November Goals & Progress Thread

Galenmereth

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12 and 13th: Finally got my desert town to look and "feel" what I had envisioned, but not entirely visualized yet. It's been a challenge getting figuring out how I wanted this place to look. It went from "rocky" to "run down" to "south eastern paradise with a twist". Here's the map so far:



And a gif of the entire process so far:

 
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mlogan

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@Galen - I really like that central area espcially. I'm not sure why but the desert style building tiles are some of my favorites to work with.

So, I've not had a real specific goal for the month of November, other than "get as much as done as possible". And it's been fairly productive, but now halfway into the month, I feel like I have more defined goals for the end of the month.  They are:

- finish paying off script commission

- finish mapping first 10 levels

- get main menu HUD working

And an extra goal would be to get the user profiles script functioning, though I don't think that will happen. It's just a wish. :)
 

Marsigne

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November 13, 2014: Finally got a ship, and it's good! I hope I don't get into any problems with the ship :) . Ship got done, but since it is almost 12 PM, doing the event to enter didn't gave me time, but it'll most probably finish tomorrow :) . Took me time and frustration (lol) to make it, since it was the first time, but did it :)

 

 
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bgillisp

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11.13 Update. Decided it was high time to play Chapters 1 and 2 from start to finish and just see what still needed to be fixed and polished. 4 hours later I'm one hour into the game, and have re-written 2 dialogues, fixed many bugs, and tweaked some events a little to better do what was intended. Looks like I'll be at this all weekend if this pace is any indication.

@M_Michael - I like that ship! How did you draw that? Did you use the RTP tileset, or another one for it?
 
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MisterTorgue

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Currently racked up over 40-50 hours of work on my rpg in past week ( I also work full time )

Looking to get my first parts of the game out for people to test for bugs and balance issues!

(currently private list)

Looking really good and thanks to sources on here it's just made the game so much more fun to design

Please keep an eye out for "Legends of Elsaria"

:)
 
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VideoWizard

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I have two more drawings for the intro of my game, Dragon Kingdoms Remake.

I made this one about a week ago:



Probably not the best dragon in the world, but eh. I'll never get anywhere if I stop now. I'll probably fix the dragon sometime down the line. And this is Draggy, as alluded to earlier.

And I made this one today:



William runs after Draggy towards the nearby town. He should be careful, as one wrong step and there goes a cabin in the woods. Or, hopefully just a young tree. After all, he's already bringing down a lot of branches and such just running, anyway! I wonder what the people in the town will think when they see him. 

I hope to make more progress soon, in the further adventures of William the giant and Draggy, his pet dragon (and Thomas camping by the lake somewhere). The true hero might be seen soon, too.
 

Marsigne

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(ops, posted after 12 PM accidentally xD)

 

November 17, 2014: Heh, lol. That's all *jokes*, lol. Got (almost) all saturday and sunday outside of home, heh, which didn't gave me much time to do anything here, and I really don't remember what happened on friday, I think that I left the work to saturday because I was doing some things, lol. But that's real life things, isn't it? xD. Back to today, I've finally finished the scenes on the outside of base. Now, they enter the ship, and they keep on there (unless the driver, ofc, the ship won't drive alone LOL), so I'm starting to make the nap of the ship inside. I like Raxel's jokes, heh, and he thought on food first when entering the ship, hah, funny guy xD. I won't post screenshot because the outside wasn't really modified, just the door when in event, but not the map, and the interior is in it's beginnings, heh :D .
 
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bgillisp

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11.17 Update on my end. Finished the playthrough run, turns out it was almost 4 hours on the dot to go from start to end of Chapter 2 (my save at the end said 4:00:08 or something like that). I think chapter 2 is playable from start to end now, but will keep trying to sequence break it and find out. Also added the ability to turn off random fights at will (like Bravely default did) for those players who hate random fights. Still working on a better compromise, but while it is in testing/production stages it is nice to have that feature (and I don't have to hold CTR all the time now too!).

