RMVXA Legend of the Infini - Now in Beta

kanis999

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I think your game is awesome, complex and solid. The game's first year anniversary is near. How are we celebrating?

Can't wait to see what the next update has in store for us.
Thanks a lot for the compliment! I had not noticed the anniversary, good point. Maybe if I work hard I can get Saga 6 mapped with events by 7/30, but that's going to be tough.

Really need to hurry up and balance the fighting in Sagas 4+5, if people are actually playing the game. This thread gets views but not much commentary so it is hard to tell what people are looking for. Probably a 100% complete game lol. 

Right now I'm working on the last city in the game, which is good and bad. Its good because that means the game is getting close to the climax, which I've been dying to create. But its bad because I hate building cities so I procrastinate lol. Cities always slow me down because of all the teeny tiny rooms that have to go into it. Each room has to try and look unique somehow, even if its just an empty house! As a spoiler, this last city will hopefully remind you of Queen Zeal's Palace in Chrono Trigger. I couldn't possibly come close to the artistic beauty in Zeal Palace, but the important thing is that it gets you in the mood of Zeal Palace.

As soon as this city is done, however, I can finally move on to the best part of the game, which I've been dying to create. Saga 7 is going to be basically one ridiculously long series of dungeons with plenty of drama and nostalgia along the way.

Thanks again for checking in. Here's a pic of the most recently developed map (imagine the background is flying by):

 
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Dream!

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    I think that the battle system is pretty good but you can always improve it to your liking. 

 As far as 100% completion, i would suggest finishing the main story and add downloadable content that has nothing to do with the main story. DLC's such as sidequests etc.

    Mapping can be tedious sometimes, you can try saving map screenshots and try to edit and recreate them to your specific needs. That can save you time.

 Love everything so far!
 

Clord

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Remember to backup as this seems something rather interesting to play and I'm not really into Dragonball series right now.
 

kanis999

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Not going to spoil it but I've FINALLY gotten to write in two of my favorite characters from the SNES era. Seeing them interact should be real interesting, because they're from different games. Let's just say these two characters are just about the most popular characters in SNES RPG history.

One thing I'm just now realizing is because my mapping, writing, and cutscene skills have improved a ton over the course of this project, I'm going to have to go back and 'fix' much of the early game. I recently went back and ended up spending 2 hours improving just ONE of the cutscenes in the beginning of the game. But you'll like it, the main bad guy seems much more intimidating during his exposition scene. Way more explosions and crazy lighting effects, as well as better dialogue.

I'm still working on that town lol. I really like the aesthetics of it, because I decided to make the carpet around the castle a deep royal purple. You will have not seen a purple carpet anywhere in the game until this point, so it is a very pleasing departure from other carpeted areas.

I've written 100% of the dialogue for Saga 6. I've actually even written a solid 20-25% of the dialogue in Saga 7. That puts me at about 90% done with all dialogue in the entire game! But it all will need editing for consistency, clarity, and character. One thing that is lacking right now is characters having unique ways of talking and forming sentences. Not enough personality shining through yet, but I believe this can be fixed in due time. Goku and Vegeta are easy to do this with, as Goku is generally jovial, upbeat and not really too big on vocabulary. Vegeta, meanwhile, is of course harsh and abrasive, and uses bigger words than Goku. The main character actually evolves though. He goes from being a bit aloof and cocky to being quite collected, intelligent, and humble.

I'll upload a new package after work today. I'm also going to add some spice to the character descriptions in the original post.
 
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kanis999

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Updated package in Original Post!
 

New Additions:

- Heavy editing of Saga 1 dialogue and cutscenes.

- You can now tell when you're transitioning into another one of the 7 Sagas.

- Saga 6 maps ~40% done.

- Saga 6 dialogue 100% written, just not added yet.

- Saga 7 (final Saga) dialogue at least 25% written

- Lots of random optimizations

 

If you haven't experienced the exposition that is Saga 1, I recommend you try it now. If my editing was as good as I think it was, the plot should be MUCH easier to follow towards the beginning, while simultaneously raising more interesting unanswered questions in the player's mind (for suspense).
 

kanis999

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Saga 6 Release!!!

