Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Ideas and Projects
#1

Final Fantasy Online [Project]

Archive: 304 posts


http://i2.lbp.me/img/ft/4d286cb1d1fbe6bd53b020098231b0805f72320f.jpg

Update Feb.09,2012

Final Fantasy XI Online Game Lauch around

Update1
FEB~MAR

Recuiting Players

I am making a Final Fantasy (WORLD) game on Little Big planet 2. Which means lots of enemys and areas. With Quests and Main Storyline Missions. Expect my game to be alot like FFXI & FFXIV.

Im looking people willing to be apart of something epic.

Game details

The game is right off of Final fantasy 11 but will include much of the same content and our own and will be adding Content and areas from the new Final Fantasy 14 into the Land as sorta a Merge between lands. Im using alot of my old LBP1 FF Crystalva content and well as my tower content over to save on time and revamping them for LBP2.

STORY

The Nations of Vanadiel are being attacked by the beastmen races under shadowlords command. Warriors of the dawn must stand up to protect there newfound nations and end the war that has been brewing over 20 years.

Start out as a child. City is being attacked and everyone dies and not many escape. You wander the land with your family all dead and ..... (your choice) army picks you up. They bring you to there homeland where you to live for another ten years. Your 20 now and expected to fight for your nation to bring down the enemy.


LEVELING UP

First off everyone starts off as lv1 reguardless what level your in. Toget your level up you need to kill enemies around your level. Once your level is high enough you can then handle tougher enemies.

Leveling up earns you ability to equip stronger weapons that boost your DEF & attack power. Most important to seek for stronger gear as you level up.

As you level up within that level your points will grow and a exp chest will tell you that you have reached the next level. Once you have gotten this go to the chest and press R1/Grab toget your Level Sticker. When entering a battle type level use this nearby the starting gate on the Level Chest. Doing this will make everyone that level and give you your points back.

EQUIPING WEAPONS

Beginning of each battle level theres a Equipment chest that will emite your weapon based on your sackbot level. So make sure to place your level sticker before placing your weapon sticker. After you place your weapon sticker your weapon should be emited and follow your sackbot or your friends sackbot.

http://i7.lbp.me/img/ft/72747b9089173e21d4dba0811ad0134e91795b0e.jpg

CAMP LEVELS


You can level up easyer if you find a Camp level. These levels are Linked within Regions on the Worldmap. Accessing it you will need to explore the region to find a Linked Gate. These Camp levels are small areas for groups of players to handle increassed respawn rates of enemies. This is for Fast Leveling.

http://i5.lbp.me/img/ft/ff5faef11562adf609e5db19c5f0bba6f8c66c81.jpg

Sackbot Jobs and Abilities

Each job on a sackbot has 8+ ability commands and a melee attack.
(Will be making it 12 in the future)

Dragoon

http://i8.lbp.me/img/ft/088f717f469a00a95425acf7ef04dcfc47a25566.jpg

Crystal- (Earns stronger stats and extra battle bonuses for 30secs)
Pet- Summon Wyvern
Cure1 (Weaker Cure)
Dragon Circle
Weapon skill: Peta Thrust
Soulbond
Heal-Pet
High Jump

Future...
3 more Weapon skills
High Jump2

Whitemage

http://id.lbp.me/img/ft/76df6dfec792ad00074492aab70ecf03cd4f438e.jpg

Crystal- (All players nearby get full HP and remove illnesses)
Cure2 Stronger Cure
Dia
Protect
Shell
Holy
Esuna
Weapon Skill:Hecastrike

Future...
Cure3
Weapon skill: Starburst
Cure4
Haste

Samuarai

http://i7.lbp.me/img/ft/1577fa63d7163834431fd07a5ee0e8de6bbb7ae3.jpg

Crystal- Lets you do 3 Weapon skills in a row without full tp requirement.
Meditate- Gives you 6/10 TP
Thrid Eye
Demon Circle
Weapon skill: Tachi Gekko
Weapon skill: Tachi Rana
Weapon skill: Tachi Jinbu

Future...
3 More weapon skills
Shikiyoyo (Gives players its TP)


Blackmage

http://i5.lbp.me/img/ft/c45cc94d807f2bea0c2c1085695c81dbe040ca40.jpg

Crystal-Manafort (Spells cost no MP for 10secs)
Stone
Fire
Thunder
Aero
Water
Blizzard
Weapon Skill- Earth Crusher

Future...
Enchance (Make your Magical Attacks upgrade) Firaga/Aeroaga/Blizzardaga/Thunderaga/Stoneaga/Wateraga
Bio (Magical based Poison)
Weapon Skill: Scythe based attack
Aspir (Takes MP/Resets there Auto-Attack from enemies)

Future Jobs...
Bard (Supporting Party with power ups)
Warrior (Tank/Damage/Balanced) Large Axe
Padlin (Major Tank/Low damage/Heal) Sword
Ranger (Long range/Damage/Power up) Bow
Summoner (Pet/Weak DD/Can command Pets) Stave
Beastmaster (Pet/Can make Enemies into Pets) Small Axe

CONTROLS

Triangle is exit and enter sackbot.
X is Jump.
L1 is Melee. (Builds TP and does damage to enemies DEF bar)
Circle is comfirm command.
Up and down on Dpad is select command.
Right and Left on Dpad will switch to other options in the menu.
R1 grab (Will Use to Activate Quest and Objects)
Scan Enemies is L2. (Find Enemy Level)
Dodge is bottom joystick. (Dodge attacks by running outta radius)

Magic has auto-heal on alwas but each class has a faster or slower Auto-heal
Magic spends % of your MP meter
Magic spells can do Damage to enemys and also Cure players


Hp/TP/MP meters

HP is Health
MP is for Magic spells
TP is for Special Attacks

http://i7.lbp.me/img/ft/067a0485187a56216a7015172f5317ef64c5b6c9.jpg

http://ie.lbp.me/img/ft/d6ee551e26069cbfc24071b8b2deff36c1380a12.jpg

Extra Logic:

Undestanding TP

TP is a special attack system when doing enough melee attacks or getting attacked by enemys the meter will build up. Once full you can use a limit break for your class to do damage. Melee attacks also feed Enemys TP bar also. Some enemys its wise not to overfeed them or they will kill everyone so fast the players wont be able to cure themselfs fast enough because your mking it spam the enemys limit break.

Skillchains & Magic Bursts

Skillchain can be preformed when combining two of the correct TP based limit breaks/Weapon Skills after preformed it will cause extra damage to the enemy.

Magic Bursts can be preformed right after a skillchain goes off by using the correct magic attack spell element type of the skillchain. This will cause extra damage to the enemy.

Auto-heal:

Sackbots and enemys have a Auto-heal that will be active when they are away from each other. This will speed up gameplay and make it harder for players to kill enemys if they run away from them during fight.

Evasion Bonus:
This is active during battle whenever a enemy or sackbot gets damage it will play a random chance Evasion bonus. There are 3 types of them Evasion, Parry, Counter.

Evasion a attack heals your DEF bar.
Parry/Guard a Attack gives you extra TP for Special Attacks.
Counter make you do extra damage when you take damage.

Crititcal Hits:

This will only apply to normal melee hits. Both enemy and sackbots wil have. The Logic is mostly like Evasion but applyed to your attacks. When you do a crit hit it will do damage with your melee hit. Some classes will have a harder chance to do crit hits.

Rage:

Rage: Only some special enemys have this. This gets active when your fighting a enemy for way too long. The enemy will start triggering extra damage outputs and start gainning more TP. Some enemys will Rage once they reach 10% HP left. Lets say you did DMG 90 hits and has 10HP left. It will trigger it. This makes it so you have to save your attack up towards the end of the fight.

This will make game play more tricky when fighting special enemys.

Enemy Logic

Enemys are pretty much the same as a sackbot in terms of HP/TP/MP/DEF and Evasion Bonus and Auto Heal.

They all have 2-4 TP based special moves that will either heal themselfs or do massive damage to everyone near by.

They only move right and left right now. They dont follow the land which means they will get stuck or float if the land is too high or low. (If you can fix this please give me a shout.)


Special Enemys

These enemys will either alwas be in the area or unlocked once type of enemy is cleared.
This is to gain alot of points for gate passes and finishing quests to unlock extra content and obtain stronger weapons.

http://i1.lbp.me/img/ft/8b1f15d83148ad4d9bbbfea0cc8fb14e077df00a.jpg

Quests:

Give you some ideas on how im gonna do quests and content. When finishing a quest all you need to keep is the last Sticker for the quest. Any Point stickers you gain at all you keep forever.
2011-04-26 17:36:00

Author:
venat
Posts: 715


sup ed!
this project sounds way too awesome!
but try posting some pictures,ok?
2011-04-28 04:11:00

Author:
majormel84
Posts: 398


Seconding pictures. Very interested in this, Venat.2011-04-28 04:15:00

Author:
Unknown User


I will post 3 images once PSN is up an I can then access the images from my LBP account from my PC.

or can I do it this way..?

LBP2 lvl- take picture- save picture to PS3- on internet on PS3- send email to myself with the image selected. Open my PC goto my email and get the pictures and save them and post them on this site?
2011-04-28 15:14:00

Author:
venat
Posts: 715


Enemys im working on right now are Sheep, Tripple Bats.

Just finished special enemy Goblin. Its actually pretty tough cus I changed how auto-heal for it works. Lets just say you need a mim of 2 players. Also been working on Dwarf Wandy zone. Should inlist of the enemys:

Rock lizards, worms, goblin poucher,goblin warrior, crabs, leeches, and 1 special goblin.

Area pretty much a rocky,weedy,dead looking zone. Has stilled water and pretty much its kinda like a dyed swamp. It has water spraying from the ground also which can be used to access high parts of the area where enemys get harder.
2011-04-28 15:23:00

Author:
venat
Posts: 715


Most people these days upload in LBP2 and access the pictures via LBP.me. But since PSN is down...

You can take a picture and export to your HDD, then move it to your PC via USB drive then upload to this site or to another image hosting site.
2011-04-28 18:28:00

Author:
Thegide
Posts: 1465


Dont have a USB to USB connecter. I have a bunch of useless USB-PS3 controler type of wires and other 1 ended USB wires. I cant seem to upload to this site from my PS3 either.

Ok I used my PSP as a link in between the 2. Now I have my images on my PC but I dont understand this URL bull. Thought I could just browes and add photo from PC to account or Forum. Can someone explain how to use this URL-Image thing
2011-04-28 22:24:00

Author:
venat
Posts: 715


Found a way to put pictures up. Im sorry but I didnt get around to adding my newer pictures of all the finished classes fighting Fafnir and the Field Zone Pana Mashlands. I will include a picture of Dwarf Wandy when I add those in as well. Still working on Dwarf Wandy, need to make Worms, rock lizards, goblin mages.2011-04-30 04:54:00

Author:
venat
Posts: 715


Can I make music for you?2011-04-30 06:49:00

Author:
Unknown User


Must Have CHOCOBO!!! I LOVE THEM2011-04-30 12:40:00

Author:
butter-kicker
Posts: 1061


Can I make music for you?

Sure you can. I dont want to be too picky but I have 2 rules. 1st They have to be good. 2nd they must be from the game its its from that area. Theres a ton of areas in the actual game that have no music, you can put your own music in those areas as long as your music suits it well.

If you want toget started these 2 songs need to be made: (Gustaberg Cannon) This will be 4 levels



http://www.youtube.com/watch?v=Vx3-k7XbsxM

(Shinryu Wyrm God Boss Music (No Sound Effects):
Try to split the intro part and battle part into 2 parts so we can use the 2nd part to Loop


http://www.youtube.com/watch?v=bsOi7XJsZWw

From the actual game:


http://www.youtube.com/watch?v=-aHUcgWPju8&feature=related

These songs you can make up:

Dwarf Wandy- (Goblin Stronghold) dying/hot weather

Kolo Highlands- Hills/flowers, windmills

Guskin Mines- Dead abobonded Mines. Has lots of undead in it

Pana Mashlands- Swam. flowers, rain weather
2011-04-30 16:48:00

Author:
venat
Posts: 715


K i'll see if I can have them done before servers up.2011-04-30 17:08:00

Author:
Unknown User


Must Have CHOCOBO!!! I LOVE THEM

I already have chocobo plans put into the game. Right now have a level with Chocobo tracks.
You use your Chocobo sticker on them to emit a ridble chocobo.

Right now theres no chocobo yet. I have not made one. Still thinking on how to work it in because the barrier needs to follow the chocobo aswell.
2011-04-30 18:41:00

Author:
venat
Posts: 715


1st minute of gustaberg finished and guskin mine original finished. Will try to finish gustaberg tommorrow.2011-04-30 21:51:00

Author:
Unknown User


1st minute of gustaberg finished and guskin mine original finished. Will try to finish gustaberg tommorrow.

Thanks. Heres a Ingame picture of Gusgen Mines. I have not made Gusgen Mines yet for FF Online.

http://www.ffxi.blueelephantbrigade.com/images/maps/gusgen-mines-pic.jpg


I updated the forums with more pictures from my LBP level.
2011-05-01 20:01:00

Author:
venat
Posts: 715


I'll try to finish pana marshland music also since you have it published.2011-05-01 21:09:00

Author:
Unknown User


I'll try to finish pana marshland music also since you have it published.

Its not totally finished per say. I still need to add Beastmen Turtles in it, music and multplayer feacher in it. Also update the chocobo riding. Alot of Logic and everything with the other 3 sackbots need to sync with everything still.

Main is to finish all the levels from bastok city to Jeuno City is my main goal.

Bastok City, 10 Field areas, 4 Cave/Duegeon areas and 1 Battlefield area total. That will be 1 path outta 3 if I deside to do this as abigger project then it already is. The up side is 50-70% of all the reg enemys will be done. Most of the regions of the world of Vanadieal share same enemys.

Other citys besides Bastok(Miners & tech country) are Windurst (magic/wizard/wild field jungle) and Sandoria (castles/army and forest)

Towns and other side area link these regions together.
2011-05-02 04:36:00

Author:
venat
Posts: 715


I think the only thing with trying to make an MMORPG is that it wont be an MMORPG lol. Its going to be more like Phantasy Star online, since you can only take 4 players. Other than that i think its a cool idea, im interested to see how the combat turns out. Though im not particularly sold on the MP system, i don't mind testing it out.

Is this using the FF 11 leveling system?
2011-05-03 23:13:00

Author:
Rpg Maker
Posts: 877


Ya, what exactly makes this an MMO? /cough

Also... is this just a remake of Final Fantasy 11? O_o Because, I unno, I've always thought people should focus more on original ideas, and remaking an mmo... I unno. Personally, I'd think that if you were to go through all this trouble, you should make it your own. But I guess not everyone is as good storywise as me so eh. At any rate, this looks good and want to try it... even though I stand by my point to make it something original and not a Final Fantasy game. But eh, your work I guess. Unless it's a remake and thus it's your impersanation of someone else's work. I unno. I'll go now.
2011-05-03 23:39:00

Author:
RockSauron
Posts: 10882


You shoud include a minigame whereby you sit in Jeuno shouting for party invites for 15 hours unsuccessfully.2011-05-04 00:00:00

Author:
Thegide
Posts: 1465


I think the only thing with trying to make an MMORPG is that it wont be an MMORPG lol. Its going to be more like Phantasy Star online, since you can only take 4 players. Other than that i think its a cool idea, im interested to see how the combat turns out. Though im not particularly sold on the MP system, i don't mind testing it out.

Is this using the FF 11 leveling system?

There is no leveling system what so ever. Reason because there is too much logic already and the level is pretty much full. All classes will be stronger or weaker on diffrent aspects. Game lets you set up the 4 player team as you like. 3 Whitemages and a 1 Dragoon etc.

Yes I know its not really like a MMOPRG. Infact it be kinda like a Monster Hunter game Online. Most of the game insides will have cutsceans and quests that will take players into diffrent levels (Areas) to complete them. After getting the reward/completion sticker you take it back to the sackbot that you started the quest. The game will comfirm that you have the sticker already after you used it and it will play a finished quest cutscean and reward you with points you earned within that area. Once you collect enough points in that area by finishing quests the game will reward you Rank Sticker/Level Key.

Plans are not set yet but will use the Level key you earned withtin that area will take you to a diffrent time of day/another area where you cn contune doing more quests.

There are plans to include ingame actual boosts you can use during battle once you complete tasks. Once complete the task you will get Boost sticker that will summon a (follower-Tag -Emiter) That will Auto-heal/TP/MP you during battle and let you take on even harder enemys with 4 players.

(Thankyou for feedback)
2011-05-04 18:08:00

Author:
venat
Posts: 715


You shoud include a minigame whereby you sit in Jeuno shouting for party invites for 15 hours unsuccessfully.

You might be right about seeking for help part. Might have to make gather level for that. It really depends on how many wanna try to do my levels together in a group. Alot of the deeper levels and special enemys need 2+ players and correct job set up. You cant really go wrong with 1 Whitemage and 1 Dragoon.
2011-05-04 18:18:00

Author:
venat
Posts: 715


Ya, what exactly makes this an MMO? /cough

Also... is this just a remake of Final Fantasy 11? O_o Because, I unno, I've always thought people should focus more on original ideas, and remaking an mmo... I unno. Personally, I'd think that if you were to go through all this trouble, you should make it your own. But I guess not everyone is as good storywise as me so eh. At any rate, this looks good and want to try it... even though I stand by my point to make it something original and not a Final Fantasy game. But eh, your work I guess. Unless it's a remake and thus it's your impersanation of someone else's work. I unno. I'll go now.

Remake: Yes, it is a remake of Final Fantasy 11.

Original ideas: Original content already has been made. Alot of content in FF11 like music was not completely in the game in each area. I have people helping me add new music to areas in the game that did not have any music in the actual game. New enemys and areas will be included. Think of this as a FF11 & FF14 Plus.

FF14: Final Fantasy 14 content will be included in FF11 world as a merge between worlds around when FF11 is hafe done its main storyline.
2011-05-04 18:26:00

Author:
venat
Posts: 715


Sounds like an awesome project if you ask me. I only have one request though. Make sure you have really good visuals! Make the intro epic and the monsters looks a little more realistic. That always impresses me, personally.2011-05-04 21:06:00

Author:
PurpleChaos
Posts: 155


Sounds like an awesome project if you ask me. I only have one request though. Make sure you have really good visuals! Make the intro epic and the monsters looks a little more realistic. That always impresses me, personally.

I do with what I have. Even if the enemys dont look like much there Actions in battle are still pretty cool. Theres about 4 animations per monster.

Melee Animation
TP move1
TP move2
TP move3

TP moves are just short special attacks when there TP bar is maxed. Shinryu, the dragon in the picture has...
Meteor
Supernova
Paralize Breath
Darkstar/Star.. something I forget the actual name.
No Melee animations

Malbero Enemy has..

Bad breath (Poisons everyone)
Melee Animation
Vine Whip (DMG)
Vampric drain (Drains Heath)

Crab has..

Melee animation
Bubble currin (Slow Heal)
Pinch (DMG)
Coccon (Mini Heal)


Goblin has...

Bomb Toss (Throws a follower bomb and anyone near that player, including enemys get DMG)
Goblin Rush (DMG)

Im working on a Intro but its slowly coming. Im just at the part where the crystal disapears. This is basically what im copying. I think im gonna add to it some where in the middle/end.


http://www.youtube.com/watch?v=jOzBz2nLJ20

(Thankyou for feedback)
2011-05-05 09:24:00

Author:
venat
Posts: 715


Right now working on redoing the MP system. Im actually having alot of trouble cus I just realized how much work I need to do for it. Need to make a + & - system that will works before and after your spell, not just that but add a huge Selecter system to the controls just for MP by themselfs so the game knows which Spell you want to use with your MP.

Right now working on Dragoon's Cure. Right now taking baby steps and thinking ahead.
Blackmage & Whitemage is going to be a pain since all they got is spells.

I added all the extra feachers in like Auto-MP heal, - /+ tags and a remove all MP tag.

Logic/Spells

MP bar Counter10

Counter (Counts the # of tags per spell)
Cure (-Tag Cost 3)
Fire (-Tag Cost 5)

Refresh/Ballad (-Tag Cost 5) (Gives +1Tag every 5secs)


Selecter (Which Tags you wan to spend towards that spell)

Anyone want to help with Logic when PSN is back up you can.

