Sacchariine DEMO

Maximus32

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Hey everybody! Sorry it's taking so long to release another version of the game... I'm trying to work on new areas while simultaneously fixing up some of the old ones. I'm also overhauling a LOT of the code I had in place that managed some features of the battles due to it being reaaaally messy...

I'll have a new version out (in which modifications to the earlier areas like the Tunnels will be present) by next week at the latest.
 

Maximus32

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WHEW! So I meant to get this out sooner, but it's finals week here at college, so I've been busy studying. Luckily though, we are at the cusp of Summer, meaning that soon, I'll have loads more time to work on Sacchariine and hopefully meet my May 2015 deadline!

 

So the biggest change in this version was the rewriting of TONS of messy code concerning battler behavior, special attacks, map events, and other phenomena. Sacchariine is my first game in RPG Maker, so when I started making it almost a year ago, I knew next to nothing about scripting using Ruby and the RGSS. I've learned a lot since then and felt that the coding behind this game really needed some reworking. Unfortunately, for the player, this means almost nothing because nearly all of the code I rewrote does the same stuff as before  :guffaw:  Nevertheless, I feel happy about it and it will make testing and programming the last portion of the game way easier. I also took into account some of literarygoth's suggestions in making some of the areas and battles easier.

 

Behold, the mathematical product of versions 3.0 and 0.4 :D

 

Version 1.2.0

> MANY changes to coding including how enemies attack and how extra battle events are processed

> Modifications to the Tunnels and Hypermall areas to make them much easier to navigate

> Slight modifications to other areas (adding more text, SFX, save points, etc.)

> Changes to the battle log window

> Fixed bugs to do with ailment-inducing skills and using items in battle

 

Oh, and Iron Croc, I tried your suggestion about deleting the term "RPGVXACE" from the settings text file, but it didn't seem to work for me... When I began the game, the title screen and intro video loaded fine, but when the map loaded, it said a sprite from "Characters/Vehicles" was missing, even though I hadn't placed any sprites from the vehicles page in the map! :(

Since I wanted to upload this version ASAP I just did the RTP upload as well, but I'll look into this issue more later on, because it would be nice not to have to package 7 million sprites I don't need, haha!
 

Maximus32

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Well, I now know for sure that I won't be able to meet the May deadline I set for my game :( There's only about a week-and-a-half left until June, and I've still got quite a bit of work to do. On the flip side, it's all stuff near the end of the game. In fact, I estimate that I'm completely finished with about 75-80% of Sacchariine.

Some updates:

> Again, a lot of rewriting of messy code from months ago and reprogramming of battle and map processing.

> Changing some of the puzzles, layouts, and battles for areas that will be added in the final release, including several boss battles.

Big To Dos:

> One last boss battle to finish and test

> Making the final boss battles (there's supposed to be, like, 5 of them :p Luckily, some of them are already pretty close to finished)

> Making the CREDITS

> Final TESTING

I've been working on it nearly every day, now that it's Summer, so I hope to finished by late June or early July :D
 

Maximus32

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I believe I've hit the 90% mark in terms of game progress. I've added a couple new features, including a mini after-game and some cool metadata stuff which has taken a lot of time to program. It's hard to resist the urge to keep adding new stuff like extra maps and battles because it keeps feeling incomplete :( Luckily I've been able to:

B)   Completely finish testing one of the final bosses

B)   Add in the last of the playable maps--including the final area--and battles

B)   Get a system for metadata working that alters the game depending on various  in-game events

BD   Finalize the storyline for each of the endings

However, I still need to:

>_>   Make the ending cutscenes and credits

:distrust:   Do a whole bunch of game testing, which could take several days alone :/

:unsure:   Try to find a way to connect to the internet from inside the game...

Well, it's ambitious, because I don't know a THING about HTTP or getting and sending requests via Ruby Script, BUT it would be a cool feature to include for a small portion of the game :D

I'll be out of town for a week and it's back to college on the 17th of August--I'd REALLY like to finish Sachariine by then. I think I will be able to, at least in a beta sense.
 

Maximus32

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September Update:

Well, I'm back at college and I've got a little ways to go...

I've managed to plan the concept for the credits, but I have yet been able to actually implement them. Trying to use GIMP or some other software to create simple animations.

A lot of artwork has been finished, the end cutscenes are working, and the final bosses have been tested :)

Still need to redesign a few scenes, make a few fixes, and go through testing.

It's a bit tough because I'm already so busy at college and I'm also working on other programming projects, but I'm sure I'll be able to finish it :) I just don't know when...
 

Maximus32

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Wowzers.

So, it has been quite a while since I made any updates. The past few months, I was busy working on other things and didn't feel like working on Sacchariine at all

BUT

Recently, I got back into working on it and have made some good progress! Namely:

> Credits have been redone and are close to being finished

> The last bonus map has been laid out and is being completed

> The final battles have been tested and are nearly done

Right now, it looks like the entire game resembles a ragged quilt whose pieces are slowly but surely coming together. I'm hesitant to assign a completion date like last time (a new college semester is beginning, so I may fall back out of working on it again), but I really feel motivated to finish it now!

Anyway, eventually I'll be looking for testers to help out soon :)
 

Maximus32

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Just an assurance that I AM indeed making headway

A new (secret?) map that I've finished up, and a nice musical number to accompany it :)

An Abandoned Cafe (BGM)

 

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