Download Here (Link updated in Original Post as well)


That's right, Saga 6 is finally done (sans random battles, and some smaller details)! Saga 6 explores time travel and the mysterious 'Watcher', who watches all time. There is a lot of important plot stuff in this Saga, for it is essentially the setup for the final Saga! Yes, this game will actually be done someday lol.

Saga 6 includes 6 major dungeons, a massive city (though the interior of buildings in said city still need some work), and lots of overworld environment. As planned from the very beginning, you will also receive a new playable character in this saga!

I can't give you too much of a synopsis of this saga because it would be too many spoilers, so here is a collection of pictures:



















Coming up next:

Mapping and Eventing the FINAL SAGA. After that, all that remains is balancing the battle system and adding all the randoms!

Thanks for your continued support. Stay tuned for more updates. Let me know if you would like a save file that is set up at the beginning of Saga 6 already.

Be sure to follow me on Twitch and Twitter for opportunities to watch me stream demos of the game!
http://www.twitch.tv/kanis999
https://twitter.com/TheKanis999
 

Stapleton

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Workin hard!. Keep up the good work looks good.
 

Dream!

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I agree with Stapleton. The game keeps getting better and better.
 

kanis999

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Updated Package

Click Here

Thanks a ton for the support guys!

Status update:

1. 1/3rd of Saga 7 is mapped! Saga 7 is one big descent into the depths of hell, so expect lots of cool environments. I've modeled the first dungeon after a bunch of Everquest zones called the 'Lost Dungeons of Norrath'. So I don't take any credit for the level design but I really wanted that in my game.

2. Edited some conversations from earlier sagas that just weren't flowing properly. Most notably the 'love scene'.

3. One of the bosses in Saga 6 got changed from a generic placeholder to an actual boss (I forgot to do this before the Saga 6 release post)

4. Recreated the 'Culex' fight from Super Mario RPG. You'll be forced to fight him right before the final boss of the game.

5. I removed 4 mini-dungeons that I was planning on putting in Saga 7 because I think that would be too much for both me and the player.

6. Few minor BGM changes

7. Fixed a graphic bug that caused an unwanted afterimage effect on some maps. 

 

Remaining Tasks (extensive detail):

1. Map the rest of the game. Includes:

  • 4 'elemental planes'
  • An area of hell called 'the sixth dimension'. Basically the 3rd to last dungeon.
  • The final castle, which will be the longest and most complex dungeon in the game. I have 4 bosses planned for this dungeon alone. This is the 2nd to last dungeon, but will basically be perceived as the last dungeon, due to the relative length and complexity compared to the true last level:
  • 'Judecca' aka the final short dungeon right before the final boss.
  • Maps involved in the Ending sequence after you beat the final boss
  • Patch up bad/bland maps. The following maps will need revision:The Green Tower (Saga 5) - lacks detail
  • Triton building interiors (Saga 4) - broke some aesthetic standards. Hard to describe, but they're bad.
  • Lydia buliding interiors (Saga 6) - I actually still haven't mapped the interiors to this town at all
  • Levels with 'shiny tiles' - there is a graphical glitch possibly outside my control that I want to fix
  • Myriar (Saga 2) - This dungeon was mapped before I really knew what I was doing
  • Illumina (Sagas 2-7) - This is the most important city of the game and it looks kinda bland. Needs more objects on the streets.
  • Heaven (Saga 3) - For being the dwelling place of God, it is a tad bland...
  • Fanatics Town (Saga 3) - Town has slightly too much negative space
  • Band Room (Saga 5) - More of a filler map, but it is currently just an empty building
  • Ice Cave (Saga 1) - This is the first dungeon in the game and the first one I mapped. Because of this, it doesn't adhere to standards I set later on. But I may leave it as is.
  • Mage Tower of Triton (Saga 4) - The area where Dalamar resides is not correct.
  • Planet Bane (Saga 4) - This dungeon lacks detail
  • First Dungeon of Saga 6 (Saga 6) - It's a good looking level, just a tad short. Needs about 1-2 extra screens to traverse through.
  • Dark Triton (Saga 6) - Just a few areas that are bland that could use torches or statues.
  • LDON (Saga 7) - This is newest set of maps I created, and while they're mostly complete they are lacking a few details
  • 'Upper' Hell (Saga 4, 7) - The first place you arrive in Hell, starting in Saga 4. I want to change the design of it significantly to include less lava, and more mountains. I need to make the zone bigger too.
  • Standardize Doorways - All maps that contain small doors should have a standardized presentation, so that you always know what doors are locked and which you can enter.