Also like to mention im thinking of adding a Skillchain system in which is pretty easy to do. I just need to make a few combination and animations and add extra tags in each Weapon Skill.

What a Skillchain? Its when 2 Weapon skills/TP based attacks are used within 5secs period they combine and do extra damage.

DRG / SAM/ EXTRA DMG
Peta Thrust+ Tachi Gekko= (Darkness)
2011-05-05 20:11:00

Author:
venat
Posts: 715


You shoud include a minigame whereby you sit in Jeuno shouting for party invites for 15 hours unsuccessfully.

Now that's the FFXI I remember. Still, I remember those days fondly....
2011-05-05 20:33:00

Author:
Chazprime
Posts: 587


Skillchain system is cake. Im just about starting to make it. Im still working on the MP system but its actually about hafe way done the logic, still need to add Selecters and Tags and test everything.


Anyway Skillchain Logic is pretty easy

Just add a comfirm Tag and Tag at end of WS and add a Timer and emiter for the Skillchain Animation and another Tag for the Magic Burst.

I just need to think of a way I can balance it up for gameplay reasons.

DRG+SAM
SAM+SAM
SAM+BRD

DRG+BRD
DRG+BLM
DRG+SAM

WHM+WHM
WHM+BLM
WHM+BRD

BLM+WHM
BLM+DRG
BLM+BRD

BRD+SAM
BRD+WHM
BRD+BLM
BRD+DRG

Also like to mention I will add a Skillchain DMG/Magic Burst DMG only Special Enemys. Means reg attacks, magic, WS's will do 0 damage what so ever. Which means Skillchains or Magic Bursts will be the only way to kill it.
2011-05-07 08:34:00

Author:
venat
Posts: 715


Looking for people that can help with making this in LBP and give you what my world will be like.


http://www.youtube.com/watch?v=kzrmwcSizIY&feature=related

Anyone like to reply to this.
2011-05-07 23:55:00

Author:
venat
Posts: 715


I am very interested in this project and being that I have played final fantasy since it came out back on PS2 it is to my day one of my favorite games. I am very good with logic so I believe I could help with the Logic and Quest parts, I also make RPG's using RPG Maker XP, so I have a good idea of quests and creating a story line. So If I am able to be of any help please shoot me a message and id be glad to help out. Thanks2011-05-08 01:48:00

Author:
Wlachen
Posts: 45


I am very interested in this project and being that I have played final fantasy since it came out back on PS2 it is to my day one of my favorite games. I am very good with logic so I believe I could help with the Logic and Quest parts, I also make RPG's using RPG Maker XP, so I have a good idea of quests and creating a story line. So If I am able to be of any help please shoot me a message and id be glad to help out. Thanks

Alright thanks. Im not gonna really get into Quests till a City is completed. Then will add sackbot NPCs/Camara's/Cutscens.
Also like to mention Citys will be 1player sackbot access. (Very Simple playble sackbots with hardly any logic) Use as much space as possble to build the City and add Logic to the quests and sackbot NPCs.

Right now Im working on skillchains and improving the MP/spell casting system. I been thinking of putting a action meter also, will see after I fix the MP system.

Im not too sure what id like you to work on. If you like to do some simple stuff like maybe flower,trees,grass,mushrooms, sackbot animations for quests and active awhile in the city(use the vidoe above). I can add all those in the areas. If you dont you can just toss me a idea you want to do.
2011-05-08 04:06:00

Author:
venat
Posts: 715


Looks good. I'll have to give it a look-see when it's done
The only part that seems to bother me is this:

Square is Melee (Builds TP and does NOT do Damage)
Combined with the fact you also stated:

TP is for Special Attacks
and

Magic either does Damage or Heals

So... the only "normal" way to do damage is with magic..? Maybe I'm just reading it wrong. I 'unno.
2011-05-08 07:11:00

Author:
Narwhal
Posts: 111


Looks good. I'll have to give it a look-see when it's done
The only part that seems to bother me is this:

Combined with the fact you also stated:

and


So... the only "normal" way to do damage is with magic..? Maybe I'm just reading it wrong. I 'unno.

Jobs so far I have are.. Each job has 4 commands in there menu. Melee is for every job but there speed/delay and TP gain are diffrent.

Blackmage

Awsome Magic DMG, Weak Melee, Weak TP moves, Very Low HP, Long Range Attacking

Fire/MP

Blizzard/MP

Thunder/MP

Earth Crusher WS/TP


Dragoon

Decent Melee, Great TP Moves, Balaced Job, Above Decent HP, Close Range Attacking

Jump (none TP based DMG special ability)
Call Wyyerm (Calls Pet with its own HP bar)
Peta Thrust WS/TP (With Wyverm out in battle the pet will use (Fire Breath)
Cure MP


Wyverm's Fire breath can remove poisons and heal small amount of HP and do damage to the enemy.



Samerai

Awsome TP moves, Good Melee, Decent HP, Close Range Attacking

Mediatate (none TP special ability Gain a Bunch of TP)
Tachi Rana WS/TP
Tachi Gekko WS/TP
Tachi San.... WS/TP


Whitemage

Weak Melee, Weak TP moves, Decent Magic DMG, Great for Support, Low HP, Long Range Attacking

Holy MP DMG spell
Esna MP spell that removes illnesses
Black Halo WS/TP
Curaga MP


Bard

Weak Melee, Weak TP Moves, Great for support, Low HP, Close Range Attacking

TP WS in works(Dagger WS)
Ballad MP(Cast a Spell on party members that slowly cures everyones MP for long peroids of time)
Regan MP (Cast a Spell on party members that slowly cures everyones HP for long periods of time)
Mambo MP (Cast a Spell on party members that slowly cures everyones TP for long periods of time)


Im can add 3 more jobs before my controlaters are maxed.
Might add a Warrior (Can do DMG with normal attacks) (Slow melee).... maybe
Some Kinda Tank class.... maybe
Summoner.... maybe




REASONS WHY SQUARE BUTTON/NORMAL MELEE ATTACK DOES NO DAMAGE WHAT SO EVER IS BECAUSE ENEMYS HP BARS ARE 100.
ANOTHER GOOD REASON IS BECAUSE TP MOVES AND DMG SPELLS HIT AROUND 2-6 DMG PER HIT.

EVEN 4 PLAYERS 100 GOES AWAY VERY FAST, LIKE 2-5 MINS AND WITH DEFINING THE JOBS I DONT WANT THEM DOING TOO MUCH AND WITH LESS DMG TAGS GOING THREW THE MICOCHIP SYSTEM THE GAME CAN PROCESS IT EASYER ALSO.

WHY SQUARE BUTTON IS BECAUSE BEFORE I HAD IT SET TO R1 AND CAUSED PROBLEMS WITH MULTPLAYER AND ITS EASYER ON THE FINGERS I FIND IT. USING R1 NOW TO ACTVAITE OBJECTS WITH GRAB.
2011-05-08 08:12:00

Author:
venat
Posts: 715


I made plans and wrote logic down for Crit hits. I also thinking of adding Warrior and thinking of giving it Mighty Strikes and Provoke and making a Hate system.

Thinking of making Mighty Strikes more like how Sneak Attack was in FFXI. Pretty much turn on your Crit and get rid of the random chance altogether or I just get give Warriors to do Double Crits by adding another Crit booster on top of the one they already have with a better chance to crit.

Thinking of doing Crits like a 1-3 DMG boost

Im still having problems with MP. Will hold that project till I have some Logic helpers on the PSN.
Skillchains logic is done but need to do animations still.

I started making Bastok City 1/8 and pretty much done the basic's. Still need to apply cutsceans, and music. I have 4 quest NPCs already planned with about 6 quests total planned. 3 Gather Quest, 1 Hunt Quest, 1 Outpost Quest, 1 Tuterial Quest. Its actually looking nice. The levels are pretty small & 50% full. Should be 100% with all the quests and music and cutsceans. I really want to add alot of detail into the quests and gameplay. Make the first bit of the game very enjoyble and getting players used to the controls and battle system before I bring out the group & hard stuff. Want the first area or two be able to solo everything.
2011-05-11 21:18:00

Author:
venat
Posts: 715


Wowzers Sounds like some piece of Work I'd Like to be a tester if possible.2011-05-12 05:07:00

Author:
Unknown User


Wowzers Sounds like some piece of Work I'd Like to be a tester if possible.

Yeah its a piece of work but basics are pretty much all taken down and done. Right now adding content like citys, battle areas, enemys, and improvements to the battlesystem.

I already published a bit of it and tryed with multplayers. I covered most of the gameplay problems besides I sorta messed it up alittle with my Boss type level with the Dragon in Space. I could beat it with 1 and 2 depending on a tactical way and using some classes. I plan to make it really hard tho. I made ton of future logic already on the sackbots like a `Instent KO` and Disable Controls and Movement for stuff like Stun or Bind. Its Supenova attack is a bit extreme. I think I will raise its attack up for each of its other TP moves and Melee Attack. I plan to add a Atma battle system boost. Its actually too early to start working on it tho.

I have yet republished the updated sackbots I have added tons of new addictions (Extra Logic) and changed how somethings work for example Cure spells has 4 ball follower now. Intead of that you needed to be by the whitemage toget cured. Now Whitemage can use cure near by and the followers track each sackbot and follow it and use animation and use Cure+ Tags.

Not just that but I reprogramed it so the cures logic dont overlap. Each Cure1 heals you for 5HP. If you were by mult players it would of been 5~20HP cure altogether. I think I might have too much logic inside the game I might have to remove the 4th player. I do see a sorta big spike in level meter when playing in create mode. It alot of logic and animations
going off at once.

Sorry if I got off topic. I do that sometimes.

Testers arent really needed right now. If you like to help with other stuff you can. I personally do multple tests while creating to make sure stuff is working correctly.

I keep stressing how much I need players that can make music for the game. Songless levels dont stand on there own even when im doing multple songs in 1 level sometimes. There is going to be some recycling of music but just for the Quest Music mainly. Still will be alot of songs either way. Something like 15-20 quest songs. That doesnt include battle music and areas songs. If you can help with other stuff you can but I want to publish the level with music in the end.

(THANK YOU FOR POSTING)
2011-05-12 09:07:00

Author:
venat
Posts: 715


I also would like if any people have any ideas on how some Quests should work.

Like I have 1 quest set up pretty good. You gotta find foods in the wild and bring it back to the sackbot NPC so he can make his best soup. This is a 3 parter. He gives you a idea which level its in. You goto that level and look for it. You find it..... Should I Just have a Bubble sticker or something for a item.
Go back to sackbot and use Sticker on Quest Icon.

Icon powers the cutscene and your progress.
Complete Quest, Get Fame Points, Reach number of points, you get sticker or level key access. Its sorta a Quest 100% Aced gift. Completing a level of Quests like Find items or Hunt quests you can pretty much toss those stickers. Since the real reward is just clearing it. There are some stickers players will want to keep. They wont be totally useful sometimes but will be handy when reaching some locations. There are money stickers in this game but you cant use the same sticker over and over till you have 999999 points. Money stickers will be collected in tiers 1000pts, 2000pts, 5000pts, 8000pts, 10000pts. You can raise your points by killing enemys but they get erased after you exit the level. Thats why money stickers are important. You can keep some of your hard earned points. Why is there money... There are points in the game where your gonna need to cash high numbers of points to pass areas in the game and finish quests. Some parts in the game your gonna have to clear all enemys in the level toget 5000pts spending cash for example. You entered and used a 3000pts sticker.

Some quests will give out some of the same rewards so players dont have to much annoying quests to do just to find the right sticker. Some quests will reward quest stickers for other quests. There will be some hints in the game which would be pretty simple toget.

By the way Quest Icons are just Holigram squares you can use stickers on. They are by sackbots that give out quests.
2011-05-12 10:22:00

Author:
venat
Posts: 715


Im working on quests right now. Im getting bit ahead of myself I know but sometimes need to do that so you can have better plans while creating other stuff.

Im going to be using 3D tools alot more but not over do it. Mainly for backrounds.

I might be doing voice acting. It seems its not taking up too much memory.

I added a text intro title for "The Hunt 1". I think im going to make the Hunt quests quite simple to understand.

1. Intro's and numbers of your progress... aka "The Hunt 36" etc.

2. Sackbots will tell you its name and give you hints on where to find it.

3. The monster will appear in the quest cutscean. You wont be able to fight it. Its just so you know your after the right Monster. (Might Actually Make a Quest Drawing like with FFXII Instead.)

4. Go out and find the Enemy.

5. Will be Number of ways it will only appear.

5.a) Timer

5.b) # of enemys dead

5.c) Will alwas be up.

6. Fight it.

7. After doing number of DMG hits even if it does not die a Sticker Prize bubble will appear above the enemy. (Will Appear after enemy is near death)

8. Go back to Quest giver.

9. Use Sticker above quest giver on the Quest Icon.

10. Cutscene.

11. Reward
2011-05-13 09:05:00

Author:
venat
Posts: 715


So back to the damage thing, so I can clarify my mind..
Melee attacks do no damage at all and build up TP, which is used for one (only one!) type of attack (that can't be performed again until you have a full TP bar), there are a few special moves consisting of physical and magical attacks that are really your "normal" attacks that damage enemies, magic uses MP, and ALL enemies have 100HP while the average attack is worth 2-6DMG, making EVERY enemy a 2-5 minute battle if you have 3 friends with you?
Just to help be sure you know what I'm saying so's we don't get all confusefied, I'm gonna apply it to other games. Kinda.

Dissidia and Dissidia 012-
Melee is like an attack that only fills the EX gauge to do only the EX Move Finisher.
Bravery varies between 2 and 6 and sometimes bumps up an extra 1 to 3, if you're lucky.
HP attacks are varied, but some (magic) uses MP, which (like HP) slowly recharges.
All baddies, which I'm assuming can be a few at a time, judging by the pictures, have 100HP and thus take between 16 and 50 hits (Now that I did the math, it doesn't seem so drastic ._. ).
And I think that's about all on that game. I'm gonna add one more, more just for fun. :b

Every ActiveTimeBattle/ATB Final Fantasy game I can think of-
The "attack" command builds, say, Cloud's Limit Gauge, and once he's done so many Attacks he can whip out his Omnislash and kick butt.
The "black magic" option lets Vivi use his Fire spell, but only so often before he has to recharge.
The "white magic" option lets [insert white mage name here.. I can't remember any D: Uh.. Aeris?] Aeris use her Cure/Cura/Curaga to aid her lover in battle (Zack or Cloud, you pick)
Uh.. uh.. Nigh-midnight brain fart .-.
But yeah. Is that close at all?
2011-05-14 04:19:00

Author:
Narwhal
Posts: 111


All im saying is the Logic Counter max's at 100. If I could I would raise the bar to the 1000's. I sorta did by making everyones attack weaker. Now 100HP bar is actually for more like a Super boss. My normal enemys have 10-30 Counter HP. They have some specals like reganning HP and healing moves which make the fights longer. TP bar is sorta like a attack gage to fill up for a limit break. Both Enemys and Players have a TP Counter Bar. Some Jobs have a lower TP requirement for Limit breaks. Its the same with enemys.

Using your TP building normal attack you give yourself 3TP and the enemy gets 1TP for getting hit etc.

So your bravery attacks in Dissidia 012 are like my TP, MP, Counter atk, Crit hits attacks in my game.

Now because im adding NEW Battle Statics alwas and id like to mention with normal melee hits now you can do Critcial Hits.
Doing a Critcial Hit will actually do damage. (Random % based on Class)
The Evasion system applys when your getting hit. (Random % based on Class)

Mages can do melee hits also but there TP gain is weaker. They have a option to melee and preform limit breaks but there job is not defined to be a melee class.
2011-05-14 04:48:00

Author:
venat
Posts: 715


Like I mentioned before 100 goes fast but without anyone curing you. You do too. My Dragon has a very strong TP attack.

I like to mention Enemys will do 1-5DMG to players with there normal melee attacks. This just doesnt apply to the players attacks.

Enemys have slight better chance to own you but you are smarter then the enemy anyway.

The main thing you really need to over come in my game is the controls and battle statics. Once you understand what everything does its a breeze. The start of my game will be easy & epic anyway.
2011-05-14 05:07:00

Author:
venat
Posts: 715


Im looking for people that can Draw.

Use a material and max the size to very small and draw a picture.

Im adding drawn images ingame for Quests. Enemys, Items. Think of it as like Keyitems were in Chrono Cross.

Even if your not a amazing drawer or painter I can still use you.
2011-05-14 05:20:00

Author:
venat
Posts: 715


The Hunt 1 Quest is near Complete. When I finish a Special enemy id like whoever doing Drawings to draw the enemy I made and colour there drawing.

Its actually nice to get players hiped up to fight the next monster when they see your drawing.

The Hunt system is pretty much taken fight from FF12.

Just Imagian these guys as sackbots. ^^


http://www.youtube.com/watch?v=WGgYXvFIlVU&feature=related
2011-05-14 06:58:00

Author:
venat
Posts: 715


Ahh, alright. I think I get it now
Thanks for explaining :b I'll have to check this out when I can. It seems interesting
Aaaaand, I disapprove of that Behemoth King in the video o: It doesn't look as cool as I think it should. Completelyish off topic. Kinda.
But yeah, thanks :b

Edit: I might be able to do your drawings, by the way. What of and such?
2011-05-14 13:58:00

Author:
Narwhal
Posts: 111


Wowzers. Online, I kind of understand, but not much, since you said it's an MMO, which is impossible for a 4 player game... sooooooooo... it's not really possible to do the MMO part. o_o
Either way, I'm making an awsome Action/Adventure/Beat 'Em Up/Puzzle game with a Castlevania form of gameplay minus the platforming. It should be the thread above.
I'm good with making quests, so give me the supplies and I can put togethor a really good one.
2011-05-14 16:25:00

Author:
Unknown User


I'm good with making quests, so give me the supplies and I can put togethor a really good one.

Ok. Im just adding much as I can by myself and waiting on PSN to recover.

Im working on some quests right now. I just need toget better at dialog, spelling and cutscenes.
Theres some empty NPC sackbots with no quest stuff in them yet.

Yes about the MMO. I already explained it a bit before. Im just using that as sorta of a style of gameplay you will expect from my game just meaning LARGE WORLD. Just like a game that ends in a few levels my game will alwas be contuning and growing.

I would like my game to have ALOT of replay value mainly in the sense of going back and completing quests and main storyline missions and collecting the power stickers toget your stats stronger.

I would like the LBP community to team up with each other and complete these aspects of my game.
2011-05-14 19:08:00

Author:
venat
Posts: 715


Updated some of the main 1st forum.

I like to mention my Playstation Account I use for LBP2 creating and publishing is a fake japaness account.

Fake Email address
Fake Passwords or all in japaness and I dont understand

Can see why my Username is just a bunch of letters is because I didnt know what I was typing in each text box.

I think the Japan PSN is currectly down so that might be alot reason why I cant get on PSN yet.

My NA PSN account works fine and is online. Unluckly it doesnt have any LBP saved lvls I been working on and it only has roughly 100%/200% of all the LBP1 & 2 content on that account sackboy.

Why do I use my fake account? Well I used it toget japan region only content when PS3 was out. I wanted to play the PSP online so I needed to download ???? PSP server program from the Japan PSN. Its out for NA now I know. Once I collected trophys and stuff in LBP I never used my NA account for playing online and single player. Only use NA account for buying PSN stuff.

FFXIyukey is my NA Account but I probally wont be online as much with LBP2. You might be able to play GTA, Metal gear with me on those till I get my fake account working.
2011-05-15 09:16:00

Author:
venat
Posts: 715


Ok to give myself a break from publishing new images and so I can keep up with not showing new content im going to talk a bit about the enemys images I already posted.

Wasp

http://deathaga.webs.com/photos/LBP/A%20Photo_5.jpg

HP/TP bars are based around how deep you are in the game. Also some of the monsters TP attacks will have sorta a level requirement on them. So you wont see that many hard TP attacks till when your deeper in the game from that same type of enemy.

Wasps can be found all over the World

There enemy TP moves

Sharp Sting Med DMG ATK
Pollen Self LARGE Cure
Final Sting Extremely DMG ATK

Final Sting what it does is it damages the enemy and the players at sametime.
Final Sting will kill the Wasp everytime but the attack is dangeress because you need to keep the Wasp's HP down so it kills itself before it kills you first.