About to be traveling for a few days, so updates will drop off until about 11.25 or 11.26. Probably will just bug test and fix, or maybe even just play a few games on the side in the little downtime I'll have.
 

mlogan

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Today feels like it's been a productive day so far. I got the first 10 levels mapped, even if very basically. Most I'm pretty satisfied with at the moment, but there are a couple that I know I will tweek and add things to over time.

I also got my title screen set up and functional and looking very nice, thanks to Dekita's title script. I may add a couple of commands to it later on, but it works for now.

I'm going to start some eventing today as well. The first few levels will be tutorial levels, so I want to start getting the events for those set up.
 

The Emperor

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FINALLY managed to finish my game and get it approved for the completed section, as well as got a nifty review :)   B)

Now I have to figure out what my next game is going to be  BD
 

Marsigne

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November 18, 2014: Heh, dropping off because I am sleepy and just can't think out well what to add inside, haha. Made the design on the interior of ship, now have to add the stuff, and then the events, which events are kind of planned :) . Began reading music theory also :) . Suggestions are accepted :D

 

MisterTorgue

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Nov 19th Update:

Not had an update for myself in a little while.

Got the first main quest completed with a 'cut scene' which too awhile to perfect but I am chuffed with it.

Revamping my Intro at the moment, as it feels lack luster and very undescript, creating more of an intro to some of the protagonists rather than no information at all.

Implemented quest logs and a decent amount of quests into the game.

Created many maps, and starting on the map that changes depending on quests you complete / people you save / let go.

If you want to follow my game I have also created a wordpress site to blog things : http://legendsofelsaria.wordpress.com/

First test rollout is on Friday to a list of users already acquired to test contents, balance and any bugs (I have played my own game and it currently has 6hours of gameplay (I know where everything is) so its quite positive!

Let me know if you want to test the game in future! 
 

Marsigne

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November 20, 2014: Well, real life things made that I didn't made any progress yesterday, but made progress today :) . Now, have to populate the interior with people and continue the scenes :)

 

mlogan

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Progress is coming along. I've gotten some graphical things finished.

I got the tutorial for the first level evented.

I got a cute little PacMan style mini-game made. (Which my kids love, so yay for that.)

Next step is to see about going back and redoing some graphical things. The style is evolving as I go, so it's getting to be a bit uncohesive looking.

Also, the next big step is to definitely decide on additional characters and their special abilities, as well as make definite decisions on what features I want. (I need to narrow the long list down or find a way to make them all mesh.)
 

bgillisp

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11.24 Update: Managed to get the new introduction implemented, and started the redraws to the Chapter 1 maps. Hoping to get most of the opening town redrawn today or tomorrow still,, we will see what happens.
 

mlogan

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This is probably the last time I will post in this thread since I will be out of town for a couple of days with no computer.

Overall, I am pleased with the progress I've made this month. I am getting a good base for this game down.

Since my last update, I've been mainly working on graphical stuff and have made progress there. I've been experimenting with a different style of tileset and well, it still needs some work, lol.

I didn't get as far as I would like with my own scripting, but that's okay.
 

bgillisp

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I plan to move over to the December thread too after this post, so here is my update to early 11.27:

Early 11.27: Maps redrawn for first couple zones in chapter 1, and events moved over. Added 4 side quests to Chapter 1, rebalanced revival and healing items, major edits on how AGL is implemented, and so on. Chapter 1 is really starting to shape up into something interesting I feel like. Now I need to do the same run through for Chapter 2 and the part of Chapter 3 currently implemented in the game.
 

Kaelan

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Decided to take a day off to improve the my AI. Before, enemies could only move and use physical attacks, which works but gets boring. Since I'm making a tactics-style game, it was worth taking the time to make the enemies a bit smarter.

Took me a while, but I got everything working. Now I have enemies which all have individual inventories, will use potions on themselves or allies when they're low on HP, will cast healing / buffing / debuffing and damage spells and will try to use spell scrolls when they're out of MP. If you kill them before they get a chance to use a scroll or drink a potion, they drop it as loot.

Feeling pretty good about my game right now~  :)
 

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