: Finished the Christmas party scene, and based on how that went I made my decision with the character events. It seems they are going to be linear (aka no or minimal choice). This is just due to how many branches were starting to form and have to be handled if I didn't do it, plus it felt odd to have part of the game not linear and part of the game linear. So, since I made that choice, I've returned to the intro and removed all choices from it. So, no more answering questions like "What shall we do?" with "Party like it's 1999!" (did anyone really pick that choice?). However, I think the game will be stronger in the end for it, as now everything goes on a fixed path through the game, and I don't have to handle 105718570175075 different routes and choices through all of it.
 
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AceOfAces_Mod

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Well, I wasn't able to complete the one goal I had :rsrs: . At least I could polish the game a lot.


And I went on working on the night overlays. On this overlay, it ending part of the lighting is a bit more softly than the first version of the night overlay on Aigina.





And on the misc stuff: Arduino taking the temperature and humidity:

 
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