Lets say Wasps HP is 30

Your HP is 50

Final Sting hits for 70DMG

What should happen is when the wasp dies first you should have 20HP left because its TP Ability stops playing once the enemy is dead.
2011-05-15 20:35:00

Author:
venat
Posts: 715


This Past Week I did...

Currectly Adding 3D backrounding and adding landscape detail in areas such as...

Finished

Bastok Market (New Area)
South Gustaberg2
Dwarf Wandy

Working on next....

South Gustaberg1
Pawa Mashlands1
Pawa Mashlands2

Enemys made....

Leaping Lizard NM
Tree Sappling

New Quests made...

Samerai's Test (Obtain Sappling Seeds) Tuterial Quest. Teaches how to use TP.
The Hunt 1 (Slay Leaping lizard)
Chefs Recipe (Obatin Goosbit Grass, Wasp Honey, Rock salt)

Working on...

Weapon/Armor Shop Quest... details Unknown right now. Probally collect item or something.

Whats on my mind...

Thinking of adding some sorta Mini-game to the game so can expand the quest system and gameplay.

Mining,Fishing,Hunting.

Add a Random system with a meter mini-game. Can give out random rewards. Like Fish Stickers or Ores, Materials. These mini-games would only appear in some parts of the world. Expect the mini games much like FFXIV with mining, and FFXI with Fishing but less hassle.


The main problem I think with most new players is getting into it and getting lost. The game lets the player take his own route and explore the world. There are lots of Dead-End levels which are to host Quests and Storyline missions like Caves. Field,Caves, and other levels will connect some way. I feel because of the lack of directions im going to Publish the game with a WorldMap level that will keep beinging updated when new areas appear. Some levels will be on the map but you wont be able to access them using Quick travel method. Infact most levels when starting the game are gonna be Locked untill you reach the location.

Bastok markets (Open)- South Gustaberg2-Splits 3ways- Dwarf Wandy- North Gustaberg2- South Gustaberg1

South Gustaberg1 and Dwarf Wandy are dead ends.

North Gustaberg2-2way split East Ko Highlands, West ko Highlands.

If you take West it leads you to Valkume Dunes.
If you take East it leads you to Pawa Maslands1 or Guskin Mines.

Valkume Dunes-4way split ...Highlands2, Seblena (Town), Gusa Cavern, (4th Location will be added once main game is completed)

Pawa Mashlands1- Pawa Mashlands2- Ronberry Fields

Ronberry Fields splits 4ways- Jeuno City- Crawlers Nest- Batalla Downs2- Mene Mountains2

Those are alot of levels.... I know. Im not at that stage yet where im Spliting up the routes up totally for exploring.
2011-05-17 08:12:00

Author:
venat
Posts: 715


Main goal right now is the areas:

Bastok Market-Dwarf Wandy-South Gustaberg1 & 2- North Gustaberg2- Ko Highlands 1 & 2- Guskin Mines- Pawa Mashlands 1 & 2- Ronberry Fields 1 & 2.

Once finished Ronberry Fields I will add the rest of the near Sub roots to other near locations such as.

Crawlers Nest (large maze level) 2+ Player Enemy Grounds

Pana Mines (large maze level) Beastmen Stronghold

Bastok Mines (City) Include Chocobo system

Zenin Mines (Small level) Tuterial Level

North Gustaberg1 (Just Like South Gustaberg 1 & 2)
2011-05-17 08:25:00

Author:
venat
Posts: 715


Finished 3D in South Gustaberg1 today.

Added Fishie "Quue" drawing

and started to make a Hell Hound enemy.

I promess toget you guys some new pictures in soon as I finished with last few 3D areas on my list to give the players some insight on what some of my levels will be like. Which im currectly down to 2 more levels. Should be quick and simple since those areas dont really have backround mountains.
2011-05-18 10:19:00

Author:
venat
Posts: 715


Blood Leech/Swamp Leech

http://deathaga.webs.com/photos/LBP/A%20Photo_2-3.jpg

FFXI Ingame Photo

http://ffxi.allakhazam.com/images/mobs/jammer_leech.jpg

Bite Normal attack animation

Special TP moves

Blood Drain (Steals low amount of HP)

Took me awhile to find out how toget this enemy to hop. Right now I just needed to make a easy enemy with low HP. Its mainly because of that it only has 1 TP move at the moment. It should get later on... MP Drain Kiss, TP Drain Kiss. I will think about adding those in when I make Leech King NM.
2011-05-18 22:54:00

Author:
venat
Posts: 715


Lets take another look at another enemy.

Damselfly

http://deathaga.webs.com/photos/LBP/A%20Photo_7.jpg

FFXI Photo:

http://ffxi.allakhazam.com/images/mobs/AU/Spongilla-Fly.jpg

Health About 25~52 depending on area

Attacks:

Melee Melee Animation

TP attacks:

Cursed Sphere (High DMG) (Range Attack. Does damage to everyone near by the person that gets hit with the long range attack. Targets nearest person)

Poison Spit (Slow Building DMG) (Poisons everyone near by)
2011-05-20 08:26:00

Author:
venat
Posts: 715


Today I made

Moogle (Tuterial helper)

Enemy models:

Fungar (Mushroom enemy)
Goobue (Walking Beast tree)
Bomb (Burning Time Bomb)
Puggle (Fish with large jaws)

Note, none of the logic has been set or abilitys been inputed for these enemys yet.

Finished Pawa mashlands 1 & 2 3D land scape is done.
---------------------------------------------------------------------------------------------------


I know said I was going to bring out some pictures but im going to start making more enemys now. Im actually almost close to finishing all the enemys in all my levels. I will post some images before May.24th.

Enemys I gotta make are...

Skeleton Mage
Skeleton Warrior
Crawler
Cursed Weapon
Doom Toad
Managora
Goblin Mage
Goblin Hunter
Goblin Warrior
Quave Mage
Slime
Large Bat
Tripple bats

And Edit my Ghost & Worm enemy.

11-16 more enemys togo. Once I complete those enemys ill be about more then hafe way done the main enemy base in FFXI game release without mentioning the other expation packs. That pretty much means all I need to do is make more areas, quests and more enemys.

Im about 6/14 levels done with the bastok region.
2011-05-20 09:27:00

Author:
venat
Posts: 715


Another Enemy

The

Crab

http://deathaga.webs.com/photos/LBP/A%20Photo_8.jpg

FFXI Ingame Photo

http://ffxi.allakhazam.com/images/mobs/NM/Aquarius.jpg

HP 30~65 depending on area

Has Melee Animation

Special TP Attacks:

Big Scissors (Med DMG attack)
Bubble Curtain (Slow healing Regen/Heath)
Metallic Body (Med Self Cure)
2011-05-21 06:00:00

Author:
venat
Posts: 715


Malbero

http://deathaga.webs.com/photos/LBP/A%20Photo_4.jpg

FFXI & FFXIV Ingame Image/Vidoe

Red Version of one
http://ffxi.allakhazam.com/images/mobs/AU/Ameretat.jpg


http://www.youtube.com/watch?v=eJoz4Tsue2w

HP 60~100 depending on area

Has Auto-Heal on during battle (Slow)

Has Melee Animation

Special Attacks

Drain Vine (Drains everyones HP nearby)
Vine Whip (Med High dmg)
Bad Breath (Strong Poisonness attack)
2011-05-22 16:44:00

Author:
venat
Posts: 715


Venat it sounds like your doing a mamoth of a task and from your pictures it looks very interesting so far, well done!!

I was just wondering how big you were planning on the final level to be?
2011-05-22 16:52:00

Author:
dbibby88
Posts: 378


Venat it sounds like your doing a mamoth of a task and from your pictures it looks very interesting so far, well done!!

I was just wondering how big you were planning on the final level to be?

Im making a MMORPG style kinda game on LBP. So since theres no real final level it will keep on going and going with updates.
I am making Main Storyline missions that will eventally lead to Boss battle Room levels. Finishing main story will finish the game. I will add more Main mission storylines after that.

(Let to mention to eveyone I finished the enemy models so far for:

Slime
Crawler
Doom Toad
Manigora)

Working on bats next.
2011-05-22 21:33:00

Author:
venat
Posts: 715


I made more enemy models.

Update so far is:

Earth Elemental
Stone Golem
Evil Weapon
Tripple Bats
Large Bat
Skeleton
Sprit
Demon is about hafe done. Just need to Colour it in. Gonna put it on hold since it only shows up near the endish of the game.

Working on Greater Bird next.
2011-05-23 05:32:00

Author:
venat
Posts: 715


FORUM UPDATE


After along wait im pleased to show you the images of the game right now. I will post more Images today so be ready to check them out.

New Enemys:

Earth Elemental & Tree Sappling

http://deathaga.webs.com/photos/LBP/A%20Photo_3-2.jpg

Large Bat & Sprit

http://deathaga.webs.com/photos/LBP/A%20Photo_5-2.jpg

Skeleton & Stone Golem

http://deathaga.webs.com/photos/LBP/A%20Photo_4-2.jpg

Evil Weapon & Tripple Bats & Bomb

http://deathaga.webs.com/photos/LBP/A%20Photo_7-2.jpg

Slime & Crawler & Doom Toad

http://deathaga.webs.com/photos/LBP/A%20Photo_6-2.jpg

Managora & Fungar & Wolf

http://deathaga.webs.com/photos/LBP/A%20Photo_8-2.jpg

Pugil & Greater Bird

http://deathaga.webs.com/photos/LBP/A%20Photo_9-2.jpg

Dragoon job & Goobue

http://deathaga.webs.com/photos/LBP/A%20Photo_10-2.jpg

Leech Model Redone

http://deathaga.webs.com/photos/LBP/A%20Photo_2-3.jpg

Goblin Hunter

http://deathaga.webs.com/photos/LBP/A%20Photo_3-3.jpg

New Areas/New Ima
ges:

(New City Zone) Bastok Market

http://deathaga.webs.com/photos/LBP/A%20Photo_1-3.jpg

http://deathaga.webs.com/photos/LBP/A%20Photo_8-3.jpg

http://deathaga.webs.com/photos/LBP/A%20Photo_9-3.jpg

http://deathaga.webs.com/photos/LBP/A%20Photo-3.jpg

South Gustaberg1

http://deathaga.webs.com/photos/LBP/A%20Photo_6-3.jpg

http://deathaga.webs.com/photos/LBP/A%20Photo_5-3.jpg

South Gustaberg2

http://deathaga.webs.com/photos/LBP/A%20Photo_4-3.jpg

Dwarf Wandy

http://deathaga.webs.com/photos/LBP/A%20Photo_7-3.jpg

Quests items:

Fish: Quue

http://deathaga.webs.com/photos/LBP/A%20Photo_1-2.jpg

Material: Wasp Honey

http://deathaga.webs.com/photos/LBP/A%20Photo-2.jpg

Material: Leaping Lizard Claw

http://deathaga.webs.com/photos/LBP/A%20Photo_2-2.jpg
2011-05-24 01:13:00

Author:
venat
Posts: 715


Sorry about how late I was for publishing my images. Was hard to access my PS3 with someone else playing LA Noria on it. Anyway heres rest of the images. Sorry about lack of Images for Dwarf Wandy & South Gustaberg2. Lighthouse needs some work still but everything else in it is done. Not 100% sure what my next task will be. I still have Demon hafe way done and I just started making a Kraken enemy. Id like toget back to creating areas. Im holding all Logic, Music, Enemy Moves on hold right now till Japan get PSN back then get few people to improve the logic system I already have set now then convert it to the enemys and give them there stats.2011-05-24 04:33:00

Author:
venat
Posts: 715


I gave it alot of thought.

Im going to add to the battle system Auto-Attack... but Also add a Engage and Disgage option. Go near A enemy and press Square (You Go Into Melee Mode) Pressing Square again turns off Melee Mode off.

Using magic you dont have to be in (Engage Melee Mode) that only applys to Reg attack which will becoming Auto Attack.
Using magic attacks will Engage enemys that you hit.

Reason I want to add this is because I want some enemys to be none agressive till you engage them. Melee Mode will trigger a 1shot activation on the none agressive enemy to attack you. Right now all my enemys will attack the nearest person on screen in range. Also to control more importantly the Reg Attack Speed and removing the spaming of the square button. This will be followed by Add + & - Tags to the Auto-Attack Speed Meter ad giving players Haste & Slow.

Also like to mention I will have to limit the number of players per area because lack of meter.
You can take 4 players on boss fights.
Currectly were somewhere near a limit of 2-3 sackbot jobs.
Sure I could remove few enemys but it would make the level seem empty. I dont want to do that.
I could remove some of the complex logic but I really want my game to be a good active RPG.
Like I said before it really depends on the level. Down th Road I could expand the levels into more levels to spread the game out so all the logic and enemys have enough space but right now my hands are tied with the amount of gameplay im trying to bring out.

Im going to add down the road Support NPC Sackbots. Sackbot army support to help the main player. Something like following player and attack engaged enemys/heal players.

This will open up Large Group play. Something like 6-10 sackbots on Screen fighting a Tough Enemy/Enemys.
2011-05-25 09:27:00

Author:
venat
Posts: 715


Update May.25,11

Improvements to battle system

There is now a Disagage & Engange for your reg attack. Reg Attacks are now Auto-Attack.
None agressive enemys logic have been applyed also.

Its actually works nicely to. I can now adjust the battle speed better for reg attacks.

I tryed to make a battle pos or sackbot act when engaging a enemy but seems theres problems.
That would work better for a turn based RPG but mine is active/freedom RPG.

To counter that im going to but a Engaging animation instead of sackbot acting. Kinda like a Spark when bumping into a enemy like in Chrono Cross etc.

Im finding its actually becoming a good RPG alot of random boosts that apply to both players and enemys. It chances the battle alot when fighting enemys. Either its easy or becomes tough.
2011-05-25 21:54:00

Author:
venat
Posts: 715


Well if you want it to be like an MMO, i would avoid the traditional rpg transitions( sparks /cough) --it wouldnt matter if you were making your original idea. But since your trying to make it like FF online games, you should just have it seamless. Have the attack commands pop up or something. There are many ways to make seamless transitions, with music being a common form of it in MMO's. As for auto-attack, thats always been in MMO, so good thing you added it.

Anyway, good luck with this
2011-05-26 02:53:00

Author:
Rpg Maker
Posts: 877


Open the commands... when engaged. I cant really do that because the command menu is alwas up. Plus all commands share same side menu including magic. So magic would be effected also. I think im going to make animation where the sackbot takes out his weapon before Auto-Attack starts playing.

My battle system was as active as FFXIV's is but now turning more into FFXI.

Im actually not done quite yet for enemys attacking players.

I need to find a replacement for something like a 1shot Tag
Problem is Tags dont have a 1shot menu option

what I have is:


Tag-AND Gate-enemy attack


hmmmmm... if anyone knows a 1shot thing I can use for like a tag tell me. Im like so close to finishing this.
2011-05-26 08:40:00

Author:
venat
Posts: 715


Its ok now. I found a way to do it now and it works. Had to do add another tag and attach it with a sequencer and max out the Tag on it so it doesnt loop. Which pretty much keeps the unless Tag on alwas. I had to add this cus the follower & selecter on the enemy would turn on & off every second.

Like to mention now that Engage, Disgage System and the Argoo/None Argoo system is now in place. The Dragoon reg speed I set at 2.7secs, Katana will be like 2.9, Club 2.4, Dagger 2.1, Staff 2.8. Im not quite sure how Slow & Haste will effect the battle speed sice im using a (Timer) I could add Haste to be like a double attack. Dagger will attack twice but the speed would be like 1.1. Think slow would Pause/Reset the timer every few seconds. I think once I get haste done ill have to do another adjustment to everyones attack speed. Bard & whitemage will get a haste spells so you might get Double speed effect.

What to do next....

MP system isnt ready yet cus the logic is over my head.

Its hard to tell the game to remove 3MP for Cure1 and 7MP for Curaga

Thats the kinda logic im talking about. When I get back on PSN ill wok it out.

I think I will do adjustments to the Dragoon.

Also Adjustments to the Max TP on players. Since players cant spam reg attack theres no need for higher amounts of TP requirements.
2011-05-26 10:29:00

Author:
venat
Posts: 715


Improvements to battle system

Skillchain System Complete

Adding 2 Weapon skills/Limit breaks together will give out a Skillchain

Weapon Skills:


http://www.youtube.com/watch?v=PU_uljjlMsg

Skillchain:


http://www.youtube.com/watch?v=fHya_YOIAsg&feature=related


That final burst of light near the end of the vidoe was a Light Skillchain.

Skillchains I have made so far are:

Light,Darkness,Compression,Liquidvacation

Theres multple ways to can mix Weapon Skills toget a skillchain.
Will make more Skillchains when there are more weapon skills

Next step: Syncing skillchains with magic bursts
2011-05-27 09:19:00

Author:
venat
Posts: 715


My JP PSN Account can now play Online. Will start taking friend invites for Final Fantasy Online.

My PSN: edsderdrrtggb
2011-05-28 10:02:00

Author:
venat
Posts: 715


New MP System is now Complete

Can now now spam spells till your MP hits 0

When your MP is at 0 there will be sorta a recharge mode for your MP.
When its in recharge mode you cant use any spells after a period of time.
While the recharge timer going this will give your Auto-Heal MP time to go back up.



Dragoon Class NOW Complete

There some problems mainly the amount of logic on the dragoon class is actually alot. Its mainly the Logic overload thats the problem. Might do another edit to Cure Animations.

Skillchains animations are going to look less appealing since it too much to store them into emiters.

4 sackbots on screen plus the number of enemy might be too much. This is the reason to limit the number of sackbots to 2 or 3.
2011-05-29 22:43:00

Author:
venat
Posts: 715


Samerai is NOW Complete

Down to Whitemage & Blackmage next left

Magic Bursts will be removed from the system right now till can fit it in.
2011-05-30 03:00:00

Author:
venat
Posts: 715


Going to post up a playble level soon. This will just be a mini preview of the battle system.

Going to be a BCNM "Burnning Circle Notrious Monster"

Its a Battle Field Arena

Clear the area by killing all the enemys and a Chest will pop up.

Reward Stickers will Appear and will be able to use them on Quests.

This early publish one wont have any sticker rewards.


This Monsters will have a quite slow auto-heal timer, but the amount of HP will be huge in gain.

So expect this to be a tough fight.

(The Arena level is complete but the NM will take sometime)
2011-05-30 06:05:00

Author:
venat
Posts: 715


Second Test BCNM is out now.

Level: Final Fantasy Online Palla-BCNM"Goobue Treats"TEST PLAY(NORMAL)

This level is 1-2 players required
will include the jobs:

1 Samerai
1 Dragoon

Enemys:Vomp Leech x2, Goobue Swamper

This fight isnt a push over. Theres a good chance you wont be able to kill with 2 players and lack of Main heal support. Its mainly to test Skillchains,Teamwork,Basic gameplay, and find out feedback.

There is no ending to this level. Wen you get 20000 points you can pretty much call it quits.

There is a trick to winning this.
2011-05-30 08:41:00

Author:
venat
Posts: 715


I posted a easyer version of the same level.

Levels:

Final Fantasy Palla-BCNM "Goobue Treats" Test PLAY (EASY)

Adjustments:

Samaeri has fast auto-attack
Goobue HP has gone from 80hp to 40hp
Both Leechs HP have gone from 20 to 15

Help Info has been applyed in both levels.

This is a special arena monster level. Its ment to be tough. Try to explore the battle system before trying to beat the arena.

Im trying to make this:


http://www.youtube.com/watch?v=S1cMdopPcpk

If anyone willing to help me make the battle music in this vidoe below for Arena fights please send me a reply.


http://www.youtube.com/watch?v=G_AhKh0wYeE
2011-05-31 08:02:00

Author:
venat
Posts: 715


Tweeking Enemys and there Abilitys today...

Going to start with Bomb.