2. New Script - Enforce max item carry limit. You should only be able to carry ~10 of an item. This prevents cheesing through difficult parts by spamming senzu beans (which revive a fallen character with full health). Unfortunately once I add this script everyone will need to start a new save file. That's why I'm waiting until we are near the official beta release to add this script.

3. Animations. I want a LOT of custom animations to spice the game up because the defaults included with Ace, while great, simply are plentiful enough to constantly have new visual stimuli. Ideas include:

  • Big Bang Attack for Vegeta
  • A special physical attack for Goku
  • A chi attack that is stronger than 'Chi Blast' but weaker than Kamehameha/Galick Gun
  • Fire III, Ice III, Lightning III - Basically need to take the animations RPG Maker Ace includes for 'Fire II', 'Ice II' etc and improve upon them for an even higher tier of magic casting. Each school of magic should have at LEAST 3 variations.
  • Variations of 'Nuclear'. I'd like to see the nuclear animation followed by a bunch of rapid fire smaller explosions.
  • Better 'Darkness' animations. The purple just doesn't look dangerous enough for my taste.
  • And many more boss-specific attack animations. I want the bosses to have techniques that the player can't use.
4. Program Saga 7 Cutscenes - This is going to take a long time, because naturally I want Saga 7 to have the best cutscenes. The ending sequence will need many many hours to program.

5. Text Edit - I value the storytelling aspect of the game above all else, so I will need to edit, re-edit, re-re-edit, and re-re-re-edit all the conversations before I feel comfortable releasing an official version of the game. Lots of conversations will change simply due to the fact that I've written the entire game at this point, and I know more specifically when and how I need to reveal certain facts. For example, I may have revealed things in Saga 2 that could have waited until Saga 6, had I know that the topic was going to be covered in Saga 6.

6. Create Final Enemy List - I need to add about 100 more 'regular' enemies to the game. And for the enemies I already have, I want to replace half of them with new enemies with different sprites. I am probably going to end up ripping a lot of enemy graphics from Final Fantasy 4, 5, and 6 because I really like that art style for RPG's.

7. Balance Enemies - A lot of this is going to depend on getting the Animations described above. The enemies NEED cool looking attacks in order for the game to entertain me fully. As for balancing the enemy strength, that is going to take a billion hours of guess and check. A bit overwhelming, but I'll get it.

8. Fancy up Boss Scripts - Each boss needs to have some cool mechanic to it, not just tank-and-spank. Many boss fights are currently tank-and-spank, but that will not be the case in the final version.

9. Add more skills for the non-saiyan player characters - Flora, Zerg, and the other (secret) person who will join your party don't have enough skills in their move list. This, again, is highly dependent on getting new Animations.

10. Add transformation mechanic for the aforementioned 'secret' party member. This character is not a saiyan, but it will have a transformation.

11. Add items and equipment - This will be one of the most time consuming parts of the remaining tasks. I need like 10-20 pieces of equipment for each available slot so that the player can frequently experience the joy of upgrading their equipment. Furthermore, I want all the top tier equipment to have a quest of some sort.

12. Add random encounters and treasure chests throughout Sagas 4-7.

13. Balance the shopkeepers - For all this new equipment I'm going to make, I'll have to charge the right price. Shopkeepers in Sagas 4-7 don't even sell anything at the moment.

14. Fix a graphic glitch in battles vs large enemy sprites wherein the player character will go behind the enemy sprite rather than in front of when approaching the enemy sprite to attack.

And there you have it. So close yet so ridiculously far lol. Once the maps are all done, the rest of the remaining tasks will seem much more manageable.

Stay tuned for further updates! It is taking forever to make this game but it is a pretty freaking big game, and will be worth the wait. At this point, I anticipate the complete game will take 20 hours to beat casually. The idea is for that to be 20 hours of exciting fun, though, so it has to be refined and refined again and again.
 
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kanis999

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Heads up -

I'm going to stream myself working on the game tonight about 5-6 hours after this post timestamp.

You can find my stream here:
http://www.twitch.tv/kanis999

Feel free to stop by if you want to weigh in and get demos of the game!