Grow-Gains very small amount of health & tags 1/3 Self Destect
Spell-Fire (Counter Attack+)
Burn (Poison/Engage ON)
Self-Destect Random Chance 1/6 (Will Act like Final Sting) (blows himself up)


When Grow is triggered... 3x it will trigger Self Destect


After that ill make Astril Bomb NM

Will higher rate of using Self Destect. 1/3 Will have lots of HP. 100HP
His Self Destect wont damage himself. 18DMG
He will cast Flare (long casting Spell)
Burn (People by him with Burn on will heal the enemy by 1s.
Will have slow auto-heal effect.
Mega Self-Destrect. Will Trigger it has reganed 50HP from Burn's Bonus effect. This will kill everyone on screen regardless or damage.

Rages once reaches 25HP (Will Gain 3TP every 5secs)

Battle setup: 2 Whitemages, 1 Blackmage, 1 Dragoon

Dragoon tanks it
2 Whitemages keep Curing & use Esuna when burn is on the dragoon.
Blackmage Casts magic damage by long range.

Dragoon uses everything but melee attack. This way the enemy doesnt have faster rate of TP gain
keep the Dragoons HP high when Self-Destect is about togo off.

This be best way to do safely or you could use 4 blackmages and run and nuke it back and forth. Stay outta Self-Destect Range.
2011-06-02 21:18:00

Author:
venat
Posts: 715


Made 19 Enemy Battle Animations

Dispel (Battle Animation/Spell)
Death (Battle Animation/Spell)
Surrounding Ozze (Slime)
Ozze Split (Slime)
Web Coccon (Crawler)
Self-Destrut (Bomb)
Drill Branch (Walking Tree)
Leaf Storm (Sappling)
Feather Storm (Yagao)
Battle Cry (Orc)
Def-Up (Quvae)
Claw Cyclone (Tiger)
Hexagone Wave (???)
Terror Touch (Ghost)
Ground Smash (Giant)
Blinding Breath (Hell Hound)
Crystal Strike (Golem)
Water Breath (Pugil)
Chomp (Beast type melee)

New Enemy/Summon.... Made... Content On Hold

I made about 14 of those animations in 1 afternoon. few things were made in LBP and I ported and edited them. I gonna make about another 15-20 animations then make about 12 new enemy models. Then all the monsters for each of the 3 paths will be complete. After that need to program/sync the logic together for about 30 enemys will take awhile.
2011-06-04 10:44:00

Author:
venat
Posts: 715


Synced all the above Battle Animations in Mircochip Emiter form. Also made new animations and synced:
(Micochips arent synced with Enemys yet)

Sappling Melee
Screwdrive
Sunshine
Healing Breeze
Flower
Heat Breath
Major Heat Breath
Sheep Song
Binding Breath
Flood
Slumbering Powder
Surounding Whip

Also made new Landscape objects like Mini Mountains and Rocks.
2011-06-05 05:26:00

Author:
venat
Posts: 715


Like to Mention I fixed the followed...

Enemy TP Ability Casting Animation

Whats New

Added Slumbering Powder/Sappling Melee Animation/Surounding Whip/Enemy TP Casting Animation to Sappling type enemy

Added Critial Hit Random Boost for Enemys.

Changed how Counter Attack works on Enemys. When Ever Engage is active it will trigger Counter Attack on Enemys. Engage triggers on Every PLAYER DMG Abiity.

Like to Mention with all these fixes added the Enemy Logic is NOW COMPLETE.

Adjustments to Evasion and HP/DMG for Lv5 Sapplings have been set

Sappling Enemy (COMPLETE)

Extra Details:

Slumbering powder Sleep=(Disable Controlers+Bind)
Surounding Whip (DMG everyone near by plus PUSH EFFECT)

Published this bit too soon. Found out Sapplings are breaking and getting stuck on trees. Anyway made some of the extentions holograms. Anyway enemy are fixed and edited some of my Gustaberg lvl some more so enemys have more flat land to roam around.
2011-06-05 08:33:00

Author:
venat
Posts: 715


Ok I like to mention a change in gameplay. You wont be able to use Chocobos in Field Areas.

I played around with Chocobo/Dismount Logic. Theres no way I can Include both Chocobos and Sackbot Classes a Level.

Im thinking of adding Levels just for Chocobo Riding. This will Double the Field Areas in the game. Chocobo Access will be a Quest for the (Summon Yellow Chocobo Sticker) That will Appear in the Following Areas: Bastok Mines, Windurst Woods, South Sandoria, Upper Jeuno.

Thinking of Adding Diffrent Breeds of Chocobos with diffrent gameplay routes.

Yellow-Normal Chocobo (Nothing Special) (lv1 Dig) Timer+50%

Red-Bouncing Chocobo (Can Reach High Points without Ramps) Timer+70%

Black-Fast Chocobo (Can Reach high spots with ramps and faster travel. Timer+120%

Blue-Higher Chance of DIG Chocobo (lv2 Dig) Timer+80%

Green Chocobo (Dig lv3) Timer+110%

I will make Chocobo Riding a Must for my game. You dont have to Walk or Quick Travel threw the game. You will need to use Chocobos to Reach some Level Linkss & Dig for Special Stickers for Quests.

There will be Chocobo Breeding. Using Stats Mating Stickers. Using the Correct Stickers will give you correct Breeds.

The Timer for Chocobos isnt set yet but expect it to be something like 3mins. After that they Run off. Better the Chocobo the Longer you can use it.

At the time being the Chocobo levels will be just copys of the field areas. So there will be 3 ways of getting to your locations.

Quick Travel (Map Level Link Warp) (Once you been to that location by foot or Chocobo first)

Walk by Sackbot to Level Links

Chocobo to Level Links.
2011-06-05 12:22:00

Author:
venat
Posts: 715


http://www.rpgamer.com/games/ff/ff11/screens/ffxi_004.jpg

Chocobo Mount is Now Complete.
Chocobo can Dig and move forward and backward.

Right (Emites Right Chocobo)
Left (Emites Left Chocobo
X Button (Emites Dig Chocobo)
Keep Pressing X button (Chocobo Digs)

Problems: Can get Stuck in some Field Areas. Trees are the main problem.

Will be Posting a Level now. Feedback please.
Final Fantasy XI "South Gustaberg1" Region (CHOCOBO) TEST PLAY

Also like to Mention (Chocobo Music Track has been Added)
Also like to Mention (FFXI Recollections Music Track as been Added)


(Sorry had to hold out for a bit. There was a Glitche in the game and I cant fix it. Anyway theres still another glitche in the game but I will address it with the chocobos later. I wll be Publishing the level now.)
2011-06-06 04:44:00

Author:
venat
Posts: 715


I like to say im adding a Moghouse in the game.

Level will have a Sticker data base once used on the Quest Block it will Emite a Object that will follow to th Location in the room.

This level will be sorta a completion of the game and also show your bragging rights to other player. Just think it as th Hunt Room in FF12.

This Level will Appear near each City.

Each City will have its own room with diffrent objects.

Completing a hole area of Quests in a City Level you will be rewarded a Object Sticker for your Room.
2011-06-07 08:14:00

Author:
venat
Posts: 715


World Map In the Procress of beinging made.

World Map Level will hold every single Final Fantasy Online Level. Even for Tuterials and Opening Movie which will be found at the side of the map.

Mouse Targeter made
3D tool World Map (Completion 90%)

Now Im thinking of adding Trees,Mountains in the forground of the Areas but cant quite say yet.

Im expecting the game to have 50+ Level Link Connetions to Level Areas.

Battle system almost close to beinging complete but have not got around to it yet.

Chocobo Mount isnt quite ready yet but could be made some impovements.

Mog House is still in the starting stages. Only the room and few objects have been made.

Enemys are currectly on hold till I feel like adding more.

Can expect the game togo live in about 2-3 months from now with enough content to do for few days of play with around 3-6 city areas. 20+ Field Levels. Cave levels will be on hold. Theres already 1-3 made and need other exsisting field levels NOT INCLUDING the 20 listed above to be made before I can publish those.

What my main problem here is I need a ton of feedback and support from the community if people want me to contune creating these levels so they can enjoy playing them.

Getting my Levels seen seems to be the main problem on my list. I think I can work around it with cheating the system without hacking.
2011-06-08 09:59:00

Author:
venat
Posts: 715


Been awhile sine I updated the forums and I like to mention whats been completed.

Guide Level- World Map Level 100% Completed (Slowly adding level links inside once levels are completed)

Field Level- Tahronghi Canyon1 is near Completion 80% (Just need 3D backround and some extra details)
City Level Bastok Mines near is completion 70% (Just need Cutscenes and Quest plans and adjustments to walls)




Testing with players- Tests of the battle system seem togo quite well after the 2nd or 3rd player though with 2 players in the BCNM.
I have added more people actually helping me out often so the process seems to be more quickly.
So might get a good 20-30 levels ready for players at publish.

With the amount of content I have been showing off more and more people are offering themselfs to help out with the game.
2011-06-12 11:37:00

Author:
venat
Posts: 715


Change of Publishing plans.

Im going to change the first release details and content for Final Fantasy XI Online. There will be a bit lack of music.

Instead of 3month wait for 22~ Levels & max content im going to publish the game sooner with the amount of 15 levels.
3 City areas, 12 Field Areas, 2 classes Samerai & Dragoon

Limitations. With the currect hold of Tweeking Mage Classes they wont be shown in the release.

Stage1 Make Levels
Stage2 Tweek Enemys/Sackbots
Stage3 Tweeking First City Content
Stage4 Final Testing
Stage5 Publish

City Levels

Bastok Market
Windurst Woods
South Sandoria

Field Levels

5 Areas for each Region

West Ronfuare1
West Ronfaure2
La Theine Plateau1
La Theine Pateau2
Koschtat Highlands1
Koschtat Highlands2
South Gustaberg1
South Gustaberg2
Tahrongi Canyon1
Tahrongi Canyon2
East Sarutabaruta1
East Sarutabaruta2

Extra Levels

Vanadiel Conquest World Map
Tuterial
News/Forum

Areas will cover lv1-15 toughness

Enemys

Crab
Orc Spearman
Yago Mage
Bees
Sheep
Ram
Sapplings
Earth Element
Wind Element
Qutva Warrior
Goblin Hunter
Mandagroa
Bunny
Lizard
Vulture
Worm


Special Enemys

Leaing Lizard
Songdress Sheep

Special Hyper Enemy

Mountain Ram



(Goals)

Main Goal for everyone would be toget all Crag Crystals in each region. Will be used in the next update for a quest.



-------------------------------------

Update after that will take about a month

Expect the game to bring new enemys and more 12 field areas and 3 more city
areas and way more quests.
-------------------------------------

Update after this will release new Dungeons in each region and expand on quests and release of new enemys and classes.





---------------------------------

Sorry if theres no Intro to the game yet. Its about 5% done so far which is sad but the main game is more important.

Next update release date is currectly on hold. Please wait till I mention it.
2011-06-14 05:23:00

Author:
venat
Posts: 715


I just found fixed a big problem i had with the game. its now fixed ^^

Enemys can now follow you better.
2011-06-14 07:08:00

Author:
venat
Posts: 715


Doing Testing and seems World map level actually works. I published some fake locked levels within te map lvl and some other unlocked levels. Seems its all going quite well at the moment. Wanted to see if the tag- power had any overpower over the Level Lock.

Anyway back to working on La Platheau. Part1 Almost done. Working on 3D now. I been jumping everywhere sorta getting areas done. Im still keeping within the 12 levels I need.
2011-06-15 10:44:00

Author:
venat
Posts: 715


Testing and adding new stuff to my enemys.

Anyway I made a simple Magic system the enemys can use now.


My worm is complete. I had some logic problems with it and I had someone fix it for me. They also fixed some Dungeon content for me aswell.

Specials

Earthquake (close range dmg)
Gas Split (long range tripple atk)

Magic

Stone (long range single attack)


It might take me a month toget all this content ready and none glitche. Up side is once I get these enemys completed I can just copy them into other levels and adjust there HP, TP cap, Action Speed, Magic Speed, adjust there damage on each of there attacks and give them more deadly special attacks.

few enemys I still need to make and then its just all goes to filling them in stats wise.

The process takes long toget it perfect.

I WILL TRY TOGET THE FIRST PART OF THE GAME PUBLISHED BEFORE JULY.15TH.


If I finish sooner I will just save it for the next update.
2011-06-16 10:30:00

Author:
venat
Posts: 715


Working on Great Buffalo at the moment.

I tweeked alot of the gameplay and I can actually play it.

The breadcrum logic helped alot. The gameplay has way more motion. It used to be very stiff.

Ram,Worm logic is completed and trying Great Buffalo... this is huge.. trying to make extreme tough enemy.

Tryed doing some multplayer testing and found out that the Samaeri stats were not in sync with the its own logic. Now its fixed and actually a good job. I also increassed his HP. Its HP28. Dragoons HP is 24 but it can cure itself so its kinda alot more.


Zone im working on is La Planeau1

Its about hafe full of its themo at the moment. It might take me more like till July 25th with all the testing I gotta do. We will see as it gets closer to July.
2011-06-16 22:47:00

Author:
venat
Posts: 715


Crab and Fungar enemys is complete.

Great Buffalo can be handled with 2-3 jobs. Its actually tough requires alot of luck with 2 people. Mainly need to do alot of damage cus it has ALOT of HP and to make it worse it has a bonus Auto-Heal on that triggers evey 60secs. It has a more powerful Ram Charge attack. Its TP cap bar is bit higher then normal so you can melee it alot before it lanuchs a attack.

It Rages at 10% HP left. Rage, 2 Enemy TP every 3secs.

So yeah this isnt post to be a easy fight. Im trying to make my game Hardcore. There is a learning curve to the game. Its mainly knowing how what your abilitys and attacks do and understanding how the game works.

You cant just run in like most people that tested my levels and go in and start tapping buttons like crazy. Anyway this monster from FFXIV and heres a vidoe.


http://www.youtube.com/watch?v=LP2tZxWYGfo&feature=related

ill try to think of a reward you can get off him later. Something like a horn.
2011-06-17 19:51:00

Author:
venat
Posts: 715


Ooooh, wow, I don't even want to know how many consecutive posts that was.

No matter though, it looks and sounds to be awesome.
2011-06-17 20:14:00

Author:
SSTAGG1
Posts: 1136


A playble level has been published.

Final Fantasy XI Online "La Platheau1" (DEMO)
2011-06-19 05:58:00

Author:
venat
Posts: 715


I took a week off from creating.

Anyway im back and going to keep contuning hopefully.

I still expect more feedback from many other people on my Demo Level.

I like to mention also that im working on a Tuterial with bit of actual gameplay to play each class.

Blackmage, Samerai and Dragoon are Complete on class tuterial.

I still need to cover controls tuterials and Ingame tuterials, Quest tuterials and Explaining what each Ability does for Each Class.

This will take sometime because it needs to be done correctly. Once everone knows how game works they can enjoy it together.

My game has alot of teamwork aspect to it so its not just a simple 1 player game or platformer.
2011-06-26 04:16:00

Author:
venat
Posts: 715


Whats new....

Tuterial Level is now Complete!

"Final Fantasy XI Online Tuterial" check it out.

(Feedback Please)

Whitemage Class is now Published!!

Also like to include White Mage is now complete but there is some overheaing and range problems would like to cover.
I changed Regan Spell on Whitemage to Esuna. Whitemage can now remove illnesses making it more useful.

4 extremely logic sackbots + about 15 extremely logic enemys + 3D landscape reaches the demo at 90%. It wont let me even invite players outside of the level into it. Need to leave togo to pod first then drag them in.

Like to cover the following to make the game as less overloading as possable.

Adjust/Delete following:

Enemy Evasion bonus display on all enemys.
Hidden landscapes.
Adjust the special effects to make them not take alot of memory.
Remove Longer Animations emiters.

Depending on how much theres still left I will have to remove 1 or 2 enemys from the level or use more of the same enemys.
Expect a Soon release of the Demo with Whitemage included & adjustments to the level.
2011-06-27 06:13:00

Author:
venat
Posts: 715


Because level currectly at 90% full and the skillchain system is nothing but animations. Just the Micochip to hold all 5 of the skillchains takes up 20%. Im going to change to skillchain system completely and make it 1 animation.

Thinking of making it. Thinking every 2-3 limit breaks you do within 30secs/1min will trigger a skillchain. If you dont do 3 skillchains within 1min the timer resets.
Im still going to keep the rest of the animations but display them as Enemy Attacks then Skillchain animation.

Because anyone can help with a skillchain and players dont have to mix match the type of skillchains there doing im going to lower the attack power for skillchains and let skillchains give bonus's to players MP.

Currectly Skillchains do 3~5 damage. Its going to be 4 attack power and 2MP boost. This will mainly support the dragoon class in self-healing and near by mages gainning bonus to there MP.

This hopefully makes the game much smoother even when spaming limit breaks.

I will have to re adjust everyones limit break tags and redo the limit break system.

There is a problem with Skillchain tracking cus who's gonna get the micochip to even follow them.
I guess it will track whoever is using a limit break and players.
2011-06-28 06:09:00

Author:
venat
Posts: 715


I'm always down to be a part of anything Final Fantasy.2011-06-28 09:36:00

Author:
sp0ngyraver
Posts: 407


Version 2 of the Demo has been published updated...

Skillchain System

Skillchain Icon (Sword) (Whos In control of skillchain)

Light Skillchain
(Very Simple Animation thats easy to be Emited)

(Boosts)

4 Attack to all enemys near by
2 Refresh to everyone near by
1HP to everyone near by

Sackbots now look at there enemys

More gameplay camaras have been added to demo for streemless gameplay and hassle free struggling to stay in same screen.

Adjustments to Level link system to avoid cheating.
Now need to have sackbot nearby plus R1 the level link to enter it. (Tag+R1)=Enter.

Adjustments to level link Locations.
Level links are in deadly locations with lightning death due to players spawning in a level link locations after sackbot death.


Whitemage has Club Engage & Disngage & Melee animation.

Adjustments to landscape have been smoothed out for more themo
hidden backround has been smoothen and deleted.

new added Tags added to all sackbots to tell which class the are (melee)/(mage).

(Gameplay has been much much easyer with the release of the skillchain system and improvements landscape. Next I would like to touch on Displaying the Menu's Better for better understanding on what they are. Expect added hologram/Stickers.)

-----------------------------------------------------------------------------------------------
Skillchain system works like this:

whoever has the sword icon above there sackbot will have the (Light skillchain emiter) This person needs to be near the Enemy.
Any limit break will trigger a point in the skillchain system.
You gotta do 3 limit breaks to trigger a skillchain.
After each limit break you do the time limit resets
You have 15secs to do your next limit break before it resets all your points.

Only way you can solo a skillchain is using Samerai and its Meditate TP boosting ability.
Skillchains is more for group play and teamwork.
Samerai can only use his Meditate move every 20-25secs so your gonna be outta luck when preforming none stop.

Use a Samaeri + Any Class if your going with two.
If your not using Samaeri I would use 3 people.
If your using everyone you can pretty much go nuts.
2011-06-28 09:53:00

Author:
venat
Posts: 715


This is a great update. I especially like the characters looking at the enemies and the game camera fixes (I definitely got annoyed with the camera at some points last time).
I feel the characters lack the feel of impact when they attack (the only move where I can "Feel" this impact is the dragoon's jump ability) maybe some recorded sackbot animations to be activated at the same time of normal attacks and abilities.
It would make the characters more alive.
2011-06-28 16:22:00

Author:
Darkcloudrepeat
Posts: 606


Working on version 3 of the demo or least the final version for the game.

Currectly I made a display for Icon for auto heal just like the sword but everyone has this icon. This is very useful telling what the range is of your melee and when your auto Heal is ON & OFF.

Sunlight Effects and Infinite Checkpoint has been added to start to disable the respawn of deaths at Level Link locations.

Level link locations have gas now so cant even cheat it even further by spam respawns.

Material setting adjustments to trees and fences.

Tag+R1 Level Gate checkpoints have added but are disabled.

Whitemage Melee has been quickened

(Bug fixed~ Where the other 3 classes besides Samaeri wouldnt be able to reset the time limit timer for skillchains has been fixed)

(Due to the lack of display for menu settings and themo I cant add any menu system. Its mainly the hologram material but from what im hearing is MM releasing Ghost Tweeking Logic so I will be able to do with another material but just not now.)
2011-06-28 23:14:00

Author:
venat
Posts: 715


World Map has text display of levels now and a black space to show text display better.

Working on Field Level: Ronberry Fields1 right now.

Slowly but surely things are coming.
2011-06-29 22:53:00

Author:
venat
Posts: 715


Ronberry Fields1 & Ronberry Fields2 are both complete. (These Areas wont be open at first update)

Just North Gustaberg1 & Koko Highlands1 needs to be complete and then all the main Field levels for the Bastok Regions will be Complete.
Im Leaving out the side levels for Koko Highlands2, North Gustaberg2 which will be added later on with the extentions of extra field areas and dugeons.

I added some quest sackbots in ronberry fields1 and id like some ideas from you guys so post them up.
2011-07-01 08:36:00

Author:
venat
Posts: 715


I been working extremely hard and using few trick to speed up the creative procress. Im gonna use this day off plus my weekend to create as much content as possable.

Im gonna try to make 15 levels in 3 days.

(Only finishing Land Designs not including enemys right now)
max meter 40-50% with 4 sackbots included in finished level.

Wish me Luck.

Ronberry Field2, Koko highlands1, West Ronfuare1 finished

(Right now making Trees for multple forest & field levels)

I saved a basic template level so I dont have to recreate the layout from scrach each time.
Also saved the main camara so placing all the camaras onlt takes me mim 10mins at most to finish a level.
2011-07-02 00:42:00

Author:
venat
Posts: 715


thanks to darkcloudrepeat im now starting sackbot acting mixed with gravity tweeks during melee, and abilitys.

This is gonna take sometime but its well worth it and will make the game more enjoyble. I will be binding players during some abilitys while there acting.

I made it very complex at first then realized I could save myself a ton of work if I did it another way and its good.

I been working on Ronufaire1 also and I fixed the worm enemy. It had some kinda object stuck on it and I simplefied the logic on the worm so it can be place anywhere without glueing.
2011-07-09 12:41:00

Author:
venat
Posts: 715


I added more emotion to the battle... XD

I even have emotion triggered when Auto-Heal in Effect. XD

This is actually looking great.
2011-07-09 12:53:00

Author:
venat
Posts: 715


All sackbots are complete for the battle emotions/acting.
Was thinking of adding damage emotions and engage & disagage acting. Theres quite alot of acting going on so i think I will leave those out.
Anyway back to working on enemys and landscape. Theres quite alot of stuff that needs to be done and id like to release small amounts of content.
Im going to publish the game with 2 classes so you guys have something to look forward to later.
Like a 5 level publish or something. Its gonna be very beginning anyway so enemys should be able to knock over with 2-3 attacks.
So expect something like 2 field areas, 1 city zone, 1 duegeon and worldmap.

Wanna release the bastok region a bit and see if it gets good feedback.

I would like if someone helped with Music. I need 2-3 songs. 1 Gustaberg Field song, 1 Bastok city song and Battle song.
2011-07-10 02:45:00

Author:
venat
Posts: 715


Been quite awhile since I mentioned anything about my game but theres good news. I have made a menu system which will be used for each job class.

Menu has Ability hologram text display,
Auto-Attack Bar
HP Bar
TP Bar
MP Bar
Skillchain Symbol
Auto-Heal Symbol

Menu has backdrop display for when it crashes in other menus, trees or other things. It never breaks or gets stuck it simplely dies and respawns when there isnt blockage.

I need more testing but Dragoon is now sorta complete. I have made plans to include (Group Menu) Logic.
(Currect problem is Versus Mode Point Display. It gets in the way of the menus and I need to add adjust the camaras so they can show the menus all the time.)

What group menu is when theres menus all over the place on screen and it cludders up gameplay what happens is when all menus are near each other on screen they get moved to the upper screen till someone leaves the group.

Also I added FF6 Battle music, FF7 Fanfare, Crystal Theme to the game and they change over during the battle.

I made some artistic details in the World Map level and added alot of level link text display. There is need more multplayer testing within it.

Once I have Menu's up I will take a look at the level thats completed and deside if theres enough space for 4 player Menu's.
If not im gonna have to change the game to 1-3 players only. Menus for the game is a huge must and I been getting awsome feedback from my players on it.

Note to self.. Whitemage Sack animations arent reseting on some abilitys/auto-attack.

Im looking for help. If any are you are willing to layed a hand.
2011-07-17 21:08:00

Author:
venat
Posts: 715


Still testing Menu system and improving it. Still working on menu system right now but working on Chain Linking the Menus up. I think yet AGAIN there is gonna be a Leader System.

Sword Icon is for Skilchains emite chip & Group Menu Display chip.

Leader system is sorta a Player that...

Controls Group Play.

Anyway its coming very close to finishing the chain system. I only have 1/4 menus completed right now but once I have chain link system complete I will copy them all to each other and work on Text,Cord Hook up and Meters.

I might need to make it 3 players cus its getting tight with the Menu displays.

I solo that big Buffalo in that 1 field level easyly with dragoon. (It takes Awhile) So gameplay wise isnt really that tough but I want to make stuff tougher for group play.

Having 4 players... not too sure. Leaving 1 sackbot out would give me like 10-15% space ad menu system improves gameplay for everyone.. even newbs. Regardless people still dont know what buttons to push and they keep tapping Square for Melee....

I think its too cofusing for engage and disagae for some people. Think simplely make less animations/remove few emiters for it so doesnt look like a total swaping out weapons.
2011-07-19 09:28:00

Author:
venat
Posts: 715


Man... this menu chain system might take awhile sinces a pretty big at glitches right now.

Tag Radus's/Follower's problems are mainly the cause.

I have to redo the backround for menu display cause its not working the way I want it to.


Is there a way to make followers follow tags perfectly without any bumpyess?
I add gravity and Gyros in pretty much everything menu and theres still bit of problems.
2011-07-20 10:34:00

Author:
venat
Posts: 715


Huge part of the menu system has been fixed and i no longer gonna be a chained. Everyone's Menu has a selected spot on the grid now instead of linking up together.

I have the basic stuff down right now but not everything is totally complete since the system is changed a bit also the way im gonna have to test it.

Im starting to create the next 2-3 menu's now for...

Blackmage, Samaeri and whitemage if I have the time. I useally leave whitemage at the end alwas... XD

Once I have more menus to work with im goning more multplayer testing.
2011-07-20 21:43:00

Author:
venat
Posts: 715


All the word text for every menu has been completed.

Theres a huge list of Adjustments/Fix's I need to add before adding content and I will list the ones I have down. This will not include the Menu adjustments im working on now but the stuff I changed before and basic stuff to make the game easyer to learn.

Anyway...

Tuterial Level

Add most updated sackbots.
Redo Text.
Redo Tuterial for skillchains.
Remove All Land placed camara's.


Enemys

Delete All Evasion Icons on all enemys.
Change point system from Single Players to All Players on every single enemy.

Field Areas

Delete All Land Camaras.
Adjust Mountains/Lighting.



Sackbot

Fix illness System
Add Less Emiters for Engage/Disagage
Fix the casting range on Blizzard for Blackmage
Fix Whitemage Sackbot animations during auto-attack & Abilitys


Optional

Add illness Icons on Menu
Add Group Menu Icon
Fix Chocobo's

Future Menu System layout

Need to add x2 destroyers on everything (menu)
Need to adjust Micochips and Tag Radus'
Attach everything menu
Review Thermo
Optional (Change gameplay from 4 player to 3 player)
Multplayer testing
Fix's
Publish


Anyway if any of yout to help with any of the following I mentioned I could use your help.
2011-07-21 09:47:00

Author:
venat
Posts: 715


This looks stunning, I so wish I could help you, but you are clearly more experienced than I am, so if its a problem for you, its deffinitely a problem for me. Anyways, Its 6am where I am (I've been working on my own projects all night) but in the morning I will read this thread in its entirety. I am a huge fan of Final Fantasy (X was my favourite) and I will be following this project til it is complete.

Also, is it okay if I join you in a create session sometime? I wont tamper with anything, just maybe examine the logic and check out the art. If not thats perfectly fine, Ill understand.
2011-07-21 10:51:00

Author:
Clayton
Posts: 181


Also going to play the tutorial level in the next hour2011-07-21 12:25:00

Author:
Clayton
Posts: 181


Im ok to teach you some logic stuff that I have worked on.

Just add me to PSN.

Some of those fixs are easy to do sorta like whitemage sackbot animtions.
I use alot of Tags, Holograms, Emiters, Followers


I just fully finished Menu system on Samaeri job class.
Dragoon I need to sorta redo few aspects but main logic is there for menus.
I did some multplayer testing on menus and there seems to there needs to be a few tag range adjustments and (Group menu) Activation speeds.

I have made few Adjustments to all my Levels. Got Rid of camaras. This should speed up leveling making anyway.
I started making a small cave right now with a friend of mine. Main goal right now is adding menu system and fix?ng some of those sackbot problems.
2011-07-22 09:06:00

Author:
venat
Posts: 715


Sorry man, was gone to the trailer when you sent me the inviteI sent a friend request by the way2011-07-24 23:32:00

Author:
Clayton
Posts: 181


I was gonna post a new update forum but forgot yesterday.

I like to mention I have fixed all the MENU glitches I been having trouble with just today.

Also would like to mention I finished Dragoon's Menu few days ago.

Just need to create Whitemage & Blackmage menu's now and sync them in.

There was ALOT of glitches... I had to do few things diffrently so it would work and now it works perfectly.

There was a big problem with the skillchain micochip logic which ended up messing up the menu system. I had to redo the (Group Player) Sync also.

I would like to cover next.. creation of next 2 menu's and fix glitches for Whitemage Animations and Blackmage Blizzard Casting range.
2011-07-25 18:13:00

Author:
venat
Posts: 715


Dang! You have this all figured out! If you don't mind me asking, how long have you been working on this? When did you start? Thnx!2011-07-26 08:08:00

Author:
Unknown User


Dang! You have this all figured out! If you don't mind me asking, how long have you been working on this? When did you start? Thnx!

Since LBP2 was in beta phase. I had some content already finished before that which im going to use.
2011-07-26 21:03:00

Author:
venat
Posts: 715


Dungeon Content is slowly beinging created for the game.

I already have 1/3 of it done.

Dungeon Content
-------------------------------------------------------------

Bastok Region:

Dwarf Wandy is done for Dungeon content. Goblin stronghold, which includes Bunny's, Worms, Leechs, and Lizards wildlife.

Sandoria Region:

Cave content... (forget actual game area name) is beinging created right now and will be 2~ Level Dungeon.

Shadow Light Checkpoints will be added to the Cave toget Light. If the light isn restored after a period of time the darkness will take players. Can refill the light in surten locations in the cave to contune exploring. Without refilling the light players will gain a poison effect which will KO them eventally.

Windurst Region:

This Dungeon is still on hold...

Outter Ron.. Ruins...

Temple like Ruins will hold Lost Magic and secret passage ways. Plans to add Time limit Doors and Class Roles to activate surten objectives within the Ruins.



Game Update

Whitemage Menu is complete
Blackmage Menu is complete

Gustaberg Region Music is currectly being created
Gustaberg region will be played in the levels:

North Gustaberg1
North Gustaberg2

South Gustaberg1
South Gustaberg2
2011-07-26 22:51:00

Author:
venat
Posts: 715


im not a fan of ff, (i bought what if i remember correctly is either 11 of 13) but this level is one im gonna play2011-07-28 03:34:00

Author:
benia123
Posts: 82


Well, I've had this in my queue for a while, but with such a backlog of levels, only recently did I get to play it.

World Map...epic
Plateau.......epic
Everything...epic

You've done a great job. One thing I suggest though is work to improve the visuals. Simply some more decor here and there would do wonders.

Oh, and the music was excellent.
2011-07-28 06:49:00

Author:
SSTAGG1
Posts: 1136


You've done a great job. One thing I suggest though is work to improve the visuals. Simply some more decor here and there would do wonders.

Oh, and the music was excellent.

By Visionals I take it you mean the Landscape Detail?

There is alot of levels I need to make.
Some levels have little more detail then others.

There is a quite huge problem with the Memory of each level.

Sackbots which there is 4 of them they take about 30-40% of the memory.

Enemys which take alot also. Depends on how much memory I have left but useally takes up 25%
And last 20% is for the Landscapes.

I have been giving it much thought now to include a despawn,respawn system into the game by adding power ta radus's and active timers and none active timers, cooldown timers.

This will make it so when a player gets near a location the monster to be emited.
Once emited a Timer to start ticking till a player engages the enemy.
If no players touch it. It simplely dies. Then a 5min cooldown timer starts.
Once a player engages the enemy the active timer will be played. Normal Enemys it will be a 2min timer. Special Enemys will have no timers.
Once the 2mins is up the enemy dies.

Anyway when I apply this emiting system I hope it addresses some of the games problems which I been limited too.

Which is:
Not Enough Enemys, Limited Details on Landscapes, and Placement of 4th Sackbot, Multplayer Class Change System, and Adding new Content.

Now for people that dont know what Class change system is should try my Shinryu level. You can have a 4 Dragoon set up or any class set up you like. Main problem is that system is 4 x 4 sackbots. Which is 16 sackbots and little more with dragoon's Pets. This was a huge task back in the day before I added all this new logic. I have to sync the logic of each class by each player... Player1, Player2,Player3,Player4... Adjust all tags and followers and everything... It takes quite a longtime.


Anyway thanks for the feedback.
2011-07-28 09:25:00

Author:
venat
Posts: 715


I couldnt post any new images of anything cus I broke my PSP. I had to convert them PS3 to PSP to PC to website to LBPC.

I would like to post some new images of some of the levels I finished and the worldmap level. I will post these when I have some more content made.

Images:

WorldMap (Published)
Ronberry Fields1 (Not Published)
Oredelle's Cave1 (Dungeon Content) (Not Published)
Tah Canyon1 (Not Published)

Images of New System


Still currectly adding some group play in Oredelle's Cave1. I desided to add Oredelle's Cave2 as a Boss Level maybe...
Oredelle's Cave1 nearly done for landscape and still working on placement of enemys and updating there logic to currect logic and adjusting there level. The Light System is done but could also maybe a benfit to gameplay. Right now you need to recharge it every so often. When the light turns off (within 2mins) whoever its following will start getting poisoned by alot. There is warnings when light is going down.

You can recharge it when the light is out by just going to Water Locations in the Cave.

So basically need to find your way threw this mazey cave and battle your way to the end location while recharging Light every so often.

I thinking of adding a Sackbot Escort quest within this Level.
2011-07-28 09:47:00

Author:
venat
Posts: 715


You can post pics through LBP.ME. Just upload a photo from LBP, then copy location of photo from LBP.ME.2011-07-28 09:57:00

Author:
SSTAGG1
Posts: 1136


Sorry, just read the update, yeah I am still working on the Gustaberg music, I am sure to be done today. Ill send it to you or you can come capture it, either way, I'll message you when I'm done.2011-07-29 01:11:00

Author:
Clayton
Posts: 181


Reworking some of the enemys I made and applying newer logic to them and adding there made animations. Some of my other levels... Mario kart randbow road and Final Fantasy Crystalva levels and Zelda Water Temples Have ben Deleted from pod to make room for this game.

Anyway gonna finish the enemys I made and save them. Then work on Respawn system/Glitche fix's.

While on the side have Clayton create music for the game. Game is currectly going pretty slow right now but I plan to speed it up once I have the currect parts of the game up to speed.

Then it will be like... Levels & Monsters & Music & Quests. Most of it is the logic & planning multple publish levels which slows me down.

When I have Glitches, 2 More Levels and Monster Logic done ill show some images of the game. Might take a Week plus.

Anyway back to making Monster.. Bomb.
2011-07-29 09:22:00

Author:
venat
Posts: 715


6 Enemys down... sorta...

This gotta take a bit of time since I never applyed more then 1 Special attack to some of these enemys and never applyed any sound effects for them.
Also have to tweek each "material changer" on every part of the enemy now so the enemys/walls dont crash and break.
I tweek there beginning stats on every monster.

I had some players test the fights and complan that they cant take the enemy down... XD
Thats because there Evasion is high. You cant melee them. (Enemy Damage) Tag- Randomizer- Sequincer- (Enemy Heal) Tag x3-
You can see the enemys HP going up when you do damage.. yes but also consider that attack you did also "missed" at sametime.

There some future plans I want to set in motion like a power up chip. Can emite these micochips in any level. Gave it some thought and its really easy to do. Basically just give players more Auto-heal and active battle support boosts with the chip. Doing this I can tectually raise more stronger types of monsters at a higher "Level" without changing 1 thing with the sackbot system. Just adding in more sync logic basically.

While changing each enemy I also finished Spawn System for enemys. There needs to be more testing on a huge scale still to see if themo is beinging effected at all.
2011-07-30 11:35:00

Author:
venat
Posts: 715


Had to redo Ghost & Bunny cus there enemy models looked so bad in hologram.
Also adjusted Quaav beastmen model. Will be making more beastmen enemys and placing them around the game.

Made more battle animations...

Made more enemys...

Syncing alot of logic...

Did a mini scale test of the spawn system and it improves level memory. I had to fix another bug with it.

Right now just gotta fix few glitches, make few more enemys, sync alot of stuff which ill take me the most amount of time.

After that I can create more field/dungeon levels.

See how much I can work at it still and get it out quickly with good amount of content.
2011-07-31 07:18:00

Author:
venat
Posts: 715


Wow! What a huge undertaking! All the work you put into this is absolutely amazing! I actually used to play FFXI loooong ago and this just brought back a lot of fond memories. ^^ Can't wait to check this one out!2011-08-03 09:18:00

Author:
Unknown User


Ok theres a quite a huge amount of stuff I did for the game. Some of them im not going to go into the details.

illness logic tweeks on effects
illness acting logic made
enemys made
animations made
items made
landscapes made

I have Boss Dungeon (Battle Field) Room Complete. I have made a lottery system for Treasure Chest at the boss fight for quest items to be spawned out randomly when all enemys are dead.

I did some quite big adjustments to some of the logic.

I Synced "Cure" Logic correctly for Dragoon & will apply a more powerful version to Whitemage at a later time.

The long range attacks on some enemys were not working in synced as well as they should be.

Creation of a Monster spawn system with adjustments to all Monsters created.


I been going a bit off the orginal FFXI creation with few things. I will being my on sorta content in the mix to improve things like dungeons. Dont worry its gonna be same FFXI just make a diffrent name for a extra zone and new kinda quests. Main Storylines will stay the same.
2011-08-07 09:25:00

Author:
venat
Posts: 715


New Battle Field Area called Darkhold Cavern. Hosts a Boss battle and treasure.

illness logic for acting for blackmage added.

Fixed casting range for blackmage Blizzard spell.

Added text within darkhold and time limit warnings.

animation glow to treausre chests has been fixed.

NEW Job Trait added to Blackmage.

Its a random effect skill that activates when you play the class correctly.

Job Trait

Manafort- Casting Blackmage spells will randomly let you reset your MP bar. 15% Chance to activate.

Added more job traits to more classes if needed.
2011-08-07 23:30:00

Author:
venat
Posts: 715


The game currectly going quite well on plans. The First Publish should be ready within another month or two with alot of areas and large amount of improvements from the demo play now. Right now im working on content and 2 city areas, Windurst Wood & South Sandoria.

Few things currectly that need to be done still is a new glitche fix, levels, 7 enemy models, battle animations, Quest content, and more items.
I have made plans to make the game more item/sticker gainning. All enemys will drop Items(Stickers) like Chests. Shouldnt be too hard for me to sync all the data to those enemys and make items. It will take me bit while to make a item data base but will make me add more quest content.

Right now im not gonna go into full detail on my game updates till next forum post. Its actually ALOT of game updates. Like 2 weeks of create.
2011-08-12 20:19:00

Author:
venat
Posts: 715


Huge Devloper Update on Final Fantasy XI

Its me Venat and id like to mention all the updates to the games devlopment.
From July17th till Aug14th the game has seen huge devlopment from Content to improvements.

Item System

Item System has gone from 5-8 items to a total of 50+ items.
The games devlopment has changed from most Special Enemys and some Content droping items from all
enemys in the game drop items.