Important Update:

I've decided that this game is going to eventually have active time battle!. Not knowing when the enemy is about to strike is a lot more exciting.
 
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kanis999

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Tons of progress has been made. I am now at 525 separate maps

I have mapped out everything in the entire game except for the outro cutscene! All of the final dungeons have been created, and old maps have been revamped. The final dungeon, 'The Seventh Dimension' is so long that it took me 20 minutes to complete without random battles and even knowing where everything is hidden! Everything about the ending is turning out as good as I had hoped.

I will release a new package soon once Saga 7 cutscenes are done, and you can start playing sans random battles towards the end. After that, I will work on all the battles and try to balance the game. Once that happens, it is ready for release!

I made a teaser video of the boss sequence just before the final boss! Check out the game's final area! If you want to see the final boss sequence, you're going to have to play it though ;)
 

kanis999

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Saga 7 Teaser Pics:











Package with sans random battle Saga 7 coming soon. After that, all that remains for making this game is battle balancing and testing!
 
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kanis999

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New package!


Story Mode Full Game


This one is really big news because it is FULL GAME "story mode". At last, all maps and text are ready for testing! 


For this package, I removed random battles completely, and gave bosses higher xp payoff so that the story, dungeons, and bosses could be enjoyed. Bosses in the first couple of hours are more or less balanced, and will require gear and item usage. In the second half, however, bosses will generally die in one hit and not attack strongly. For these bosses, I recommend still listening to the chosen music if it suits the mood! The core storyline is all there though. 
 

kanis999

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Help please mods! The main post of this thread was completely erased. Is it possible to restore the history of the original post?
 

Shaz

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mods do not go through threads checking for messages to mods.  If you want our attention, you should report the thread.  That'll let us know MUCH faster.
 

kanis999

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Original post has been rewritten and repaired, sorry for the inconvenience.


New package is included, which contains the entire storyline, all dungeons, and all flavor text. Random battles are removed while final battle system and balancing is in progress. If you are interested in seeing the complete plot, exploring all the maps, and interacting with the game world without much focus on battle, then this package is for you!

Click for New Package
 

kanis999

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This project has been on hiatus all of 2016 so far due to my speedrunning goals (trying to get close to wr in donkey kong country 2). I fully anticipate finishing this game still.

I found that completing all 500 or so of the maps in this game and the 10+ hour storyline was enough of an accomplishment to deserve a break for a while. But I'm wanting to come back and finish it soon.

What's left is basically all the battles after Saga 3. Something like 100-150 different enemies need balancing, in addition to certain player abilities. I'm finding the sheer number of enemies I have to create and balance totally overwhelming but I'll try to find a way to break it down and get it done. If anyone has some suggestions on how to make this process easier, pl let me know!
 

kanis999

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Going live right now on Twitch stream to playtest and adjust battle mechanics as I go. Starting from the beginning of the game. Almost everything is done in the game except battle balancing, so this is sort of the last step!


twitch.tv/kanis999
 

kanis999

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Progress is suddenly moving at an alarming rate. I can comfortably say that the first 15% of random battles and bosses are completely balanced. Much of the player move damage calculations have been revamped, making for imo a much more fun gameplay experience.


No longer is it necessary to transform into a super saiyan for regular fights (makes them take too many turns). Instead, the game is now balanced around only really needing to transform for bosses and especially hard regular enemies.


Chi Attacks now cost the same amount of TP no matter what version of super saiyan you are. The damage they do is still modified by super saiyan form, however.


Most importantly, Chi Attacks now scale much better with player stats. Your 'Power' stat has everything to do with how strong your Chi attacks are. The same move that does 80 damage at level 1 now does 1500 damage at level 75.


Final Flash is now an ultimate technique for Vegeta. It's epic. 


I have an instruction book now:


Click Here To Read It


The OP of this thread is also updated to match the contents of the instruction book (albeit the forum post version contains more spoilers)


P.S. I'll make a new package soon. I want to get at least the first 2 Sagas re-balanced first. Bear in mind the 2nd half of the game still doesn't have random battles.
 
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IceKnight

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Thanks for this beautiful game. I'm playing it but i have a problem. I received the factory keycard, in the factory i go to the third floor but there are some laser that block my way and honestly i don't understand how can i shut them down. It's a bug or simply i missed something?
 

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