Old Clock
Leaping Lizard Claw
Malbero Vine
Quvae Shell
Quvae Pads
Quvae Bracelet
Quvae Mask
Vulture Feather
Phenoix Feather
Yago Feather
Crow Feather
Orc Axe
Copper Arrows
Blue Core
Red Core
Yellow Core
Ronberry Graps
Apple
Bomb Ash
Vile of Beastmen Blood
Vile of Distilled Water
Quue
Silver Harness
Hair Meat
Wolf Meat
Pepper
Walnut Lumber
Walnut Log
Walnut Branch
Yagollo Salfur
Rock Salt
Goosbit Grass
Crab Shell
Puggle Scales
Wax Cube
Fake Gil
Hair Fur
Lucky Bunny Tail
Three Leaf Mandagora Bud
Four Leaf Mandagora Bud
Broken Silver Sword
Hofud Sword
Silver Ore
Copper Ore
Zinc Ore
Crawler Egg
Silk Thread
Damellfly Eggs
Lilly
Rose
Goobue Moss
Adiman Ore

Future planned item Content

Since the game has 50+ items there will be a Crafting Quests being placed within the game.
Grabing Materials from enemys and bringing them to there sackbots will reward players with Costume Prizes.

Music

I have other creators making music for the game. Its currectly a slow process but things are moving forward.

FFXI Songs

Recollection
Gustaberg (NEW)
(??? song) currectly being made

FFVII

Crystal Harp music
Chocobo music

FFVI
Battle2 Music

Enemys

Many enemys have been made and there logic and battle animations have been synced but currectly 15 still remain to be made.
Some enemy range attacks have gone some adjustments to emited,sequncer timers.

New enemy models

Walking Tree
Bunny
Ghost

New battle animations

Wild Carrot
Dive
Quvae Greatsword Melee
Headbutt

Levels

Currectly Finished levels have begun adjustments to new overall adjustments to camara play.
New Levels and objects are beinging created for Land, Citys and Dungeons


Dungeons

Content will be 2+ Players required to complete. Can earn access to boss level with 1 player.

Oredelle's Caves/Darkhold Cavern

Gusgen Mines/???

Maze of Shamadii/???

The second Levels will be boss room levels that will have a time limit and treasure chest system that will
drop random items to be used in quests.

Adjustments to game logic

Sackbots will emite by number of players within level.
Enemys will be emited once a sackbot is in range.

Group menu only activates when all 4 players are on & within the same screen view.

New Job System Sackbots improvements & future improvements

Illness Acting

illness battle acting has been set to all 4 sackbots when taken a illness.

Blackmage

Menu System.
Casting range for all spells increassed including Blizzard.
Job Trait MANAFORT has been added. Hidden ability activates randomly when casting spells and resets MP bar to full.
First and Second battle animations for Blizzard, Fire, Thunder have changed with less memory to be emited.
Can now do more damage when casting spells at targets with no players near them.
Extra damage has been added to spells.
Emited Length has been increassed by 2 second for spells.

Whitemage

Menu System.
First and Second battle animations for Holy spell have changed with less memory to be emited.
Can now do more damage when casting spells at targets with no players near them.
Cura can heal more.
Emited Length has been increassed by 2 second for spells.
(Future?)Esnua will gain the ability to dispel enemy buff ups along with froming debuffs on fellow sackbots.
(Future?) Adding new Job Trait?

Samaeri

(Future?) Add new Job Trait to randomly cause more damage to be added to Skillchains.

Dragoon

(Future?) Add new Job Trait, ability to drain its own Pets powers for a short time.

Sackbots/Control

(Future?) Adjustments to head size for sackbots & Add your own Costume...?
Change Square button (Engage/Disagage) to L1 button. Give players access to type messages without keyboard.

Delay timer between Engage/Disgage so those actions cant be spammed.
New players often think this is actually a melee option.


World Map Level

Players can now change views from 3 camara settings by pressing Triangle.
2011-08-14 09:35:00

Author:
venat
Posts: 715


Wow! This is quite a project! I hate to intrude, but are there any costumes needed for characters, villains, or anyone else? I'd be happy to help2011-08-15 06:17:00

Author:
Julianotis1
Posts: 110


Wow! This is quite a project! I hate to intrude, but are there any costumes needed for characters, villains, or anyone else? I'd be happy to help

Alot is still needed in the none playble characters department. I need costumes for everyone within citys,fields or even cutscenes.
2011-08-17 09:58:00

Author:
venat
Posts: 715


Just here to advertise The FINAL FANTASY VII: ADVENT CHILDREN Project. Check out my blog for info on Phase 12011-08-18 01:30:00

Author:
Unknown User


Venat - I'd be happy to help! Just give me a list of what I need to make along with how many. I can probably make 20+ this week if you needed that many.2011-08-18 01:55:00

Author:
Julianotis1
Posts: 110


Venat - I'd be happy to help! Just give me a list of what I need to make along with how many. I can probably make 20+ this week if you needed that many.

Just keep it themed with rest of the game. No Tech objects and keep it human. Anyway need som magical sackbots with wizard hats and staffs and children. Make fisherman, farmers and city guards.

I only really going to use the costume parts and just link them with the currect npc/none playble charcter bot logic.

Theres a few things you should keep in all your costumes... Cartoon Eyes and try no hand objects.
2011-08-18 11:16:00

Author:
venat
Posts: 715


I forgot to mention a few items in the list and by now I made like 20+ more items. I think im going to work some more on my items then refresh the list again and list all the new items plus add Photos. Hopefully I get to show up to 100 items. Most of the items are monster parts and matherials for crafting,gathering,reg quests. I think I want to stray away from the item system a bit cus of the limitations on how many community stickers a player can carry at a time. Ways im tackling it is lowering the drop rate of some items. limit some items to enemys & locations. Making some prize/stickers none shareble. Mainly the very common ones will be none shareble but events that require 2 to 4 players will be shareble.2011-08-18 11:34:00

Author:
venat
Posts: 715


NEW Battle System

Adjustments to Auto-Attack has been added to one sackbot

Square Button Spam Logic

Pressing Square button multple times within a 3sec period will reset it to be enactive

Activation Delay of Auto-Attack Engage/Disgage has been increassed


NEW

Hate System currectly being devloped

Abilitys, Melee, Spells will gain players hate.

Enemy Follows the player with the most amount of hate.

Adds the steadyness of gameplay and gives players new battle tactices and lets players Tank/hold enemys in a location away from mages without enemy locking on them nearby.

For this to be devloped properly all the enemys need adjustments to there micochips.

Hate control, job traits, menu emite improvements, sync rest of the auto-attack and few emite glitches. Hate control is going to take some time to get it synced (wirelessly). Its very complex... 100 wires criss cross...

Tested it in linked wire mode and it works quite nice but each ability, auto-attack could use adjustments on class balance.

Also working on a Ranger sackbot enemy that shoots arrows. Might be a job later down the road. I have gave the enemy some power up arrow abilitys and its own Limit break and bow auto-attack.

Not really working on adding anymore actual jobs for awhile since they take alot of time to build up to this point in logic. I was considering it back when logic wasnt so complex as it is now. I would like to release multple sackbots that are the same job so players can costumize there group. Like have everyone come as a Dragoon or Blackmage. Not having players forced to play a job they dont want. Eventally if there set up doesnt work they need to rethink of a new group set up before handling the monster. Which eventally some very tough enemys will require everyone blackmage or 3/4 whitemage to handle a overpowered monster.... Omega Weapon..? Once I have the hate system down and auto-attack fixes which wont take that long ill start working on content again. I need like 20-30 more items and im done for a very longtime. Each enemy depending on area will hold 2-4 items.
2011-08-20 16:37:00

Author:
venat
Posts: 715


NEW!!

Darkhold Cavern:

(VERY TOUGH) Ranger Bandit (Fight) is now playble (for limited time) (Made this for the fun of it)
Goodluck... It has 2 power up & 1 attack that does alot of damage. Its mainly because his attack speed is faster & has 80HP.

(NORMAL) Malbero Menance (Fight) is now playble (for limited time) Future Adjustments to it will be happening within next few days
(Currect adjustments to Enemy Logic & Sackbots are not included)
New Opening movie to battlefield has been added
New finishing movie to treasue chest has been added


Hate System COMPLETE!!!!!!!

Take Control where the enemy is attacking and be able to hold the enemy away from mages or other warriors.

All Abilitys, Auto-Attack,Spells have got Hate tags.
Using moves that gain you more or less hate toget the enemy to attract towards you.
(This took 2 LONG DAYS to COMPLETE... Annoying as heck.)


Auto-Attack has been adjusted to all the sackbots. (What I currectly mentioned)

All Range Attacks has been fixed. Holy Has been fixed.

Sackbot Adjustments...

Dragoon

Wyvern Pet Model has gone Changes to Wings,Colour,Moving Animations and has been lower to be shown behind weapon attacks and near the Drgoon away from Menu screen.

Damage of the High Jump Ability has been increassed by 1.

Wyvern Pet Fire Breath is a Long Range Attack now with extra animation.
Fire Breah gives back TP/Limit Break points to Dragoon and has extended illness prevention to Breath.

Wyvern HP has increassed by 2

Wyvern Pet has his own Evasion Logic. Evaded attacks by pet will benfit Dragoon also.
Evade-1HP 1/21
Parry-2TP 1/23

No Job Trait will be added since Boost to Wyvern is more then enough.

Menu tracking has been fixed. (Other players back menus would overlap and someones back menu would follow the other player.)

Dead illness has been fixed to all the sackbots.

Death Timer has been added.



IMPROATNT MESSAGE

Because I can only Emite the all sackbots in level instead of the single sackbots I have made a Death Timer.
Being cus I have to emite them all at once im sorry but I cant no longer promess custom groups such has 4 dragoon set ups till i find a way around this.
Beinging outside of a sackbot for more then 50secs will cause the sackbot to be KO'd.
Make sure you enter the sackbot at the very start when the timer is starting and that sackbot will not die. Any left over will die regardless of HP.


Future

Because diffrent follower logic I need to add some adjustments to all enemys, during this process I will reemite the sackbots & enemys within Darkhold with there new impovements. Hopefully I can contune with monster progression after that and start laying down the game to the currect finish levels.

Theres still citys, fields and other stuff that needs to be created and im trying toget the game to launch at a very strong note that will keep gamers playing and checking the game out on periods on end.
2011-08-22 09:54:00

Author:
venat
Posts: 715


Wow, I'm thoroughly impressed with this project. You should try to organize all the updates into some super post (or series of posts). Every day it seems you've made new things, I don't know where to start .2011-08-23 07:58:00

Author:
SSTAGG1
Posts: 1136


Wow, I'm thoroughly impressed with this project. You should try to organize all the updates into some super post (or series of posts). Every day it seems you've made new things, I don't know where to start .

Just to answer that. Game will be launched at 15-17 levels, including worldmap and tuterial.

The game is currectly uneven right now on on made levels.
I have content thats finished for post #2 but still dont have stuff done for #1 which im currectly working on.

Post #2 will be like 5-8 levels.

Past while its been hard because I been woking the game sideways for a longtime with improvements & adding stuff like "Items" and Quest Camara/Story improvements soon... im currectly working on more City Areas. I made decent cutscene in Darkhold & would like to keep that kinda cutscene element within Citys also.
2011-08-24 17:58:00

Author:
venat
Posts: 715


Enemys will have Wound display now. After removing % of there HP a battle scar/wound will show on the enemy.
(Wound Display still currectly in progress for every monster)

Darkhold Carvern Fight is complete.
Once I have other Dungeons comeplete there will be boss battle music added.
Malbero & Bombs have Wound Display.
Beginnning Cutscene has gone small adjustment.
Enemys have there "hate" logic.
BattleField text has been changed to cutscene.

So basically Sackbots & enemys are done.

You can play it now still.

(RPG P1-P4) Final Fantasy XI, Darkhold Cavern, Malbero Menance
2011-08-25 22:28:00

Author:
venat
Posts: 715


Sorry its bn his long but im going to show images and here they are of the Item System & Darkhold Cavern Boss fight and menu system.

Item System

(These arent all the items)

http://ie.lbp.me/img/fl/c0e01e9a53fc0b1b9e4b77fa36053e8edb37fca1.jpg

http://i5.lbp.me/img/fl/0958b6dee488fed2e81c438d2d776212cc9c4b16.jpg

http://i1.lbp.me/img/fl/bc147132904d4f4f17ef3afd7d8b1ab17d24a257.jpg

http://i1.lbp.me/img/fl/f5152a732ddfba3df471fe78e9e0da71b1e1885b.jpg

http://ie.lbp.me/img/fl/1ae7cae2109299da0ee49c7f38bf59256676cdbe.jpg

Darkhold Cavern

(Malbero/Bomb Wound Display Before & After)

Before

http://i4.lbp.me/img/fl/4e4f96272da6521abf743d23ec2c4c4c801307c0.jpg

After

http://i3.lbp.me/img/fl/863067bc90f1a7a645dcd6abd20eb912120e4188.jpg

Sackbots & Menus

http://ib.lbp.me/img/fl/cab3d1f8b9d56607513ce9e5306e3df12894eca2.jpg
2011-08-25 23:22:00

Author:
venat
Posts: 715


Offering PSN $$ for your LBP skills for my game
Anyway im looking for people that have musical skill and is willing to recreate Final Fantasy songs for $10.00 PSN giftcards.

Rules:

Need 4-5 Songs per giftcard.
Songs need to sound like or near close to there recreation.
Songs need to be 2-3mins in length.
Songs cant be stolen or taken from anyone else.
Once completed and traded I will email you the giftcard info.
These songs cant be shared by you.
Song credit will stay with you within the "Credits"
You have to be within United States or Canada to be able to "Use" the cards or...
have a Western PSN account.


Send me a PSN friend invite if your intrested.
2011-09-06 18:14:00

Author:
venat
Posts: 715


Planning to add some kinda damage to the Auto-Attack.

dmg+1 on auto-attacks but it plays only when you do 5 hit actions... with auto-attack.

Dragoon & Samaeri gonna need 5 hits. Mages are gonna need 5.

It really depends on the weapon speed these classes have which go at diffrent speeds.
Expect to have some quick auto-attacks for daggers though.

Because of this im going to raise to TP cap for all classes by... 2-4. Total of 17-22 depending on job.

I am also making the evasion "boost" less. Trying to balance the game. I also removed counter attack from Dragoon.
2011-09-07 17:41:00

Author:
venat
Posts: 715


I kepted the TP/limit break cap the same.
Need 5 hits to = 1DMG.
Fixed where Samaeri Menu should change layers due to a create mistake.
Increassed the Follower Tags for Menu Follow in solo mode.

Also been working on enemy models for Update1 & 2.

Scorpion Model done
Yagauo (beastmen model) done
Orc (beastmen model) done
Dhamel model done
Beetle model done

Redoing Quave & Goblin beastmen models.

Im going to do major remodel adjustments to all enemys once I use new hologram material in move pack.
2011-09-09 19:14:00

Author:
venat
Posts: 715


Anyway new enemys.

http://ie.lbp.me/img/fl/41e36663778026bfc5f636975916c6df97b1f962.jpg

http://ic.lbp.me/img/fl/d2cdf71f25cf7eba81eda057fe2a9c72a7f1d590.jpg

http://i6.lbp.me/img/fl/c76b6c76957ba23c516b3273fe678a8d1bca089b.jpg

http://ic.lbp.me/img/fl/d6c17f9c4026c31df26b3887bb6fae6c339c1c54.jpg

http://i5.lbp.me/img/fl/e056aa53e3377c52814f3312b9517b49312663e7.jpg
2011-09-09 22:24:00

Author:
venat
Posts: 715


More enemys.

http://i0.lbp.me/img/fl/a300d4ca7e57055c278e036bdd7768690a9b6e68.jpg

http://ie.lbp.me/img/fl/baed443763006b002b8465c7a248b1c0a71b0005.jpg

http://i4.lbp.me/img/fl/c34375729fad57d29897598b0b8d9a571e9316cd.jpg

http://ia.lbp.me/img/fl/fdaefc3486881e72827a7a487a72c45247cfbf17.jpg

http://i0.lbp.me/img/fl/9a07d63154d7a40c2e37f4d3199ce38f1d5e27a9.jpg

(Enemys should look more like this ingame with there cutout models)

http://id.lbp.me/img/fl/b7d79c1f7fac9c8e385b13ceee7a081f23f45540.jpg
2011-09-10 10:59:00

Author:
venat
Posts: 715


Grand Companies

(Work still in progress)

Each nation has a special force to undertake the portals that have been appearing around Vanadiel.
The forces have shards of empty crystals which let them access the void sources that been appearing.
They teleport people to these locations.
---------------------------------------------------------------------------------------------------------------------------------
Im adding 3 rooms (levels) in each of the 3 citys that will host special missions you can undertake.

Enter the room, select a mission and it teleports you there. You clear it and gain access to more missions. Im thinking of adding 6 missions for each city.

Types of Objectives:

Clear all Enemys
Reach the End
Collect 5 items
Kill Mega Boss
Escort NPC
Slay Waves of Enemys and protect the fort

There will be a grouping curve in completing these.

lv1 1 sackbot
lv2 2 sackbot
lv3 2 sackbot
lv4 3 sackbot
lv5 3 sackbot
lv6 4 sackbot

Completing all 3 nations will give you access to a special mission and be able to access alot of rare treasures for the "Conquest" World map.

When can this be expect?
Around Update2 but will only access lv1 missions for each nation.
Each update after will release a new mission which can be done next.
This can be found near each nation on the map. Mission levels will be hidden.
2011-09-12 17:27:00

Author:
venat
Posts: 715


Wow that Goblin brings back some memories--erm nightmares lol2011-09-14 00:52:00

Author:
Rpg Maker
Posts: 877


Thanks to "Sticker Panel" I gotta redo alot of aspect of the game.
Enemys, Battle Animations, Sackbots, Areas.

I already looked into doing adjustments to menu and only can adjust the icons.

Alot of stuff within each level have started adjustments.
2011-09-16 22:56:00

Author:
venat
Posts: 715


FFXI Battle tracks are being developed.

Grand Companies have already started with menu logic and display.
Currectly having some problems with menu logic.

Grand Companies will be Copy/Edit released Areas in the game which will go changes to field limitations, enemy placement, and enemy level and will have time limit content with goals to be completed.

Gameplay Tuterial Mission will be added in
2011-09-21 21:36:00

Author:
venat
Posts: 715


More Grand Companies text, future planning, small amount of gameplay mission content finished and more details, pictures and mission types have been added in.

Stronghold Protection (Take down waves of enemys and keep the building/NPC's from attack.)
Gathering/Collecting (Collect Items/Slay Enemys)
Slaying all enemys (Slay all enemys & fight mini boss)
Boss (Fight 1 Single tough enemy)
Escort NPC's (Protect NPC while she/he walks threw the level)

Grand Companies of FFXI will see 19~20 levels total

3 Grand Companie Nation Levels

3 boss missions
3 Stronghold missions
3 Gather missions
3 Escort Missions
3 Slay All missions
1~2 Final Grand Companie Mission (Which either be just 1 boss or all missions types together in 4 player level)

Each Mission will be diffrent in... area, enemys, toughness, adjustments to objective, job Access, and mission order.

Final Reward: Completing the final mission in a group you earn: (Grand Companie keyitem Sticker) "Anima of Single Power" Using this sticker within any Grand Companie you gain overwhelming status & unlock reward objectives in any Grand Companies mission if completed within a time period.

Anima of Single Power:

Activates:
Only inside Grand Companie Missions,
Level only has 1 player inside and is triggered on the player with (Sword Icon)

Skillchain WS point+1 every 20 seconds
+3 Limit Break every two second
+3 HP Gain every three seconds
+3 MP Gain every three seconds
NPC healing +3HP every second
Esnua (Remove Debuffs) every two seconds
Job Trait Rebirth (Doubles the chance of Job Trait being activated)
+10 Points every five seconds (To tackle less enemys for points to earn access)
Can cause trouble to appear (based on your points)
Any longer activation then 8mins will cause your player to be KO'd & End the Level & lose 10000 points.


Missions Completed under 5-8mins will gain bonus Treasure Stickers used for the game. Item details are still in the air.

As you can see I am getting this to be Easy~Tough Content that will ask groups of 1 to 4 players to undertake. Once Completed though it can be soloed and replayed for the rewards. Anima of Single Power should be enough to give any Job solo power and ability to tackle any objective with ease.

Mission 1 1 player EASY
Mission 2 1-2 players EASY
Mission 3 2-3 players MED
Mission 4 3-3 players MED
Mission 5 3-4 players MED-Tough

Final Mission 4players Tough

--------------------------------------------------------------------------------------

Job & Anima Insight

Dragoon will be least favorite job with the anima of single power cus it will be limited unlike other jobs that are overpowered and will be needed for speed runs. Its a unkiillble compared to other jobs but lacks the damage output to complete objectives. If correctly done with Wyvern pet, can cause more damage.

Samaerai will be the best with its 3 weapon skill limit breaks and Meidate Ability. It will be crazy killer. Lets the player access a limit break every 3~7 seconds. Also adding extra damage with Limit break+limit break+ limit break WS+1 connection it will do skillchains like crazy and be able to do damage close to... 20~30 in a few seconds.

Blackmage can do huge damage also with its long range attacks benfits of MP & Jobtrait

Whitemage is next to Dragoon cus its lack of damage but it can still pack a punch with its unlimited HP Pool with HP+MP+CURES. It still has Holy to cause damage with.
2011-09-25 09:15:00

Author:
venat
Posts: 715


Menu Logic is near... completion. Theres few bugs and backward improvements I would like to address.

Theres few aspects I would like to change and add in.

Buy items from Tuterial NPC and put Tuterial into the main menu.
Returning to Grand Companie room after winning a mission with number of points to spend with.
Will see after everything finished in the menu selection cus its roughly 70-80% full right now.

This is about 5/17 of the actual missions that been working on.

Grand Compaines of Sandoria

Mission Room & Some of the Menus

http://i6.lbp.me/img/ft/0a6fad2010e98fc1bfa54726a058239bb60782d0.jpg

http://i4.lbp.me/img/ft/934f9cd18e963fb618166febad47930df01098ff.jpg

http://ie.lbp.me/img/ft/d8ebf9f98631080eb5edba964c66df2f49a72df7.jpg

http://i2.lbp.me/img/ft/af2ab63986fe90bc17efc0f99b3f1e545401801a.jpg

http://i4.lbp.me/img/ft/764a542cfcf86d6b8c03cbfd3297874e4a34a34a.jpg

Story Text will be added in above Select & Close.
2011-09-26 09:26:00

Author:
venat
Posts: 715


Updated Chnages

Grand Comapnie room has gone changes.
1 of the NPCs has text now and a "sad" icon above the sackbot.

I have "Anima of Single Power" Logic complete.
Anima of Single Power Sticker has been made.
Testing of it has been fun. Giving players unlimited power.
Test has gone in Malbero Menace Arena and completion of that in single player has been close to 1:30mins.
I restate my order of top jobs using it.
Added in "Fire Breath" trigger tag in the anima. Wyverns can use fire breath with & without weapon skills every 20secs.
Mana fort Job Trait (MP Reset to full) can be activated by +2 (+35%) (Total 70%)

Ability delay has limited the player by over using abilitys & spells.

Blackmage,
Samaerai,
Dragoon,
Whitemage

(I plan to add a extremely tough enemy just for this awsome boost)
Expect... Undead or Demon Megaboss that casts "Death" & does massive damage. Each sackbot has its own KO Death timer that be triggered randomly just by a tag.

Still having menu logic problems.

I redid menu's by making them more detailed and starting to add text.

I added a "Cost" spot in the objectives section.

Mission 1: Cost 0pts
Mission 2: Cost 100pts etc
Using Higher Level stickers give you more points & access to multple missions.

"Thunder" Animation has been added to Menu once starting a mission.



http://if.lbp.me/img/ft/fbfa17e4084d02a5770f38927a001c3b3974264b.jpg

http://i6.lbp.me/img/ft/866ed24236e81ed129674783a6191018f1dc0ef3.jpg

http://ib.lbp.me/img/ft/c4be5a0a98be46ff4794cb5b19a291d61a6240d3.jpg
2011-09-27 08:58:00

Author:
venat
Posts: 715


Major game changes going to be added in.

Introduction to "Level Ups!!" will begin.

The Chest of Goals will be added.

Each sackbot will be started at level 1 regardless or skills/magic options.

Every so many level areas Ability will be changed or removed.

Players can now progress in the game in level ups which carry over to level to level.

Level Up Stickers will be added in.

Earning these Stickers will subjected to killing enemys which give out points.

More Points you earn you will earn Level up.

Level Up Stickers will be earned directly from the Chest of Goals will appear in near every level. (Levels with no Chest of Goals will not read your exp points for level up stickers)

Using Level Stickers in ..... Divine Crystal Rift will summon level up mircochips that will follow your sackbot and give you stats based on your level.

You will only gain a sticker every 5 Levels.

Enemys have respawn rates which will be able to earn points more & more if you stay within same level to progress.

Going to Higher Level "Area Levels" and kill enemies in those locations will earn you more points.

The Currect Level cap that game has now is set around lv30

Micoship stats will not share with other players that are in other sackbots.

Activation of these stats will be based on # of power & timer

Level up Stickers will be limited to your job

Addictional Damage Logic will be added.

Micochip will now read auto-attacks,spells,abilities,limit breaks,evasion activations and apply extra stats based on your level.

(Level) Icon will be added in to the menu when your level sticker is active.


Physical and Magic Attacks will changed from "DMG" Tags to "DMG" & "M DMG" which both will be read by the enemy.

Evasion Boosts on enemies will no longer be triggered by Magical Attacks. (Only if some Special enemies will)


Redo Enemy Points earning

Sackbot & Enemy changes need to be addressed to meet the above followed

Attack, HP,MP will be raised.

The cost of spells and limit breaks will be raised slightly

The Damage of all attacks will be lowered.

Points will be greatly lower from enemies.

Before 200-1500-3000

After 10~300

((Grand Companies will not require any level up stickers, it will have a basic set level)

Stronger Areas will yield more exp for players to progress up the rank faster.

Intro/Tutrerial will be added in explaining the game making sure the "Players" clear there Community Stickers bank for the game.

-------------------------------------------------------

Enough of talking about future plans and what have I completed so far...

Weapons have been created in "Sticker Panel"

Iron Greatsword
Poison tipped Dagger
Bastokian Gun
Makan Staff
Double sided spiked staff
Spiked Club
Iron Longsword
Woodlong bow
Crab bow

Eyepatch has been created for NPC costume.

These weapons will now be used in abilitys, enemies, shops etc.

Each of the 3 Nation Grand Companie Rooms are complete.

Menu Logic still needs to be adressed to fixes.

Aethright Crystal, with animation has been created.
Aethright Crystal acts like a Homepoint for Grand Companie Missions. They tell you the objective and give you your progress completion. They also recover HP & MP. Since these missions are on a time limit you cant totally leech on these crystals to progress threw the level and complete it.

3 Gathering type Logic/Locations have been made for Gathering Missions.
2011-10-01 10:48:00

Author:
venat
Posts: 715


Its been awhile since I worked on LBP. ( 2-3weeks Sorry) But I have been thinking of the level up system and major enemy and gameplay changes. A few things I would like to do is:

1. Launch the game in December with 7-10 levels. (Worldmap, 3-6 Field Areas, 3 City areas) Will try to aim for middle or end of December.
2. Add NEW Areas (Finish South Sandora, East Sabur1, East Sabur2) (Have not touched this)
3. Adjust Enemies (Will take long to finish this due to alot of adjustments to older model enemies)
4. Starting phase of laying down EXP Logic of some sort but it maybe incomplete. (Need to tweak this alot)
5. Add very small amount of Quests (Ongoing but little bit of it is complete)
6. Add (Check/Scan) to controls (L2) (Shows Enemy Level and Name) (Ongoing)
7. Change Controls to other buttons to improve gameplay options. (Ongoing)
8. Complete Sound Tracks for Citys and Fields (finished a very small amount)
9. Finish small amount of enemies and then build upward. (Will start this after sackbots are complete)
10. Add in Easy~Hard~Special Enemy display (Already started but isnt quite finished yet)
11. Add in Agressive and None Agressive display (Already started but isnt quite finished yet)
12. Enemies reward proper exp (Should be easy)
13. Logic adjustments to Enemy STR display based on # of sackbots & players (Might be tough)
14 Adding in 2hour abilities (30mins Timer) (This will take awhile...)
15. Menu/Control Adjustments to using 2hrs (This might take awhile)
16. Adding in Item Stickers off of enemies that will be shown in the game. (Should be easy)
17. Adding in 1 Special Enemy within every field level (6 total)

(These enemies will be very easy due to every sackbot has no level up tweeks up of them. The sackbots are actual more stuck at lv30. Will be removing actions and damage as the game progresses.
This update will show lv1~12 enemies. This is beginning of the game so plese expect pushovers.

Following 1shot/30min Special Attacks

WHM Healers everyone 100% and removes all debuffs
BLM Casts Rare Magic (Will cast 1 random very powerful spell) Flare,Flood,Quake,Burst,Tornado,Freeze
SAM Meysoku... Ability to have MAX TP for 5~10secs
DRG Spirtbond... Using this will KO your Wyvern you have out but will gain 2TP, 2HP, 2MP every sec for 30secs

(These may change due to being overpowered due to limitations of enemy adjustments.) These Abilities will have no text display on the menu but will be a icon.

Its very small amount of content but the ground work is very important. Plus redoing and relaying the logic takes time.
Update after this one should show some lv12-35 enemies. So expect game toget way better. It will show some easy to mid range toughless for Grand Companies.

Things to expect in the future:

Small amount of content in breeding Chocobo as a baby. Egg~Baby. (Baby-Middle Age will come after) (Using items earned on the field and Chocobo hot & cold will be useful towards breeding your own chocobo)

Chocobo Hot & Cold Mini Game (Will be 1-3mins but will be fun) Rewards are random /craft,breed,quest,NM popitem/, Passing digging checkpoints will earn you more time,points and raise your digging level.)
Grand Companies (First Small update in this Major Content) (3 Missions, 1 in each Nation)
3 New areas just for Grand Companies
New Field Areas (2-3) La Phateau, Kosaula Highlands, Tahua Cayoun...
New enemies (5+)
Earning exp stickers (There will be no level up system yet to use the stickers but repeating the gain of points earns you a higher level when level system is ready)
Adding in Chest of Goals
2011-10-22 09:23:00

Author:
venat
Posts: 715


Windurst Woods is near completion... About 60-70% done. I need to add in.. Music, Sackbots with Quests, Building Logic. Little more designs within buildings also.
This one has alot of trees and actually looks nice. Using 3D tools and mix of Sticker Planel.

Any ideas on what kinda quest content I should add in please be free to give ideas.

Windurst Woods is a small area within level which has quest sackbots. This is 1 small part of the hole city so please be expecting more in the future.

Windurst Woods (Near Completeion)
Windurst Waters (On Hold)
Port Windurst (On Hold)
Windurst Walls (On Hold)
Grand Companies of Windurst (Near Compleetion)
Water Seed (On Hold)
2011-10-26 10:42:00

Author:
venat
Posts: 715


Wow, looks great.
I suggest you get someone to check for grammar errors, since I've seen a few here and there.
For example, a screenshot near the top of this page says "slay all enemys" when it should be "slay all enemies". It's not that bad but fixing any grammar errors you have will give your project a more polished feel
2011-10-26 13:07:00

Author:
TNSv
Posts: 302


Wow, looks great.
I suggest you get someone to check for grammar errors, since I've seen a few here and there.
For example, a screenshot near the top of this page says "slay all enemys" when it should be "slay all enemies". It's not that bad but fixing any grammar errors you have will give your project a more polished feel

Thank you for pointing that out. Its still in the create phase. I'm so busy sometimes I over look stuff like tHAt. If you want to help you can.
2011-10-27 22:07:00

Author:
venat
Posts: 715


Few things completed and things still in motion.

Scanning enemies logic has is finished. L2=Scan nearest monster. Will display its level and name.
(Targeter Animation made)

Popit menu is now an option to use within a sackbot.

Auto-Attack Square Button is now L1.

(No where on the menui screen can I add in Special Ability. I will make R2=Special Ability.

Special Abilities you can only use ONCE. It will give you a very special buff depending on your job.
Special abilities are still in testing phases.

(Having Menu control problems.. Maybe be some kinda overload of logic glitching the game up...)

Exp plan:

Each enemy at those levels will give you that amount of exp
NM=Special Enemy and will be at max level and give you that much exp
Enemies Exp=

lv1-5=5exp/ NM=30xp
lv5-10=15exp/ NM=40xp
lv10--15=25xp/ NM=50xp
lv15-20=35xp/ NM=60xp
lv20-25=50xp/ NM=70xp
lv25-30=75xp/ NM=80xp

Players Max exp cap for every level
(You only need to get that # of points to earn that level)

lv1= 20xp
lv2=45xp
lv3=60xp
lv4=100xp
lv5=100xp
lv6=200xp
lv7=400xp
lv8=600xp
lv9=800xp
lv10=1200xp

Players share exp bar so more players you have and longer you contune playing the higher the exp cap will raise earning everyone higher levels.
2011-10-27 23:22:00

Author:
venat
Posts: 715


Some new things im working on that will connect to the sackbots. Its pretty cool. Its gonna improve gameplay alot. Also because im adding it in it may delay the release of the first update.

I will show you once I have all the images done. Should be soon.

Im going to have to redo some logic for somethings so they run better. Bind illness would be one of those things.

I also found the problem with the menu controls. It seems I cant have up/down with the d-pad and have option to have popit.

Sackbots

Steps:
Adding in new features (Imprvements, Add-Ons, Special Abilities)
Testing...
Improving...
Syncing...
Save...

Adjusting sackbots for Levels
Remove all stats to everything
Start adding huge amounts of gates-paths for every few levels
2011-10-29 11:48:00

Author:
venat
Posts: 715


I can help with control design if you like. Just pm me with the necessary controls or post them here and I'll try and come up with something that doesn't require an infinite amount of button combinations.2011-10-29 13:14:00

Author:
TNSv
Posts: 302


I been saying I am adding something special in and here we go...

http://ie.lbp.me/img/ft/d6ee551e26069cbfc24071b8b2deff36c1380a12.jpg

illness and buff up display

First Row: Curse, Doom, Petifie, Status Down, Bind, Gravity, Charm, (Fighting a Enemy), (Mission/Quest),( BattleField Arena), Exp Chain

Curse, HP & MP down/Gravity
Petifie, cant use actions or walk
Status Down, Attacks will be 3-10 levels weaker
Bind, cant walk
gravity, will walk slow
Charm, will be unable to control your sackbot. Your sackbot will become a enemy and attack other players.

Second Row: Blind, Poison, Dia, Bio, Slow, Crush, Chock, Burn, Drown, Frost, Shock

Blind, Actions will miss
Dia, will get hurt over a period of time and get weak PHY DEF
Bio, will get hurt over a period of time and get weak MAG DEF
Slow, Auto-Attack will run slow
Crush, will get hurt over a period of time and PHY DEF will be lowered
Chock, will get hurt over a period of time and EVA will be lowered
Burn, will get hurt over a period of time and ATK will be lowered
Drown, will get hurt over a period of time and MAG DEF attack will be lowered
Frost, will get hurt over a period of time and Magic Attack will be lowered
Shock, will get hurt over a period of time and Critical hit rate will be lowered

Third Row: Status Up, Stoneskin, Protect, Shell, Haste, (Crystal "Special Ability Active), HP Plus/Auto heal. TP Plus, MP plus, Attack plus, Leader Icon

Status Up, will gain 3~10 levels of extra to your sackbot without earning it.
Stoneskin Eats 50 damage points without effecting HP bar
Protect, raises PHY DEF by 20%
Shell, raises MAG DEF by 20%
Haste, Auto-Attack will run 2x the speed
HP Plus, When auto-heal is active and earning extra HP over a period of time
TP Plus, Gaining TP/limit break points without attacking
MP Plus, Gaining extra MP over a period of time
Attack Plus, Will release extra damage points when doing actions.

As you can theres 3 small circles also

That displays a player "Hate" Players with Red hate will have Enemies follow them
Yellow is just means you have near warning
Green means you have hate but enemies dont directly follow you.

Rough idea on how its gonna be on the sackbots
Theres been some plains to redo menu system but not likely a huge overhall.
Alot of these new icons will need a huge amount of logic and overhall to alot of sackbot logic.
I also want to fix illness problems such as bind which still exsists in Malbero fight.
Also like to add in new illness logic and ways to clear the illnesses. Whitemage Reg spell Esuna will not remove the following illnesses...
Curse,Doom,Petif,Status down,charm,gravity,slow.

Whitemages special ability will remove all illnesses and heal everyone to full.

http://ic.lbp.me/img/ft/b0c3ddd656b2f09d626dae26bb9d09b9de1fb628.jpg

I been thinking of making the sackbot menus appear below the sackbot cus it gets in the way of the gameplay.

Also... due to the lack of players playing LBP2. I will make my game a 3 player main game. There is no real need for a 4th player. It helps on boss fights but thats about it. I will try to keep this game fast enough pace to keep up with normal players.
Most of the currect game can be handled with 1-3 players and I would like to keep it that way because its hard toget players together.

(THERE HAS BEEN SOME THOUGHT OF MAKING THIS A 3-4 PLAYER GAME TO HANDLE EXTRA IMPROVEMENTS)
CITY LEVELS 1 PLAYER max
FIELDS 1-3PLAYERS max
CAVES 1-3PLAYERS max
BOSS 1-4PLAYERS max
2011-11-01 10:35:00

Author:
venat
Posts: 715


Im working on bring out new content for Update3. This will also test very new logic that will be used in the games overhall. Damage inputs and attacks will effect by touching materials rather then tag inputs/outputs. It will be mixed and will make it more easyer to dodge and display attacks.


Ifrit Battle

Expect to see this on LBP. Plans have been made up and layed out on how the fight will be displayed and fought.


http://www.youtube.com/watch?v=JXG7yfI8Eng


Few things I would like to cover...
Usefulness of special abilities,
Placement of Enemies and players
More Hardcore content then the malbero boss.
A Enemy based around lv40 that is 10 levels above max level.
Cover first view steps of the illness logic.

Tag/Senor/bounce control
Material reaction of Holograms and tags in a mix.
2011-11-06 09:08:00

Author:
venat
Posts: 715


Ok been working on sackbot illness display alot and Impact Logic and finding ways to add new illness's into the battlefield.

Im only 1/4 done of the sackbots and still in testing phases but I have alot complete.

First off some Attacks on the Enemies will be based around Standing in a Hologram Square for Impact.

Heres what I done so far...

Battle a Bomb... Bomb uses Self KO. (Everyone near by it should get hit by damage)
Players could escape some damage by running away from the enemy outta Tag range but now...

Bomb uses Self KO... Emites a Impact Senor hologram block which is (hidden) and anyone inside this block it emite follower damage logic to that player.
Which means you cant outrun outta the tag range anymore.

This addresses some big problems with (Damage Tag)

I think I need to make 4 types of damage inputs/outputs. So Attacks towards a player that get hit dont effect players nearby reading off his Damage Tags.


Also another big thing I near sorta completed. Hate Recording Display.

Red- person with Enemy Hate

Yellow- Person 2nd max Hate (Actually just displays Enemies near you without you having max hate)

Green- Bottom person with Hate (Near a Enemy)

Grey- No Hate/Off

-----------------------------

New: Blind illness logic added in.
You will not be able to see your Action Menu for 10secs... Your Menu will still display... illnesses/buffs, HP,MP,TP, auto-attack.
Arrows and name of actions will be covered up. Makes it harder to play when you dont know what your pressing.

Whitemage Special & Esuna spell can remove this.
____________________

FFXI Battle1 Track has been added into the group logic micochip. This will play the actual battle track for (Solo Fights)

No Track has been made for (Groups) yet.
___________________

Will be adding in new Spells/Abilities such as...

Whitemage: Protect,Shell, Special (Note some of these actions will share Downtime timers with other spells)
Holy/Protect Cura/Shell (Special: Everyone Nearby Whitemage will gain FULL HP and remove all illnesses)

Dragoon: Special (Dragon/Dragoon will have extra Boosts for 20secs)

Blackmage: Special, Water, Earth, Wind (Note some of these actions will share Downtime timers with other spells)
Fire/Water, Earth/Thunder, Blizzard/Wind (Special: Will do Double Damage with Spells for 10secs)

Samaerai: Special (Will gain 20%TP per sec for 10secs)
2011-11-09 11:08:00

Author:
venat
Posts: 715


Game has been delayed a bit since I started playing skyrim. Im sorry but most of my focus is on that game until I complete it.

I am still working on LBP.

I added in another spot for Abilities by removing the arrows. I also have space now for Special Ability.

Black Mage new Options...

Special /
Stone /
Water /
Aero /
2011-11-20 23:41:00

Author:
venat
Posts: 715


Alot of my time as been planning Update 1 and 3 and core parts of the game which will be greatly add to such as extra abilities and level up system.

Like before I mentioned im working on the Ifrit battle that will use the hologram impact sensor logic I have been working on for enemy and sackbot overhall on how they get damaged and give damage.

Update 3

Vid of what to expect...


http://www.youtube.com/watch?v=JXG7yfI8Eng

This will be linked within Grand Comapnies missions once Update 2 & 3 are Completed.

LBP pic's

http://i3.lbp.me/img/ft/493d0b9b765e84a3e96432298c88d82290abe9b2.jpg

http://ia.lbp.me/img/ft/bcaf00b8efe08e705541a1391916f611612c1d89.jpg

http://ie.lbp.me/img/ft/bfe2edb927b661e56e416c4811b83e33bfc7d551.jpg

Thankyou for the players waiting for so long for this. Im trying my best to get it released on time.
2011-11-22 20:44:00

Author:
venat
Posts: 715


This right is gonna be tough so ill lend some pointers to the players.

Placement of sackbots within Arena is very important. Will need to charge placements often depending on ifrits attacks to evade damage completely.

Ifrits Attack List

Normal Attacks

Claw (Front small cone range attack)
Front Slash (Front Cone range attack)
Tail Wipe (Back Large Area Attack)

Specials

Plume (Summons ground to burst) Players that are on one within 4secs after spawned will get damage.
Cracks (Summon crack burst like plume but this spawns right under a player with Green/Yellow Hate)
Summon Swords (Summons Pets)
Hellfire (Hits everyone on screen)
Frontal Dive (Hits anyone infront of him)


Also note Ifrit will change his Max TP cap to another Counter bar which will need less TP points to earn his Specials.
If Ifrit Walks or moves often in the arena it will gain him 2HP per step.
Also good thing to know is you will have more abilities this time around so use it wisely.
Will need least 3-4 players to complete this.

Ifrit-
lv30
200HP
Weak to Water
Auto-Heal 1HP every 10secs
Auto-TP 1TP every 5secs
2011-11-23 09:20:00

Author:
venat
Posts: 715


Ifrit fight is about halve done. Working out alot of ifrit's logic and battle animations.

I set plains for when Ifrit fight will be Published and thats between Update3 or 4.

Update1.0 will be Field Areas and Worldmap (Release of Lv1-12 Areas)
Update1.0A will be City Areas & Quest Adjustments

Update2 Level Up System, Grand Companies Room's, Grand Companies Rank1 Missions. ( Missions Aimed for lv5+)

Update3 EcoWar:Oredelle's Caverns & Malbero Menace & More Field Areas & Dungeons & Grand Companies Rank2 Missions. (Release of lv12-33 Areas) (Missions aimed for lv10/20)

Update4 Ifrit Fight & Grand Companies Rank3 Missions (Battle Aimed for lv30)

Update5 Opening Movie and extra Quests added (Gonna try to make Opening movie 3-4 levels long)
2011-11-26 08:51:00

Author:
venat
Posts: 715


Ifrit about 60% done. Im going to hold till I finish some other aspects of the game.

Blackmage sackbot is complete. Due to other sackbot ability requests all sackbots will need extra logic. I also need to redo its Damage tags for Magical Damage.

Protect & Shell Whitemage spells are coming along nicely. Theres small bugs but its almost done.

I had some bugs with Blackmage Specials such as being overpowered and not working correctly. (His Special will only be roughly 10-15secs) Can cast any Spell without MP Cost. Blackmage can back to back cast spells none stop since he has 6 Spells now.

New Animation for Enemy has been made. (Paralize Eyes)


My Main goal this week is completion of sackbots.
2011-11-30 19:05:00

Author:
venat
Posts: 715


Anyway this is what im working towards I hope you guys approve.

Launch Classes:

WHITEMAGE

http://www.playonline.com/ff11us/intro/about/imgs/im18.jpg

Auto-Attack (Club)

Abilities:

Special: Benediction (Heals all players to full HP and removes all illnesses)
Weapon Skill:
Brainshaker

Traits:
Magical DEF Bonus (Will raise the benfits on Protect/Shell towards Whitemages only)
Auto-Heal Will gain HP every few seconds

Spells:
Dia (Light based Poison type Spell)
Cura (Stronger then Cure)
Esuna (Removes common illnesses)
Protect (Raises PHY DEF)
Shell (Raises MAG DEF)
Holy

BLACKMAGE

http://www.playonline.com/ff11us/intro/about/imgs/im19.jpg


Auto-Attack (Staff)


Abilities:

Special: Manafort (Cast Spells with 0MP cost)
Weapon Skill:
Earth Crusher

Trait:
Conserve MP (Randomly resets MP bar to full when casting a spell)
Magic Damage Bonus (Will do more damage when noone is by enemy you are directly attacking with spells)
Magic Burst Damage (Spells will do larger amount of Damage if done after a weapon Skill)

Spells:
Stone
Water
Aero
Fire
Blizzard
Thunder

SAMURAI

http://www.playonline.com/ff11us/intro/about/imgs/im27.jpg


Auto-Attack (Great Katana)


Abilities:
Special: Meyasui (Gain full TP bar x3 and be able to do 3 weapon skills)
Hasso (Attack Speed Increassed) (Attack Speed x2 for 30secs)
Meditate (Gain full TP bar)
Demon Circle: Ability to have better ATK,DEF,RESIST towards demon type enemies
Third Eye: Dodge next physial attack

(Third Eye & Hasso cant be both active only 1 can)

Weapon Skills:
Tachi:Gekko (Does Phy Damage)
Tachi:Rau (Heals MP to players around and does small amount of Magical DMG)
Tachi: Ika (Does phy Damage)

Traits:
Resist Demons
Store TP (Takes less Auto-Attacks toget full TP bar)
Zanshin (Will random Counter Attack if Damage is missed)

DRAGOON

http://www.playonline.com/ff11us/intro/about/imgs/im29.jpg


Auto-Attack (Lance)


Abilities:
Special: Jump, Pet-Breath's will be boosted and have auto-heal and auto-TP active)
High Jump (Damage Attack, None TP based required Ability)
Pet/Call Dragon (Summon a Pet to help you do damage)
Dragon Circle ATK,DEF,Resist will be added to players when fighting Dragon type enemies.
Spirtbond (Will Consume Pet and gain way above normal states for short period of time)
Spirt Link (Will remove 20% of Dragoons HP to heal Pet Directly)

Traits:
Random Auto-TP
Resist Dragons

Weapon Skill:
Penta Thurst

Spells:
Cure

Pet Commands:
Fire Breath (Active after using Peta. Thrust)
Healing Breath (Active after Low HP & MP and using Cure)
Wind Breath (Active after High Jump)
2011-12-01 09:53:00

Author:
venat
Posts: 715


Heh. When was this started lol (i read the conversation, psn was down, but that was way back in.. April right?) Anyways, it looks interesting, when you finish it, do you think i could test everything out? Seems fun! (by the way, i have never played FF LOL)2011-12-01 14:35:00

Author:
Macasadia
Posts: 153


Heh. When was this started lol (i read the conversation, psn was down, but that was way back in.. April right?) Anyways, it looks interesting, when you finish it, do you think i could test everything out? Seems fun! (by the way, i have never played FF LOL)

Some stuff was created before LBP2. Also after LBP2 was long testing period. You can play my Shinryu Level. That's what the system was like back in the day. Alot of stuff is still used from it such as the animations. Also alot has been added and tweaked over and over.

Launch update should be 4 more abilities/spells for each job on top of what it is now and have alot of the currect logic is going to be way more fast paced and placement and actions more important.

I been thinking of doing exp bonus and giving the players 3 HP bars to read 3 types damage types. Small,Major, Total HP. Like it takes 5 Melee points toget 1 Major point. Which will remove 5-10%HP.

Adding in more Counters and I can have everyone do damage with auto-attack more often. Also adding in more Counter Paths so when you level up you will switch HP paths and it will require more toget damage.
2011-12-01 21:12:00

Author:
venat
Posts: 715


Sounds more complicated than what im doing XD2011-12-02 18:35:00

Author:
Macasadia
Posts: 153


Sounds more complicated than what im doing XD

You have no idea.. XD

http://i1.lbp.me/img/ft/8b1f15d83148ad4d9bbbfea0cc8fb14e077df00a.jpg

Also what are you doing?
Edit: Nice Zombie Island levels. I hope my game gets that kinda attention.

On another topic. Not much to show but this will be released with Update2. Field Area and still in small working progress.

Kolko Highlands 1

http://ib.lbp.me/img/ft/2bb8d5a7654314649bd4dffc9d5d85e02eba73b2.jpg

http://ic.lbp.me/img/ft/27c24efe938a04ac1398fd19abffcfdf605efd99.jpg
2011-12-03 06:52:00

Author:
venat
Posts: 715


Sackbots is taking longtime...

Anyway this may take longer then I thought.

I just nearly finished Samaurai Job and its amazing tough. With the dds on Special,Hasso,Third Eye its at least gain 240% Boost to what it used to have. Everything so far job wise has been huge improvements on game play.
I changed how the following work to address gameplay and logic.

Sam Special- doesn't reset to full 3x in a row. Instead it lets you do 3 weapon skills without full TP needed.
Hasso- doesn't double the attack speed but it does instead double the TP gain rate for melee hits.
Third Eye- doesn't quite block the next physical attack but instead it blocks the next Attack and makes you Protected from Magical/Physical for 7secs after the first piece of damage and cures you for 1HP after that first hit.

Demon Circle isnt quite ready yet because we need to make a way to resist enemies.
Lucky this is more of a lv30 Ability and will not be used until then.


Extra Battle Animation has been added to Protect/Shell.
Also Hasso Animation has been made.
2011-12-06 04:10:00

Author:
venat
Posts: 715


I must say, I've seen you working on this since back in april, and you seem really dedicated. This is some really great stuff. I dont play Final fantasy 11 or 14 anymore but this looks simply amazing. Keep up the great work.2011-12-06 04:47:00

Author:
DreJ1212
Posts: 240


Demon Circle isnt quite ready yet because we need to make a way to resist enemies.
Lucky this is more of a lv30 Ability and will not be used until then.


If by "make a way to resist enemies" you mean make AI enemies run away from each other, I have a suggestion (if that's not what you mean, just disregard the next paragraph lol sorry).

Whatever activates demon circle could activate an emitter that puts out a hologram circle around the player with a tag/tags on it with the label "demon circle". Then on the enemy sackbots you could put a tag detector that only looks for the demon circle tag. That tag detector could then activate a behavior chip which would trigger the sackbots to either flee or act out a recorded animation you want to make of them running away. Importantly, you have to make the tag sensor concurrently activate a timer that will last as long as you want the animation to last. When the timer's done, it should re-activate the default behavior chip you have on the sackbot, to turn it back to normal once the animation is done.

I use that sort of trigger-animation-end-animation logic when I make fighting games all the time. If you press the kamehameha button, goku should pull his hands back and thrust them forward before shooting the blast, right?

Anyway sorry if I'm way off. Just wanted to give a suggestion. Also if you ever need help with the music for that game, just let me know. I love making music.
2011-12-06 16:39:00

Author:
Unknown User


If you were talking to me about what im doing... well im trying to make sort of a 'turret defense' either that or multiplayer 1v1-3v1 or both. If 1 player, it will just be a survival, if multiplayer, i want to make it so the 1-3 players attacking can upgrade tanks to attack, and other stuff as well as the 1 player trying to defend the base with AI turrets etc. But it sounds like nothing compared to your level (1 reason is from the fact youve been working on this for... a year now??)2011-12-08 14:39:00

Author:
Macasadia
Posts: 153


If by "make a way to resist enemies" you mean make AI enemies run away from each other, I have a suggestion (if that's not what you mean, just disregard the next paragraph lol sorry).

Whatever activates demon circle could activate an emitter that puts out a hologram circle around the player with a tag/tags on it with the label "demon circle". Then on the enemy sackbots you could put a tag detector that only looks for the demon circle tag. That tag detector could then activate a behavior chip which would trigger the sackbots to either flee or act out a recorded animation you want to make of them running away. Importantly, you have to make the tag sensor concurrently activate a timer that will last as long as you want the animation to last. When the timer's done, it should re-activate the default behavior chip you have on the sackbot, to turn it back to normal once the animation is done.

I use that sort of trigger-animation-end-animation logic when I make fighting games all the time. If you press the kamehameha button, goku should pull his hands back and thrust them forward before shooting the blast, right?

Anyway sorry if I'm way off. Just wanted to give a suggestion. Also if you ever need help with the music for that game, just let me know. I love making music.

Its more for helping fighting demon type enemies. Each Job will get its own Resist Enemy Type in some way. Some Jobs will only be able to share there effects with other players.

WHM- Resist Undead
DRG- Resist Dragons
SAM- Resist Demons
BLM- Resist Arcana (Robots and such... Magic pots and Doll etc)

These skills will be pretty much useless near beginning of the game.

Thinking more of removing small amounts of TP over a period of time and adding a Slow effect towards Demons enemies around players with the active effect. This way players can rush a enemy without being too much in worry about causing a the enemy to unleash back to back damage with special attacks.

Also I need player feedback on this subject...

IMPORTANT PLEASE READ AND GIVE ME A ANSWER.

I BEEN THINKING ON HOW TO DO EXP IN THIS GAME AND MAIN QUESTION IS DO YOU GUYS WANT IT TO BE LONG OR SHORT?
DO YOU WANT MORE WAYS TO EXP THEN EXP PARTYS AND SOLO? THERE IS EXP OBJECTIVES I WILL WORK ON IF PLAYERS WANT MORE WAYS.

Field of Valor

Ask for # of enemy kills

Slay 5 Goblin Hunters
Slay 3 Tree Sapplings
Slay 2 Rock Lizards

Completed Objective= 1500 Bonus EXP

Total EXP= 2500

Can repeat this every 10mins
2011-12-09 02:22:00

Author:
venat
Posts: 715


Yeah I would say its been a year or so. I also have real life and other games and such.
I wouldn't be totally focused on this project. I do have alot of stuff saved up. Lots of small things such as Objects, Anmations, Enemies, Field Areas. Most of it isnt even completed yet which is the problem. Also due to alot of changes I have to rechange the logic on the enemies and such.

I have a week off work right now which im spending on working on LBP and enjoying myself at home.
I lost 1 of my songs which im angry about. I also discovered a Japaness player that created alot of the songs I need. Problem is he isn't talking to me.

Its only me working on this project which is very tough due to theres alot I need done. Problem is mainly I need help making Content and Designing alot stuff. Each Level needs to display alot to keep the player from leaving.

If you guys want Help on your projects I only request 2 things from you.

One I will need your help on my project.
Two I need you to be a creative and know your way around LBP. (Need people to help me back and do a good job)

I been working on my level at a longtime and I know a lot about logic and designing and creating a game.
2011-12-09 02:42:00

Author:
venat
Posts: 715


I have a question for you Venat...
Do player characters regenerate any bit of health while engaged in a battle (excluding the use of the healing Dragoon skill and so on) similar to the way monsters regenerate health at certain intervals.
2011-12-09 02:46:00

Author:
Darkcloudrepeat
Posts: 606


I have a question for you Venat...
Do player characters regenerate any bit of health while engaged in a battle (excluding the use of the healing Dragoon skill and so on) similar to the way monsters regenerate health at certain intervals.

Theres only really 2-4 ways you can actually heal yourself.

Cure spells- Will toss Cures to yourself and players for decent amount of HP.

Auto-Heal/Rest- This is active when your not near any enemies. Active if your outta Melee Attack Range. Mages will have this active all the time since they are ment to stand away from the enemy even during battle.

Evasion- When you dodge a PHY Damage attack you will heal yourself by 2HP. This is a very small chance and it really depends on your Job Since I set them at diffrent rates. This isn't the best way to heal yourself but it helps as a random factor during battle.

Whitemage Special- Will reset nearby players HP's to full right away.

Dragoon's Pet- Wyvern Healing Breath. Will Cure anyone right near the Pet. (Short Range)
-----------------------------------------------------------------------------------------------------------------

ANSWER:

Im not totally sure but there is extra active effects that turn on once requirements are filled. Such as having Dragoon's Pet out.
Whitemage has a small auto-heal boost that's alwas active I think that heals 1HP every 25secs.

Some enemies have extra features to do stuff that players cant do.

I made a game where skills & gameplay are important. If your not beating the levels that means your not at the best you can be or you don't know how to play the game correctly. Most of the levels aren't that tough, players can seem toget past any objective I throw at them if they take there time to complete them.
2011-12-09 06:31:00

Author:
venat
Posts: 715


BIG IMPROVEMENTS...

New Sackbot Logic:

http://i9.lbp.me/img/ft/6099ed685ac3a3fef0d456c67a9dbee5aabdaefd.jpg

http://i4.lbp.me/img/ft/7a405c88edbe30071607647ced7b3c06a80b06b2.jpg

All the new features I was talking about adding in are in. (Dragoon is still being worked on)

New Screenshot of Demon Circle:

http://i0.lbp.me/img/ft/590326ee5b56663b5b10c2571e091ba2215ebe0d.jpg

NEW ABILITY

Playing around with adding in another feature I discovered a way to give players another Ability.

New Ability- Dodge

This will be encluded as extra ability which will not be displayed on Menu. Such as Scan.
This will have its own READY On/Off display when players need to know when its fully recharged.

Using bottom right joystick moving it right or left will speed your movement letting you dodge incoming attacks.
Players will only be able to use this once every.... 1min. This effect will only be active for 0.2~0.4secs.

WEAPON EQUIP

Yes I said it you can EQUIP your own WEAPONS!!

Gathering Materials and doing events will earn you weapons.
Weapons will improve your DMG output. Each weapon gets its own Counter bar to add up Auto-Attacks. Less Auto attacks and more DMG= Better Weapon. Some weapons will give out illnesses such as poison to enemies.

Beginging of the level will have weapon switching section. If you have a weapon you want to change the one your holding will be destroyed.

http://i3.lbp.me/img/ft/413a2a22f4a422b47616bfe0c0b16de600233dec.jpg

lv30 Raptor Spear
lv40 Darksteel Spear
lv10 Ico Great Katana

WEAPON DISPLAY AND DIRECT AUTO-ATTACKING

With weapon equip system we can now display it during battle rather then emiting it as a action. Your weapon will follow you as you walk and it will point any direction and attack in battle.

http://i2.lbp.me/img/ft/282f903f0d71685369e2993a6d74f4e0b0a835ca.jpg

AMOUNT OF PLAYERS NEEDED TO PLAY THE GAME

Max Amount of players you will need will be 3. With all the features and improvements it will be harder to display a 4th player.

GAME RELEASE DATE

With extra features being added in it may take longer then end of DEC to release the game.

To do List...
6 Songs
Dragoon Logic (New Abilitys and such)
Create New Logic around Equiping weapons
Creating Equipment (List of weapons for everyone to obtain)
Creating 2 Field Areas (Area outside of Windurst)
Creating City Area
Creating Quests (Make about 10)
Creation of Currect Citys (Tweek currect aspects)
Enemy Logic overhall (This is quite a large job)
illness overhall (Alot of testing needed)
Testing all the Above
2011-12-09 07:09:00

Author:
venat
Posts: 715


Hm, do you think i could see all your logic? 2011-12-09 19:25:00

Author:
Macasadia
Posts: 153


Hm, do you think i could see all your logic?

Sure just friend me.
2011-12-10 05:47:00

Author:
venat
Posts: 715


I'm going to be showing off weapons from lv1 to lv50. Im still creating them so please hold on. I made a large number of them and I'm trying to keep them diffrent to each others. Some are just diffrent textures.
Trying to keep it 14~20 weapons per weapon type.
So that's 60 weapons...
I made quite few types of weapons before but most of them were weapons which cant be equiped with the currect jobs now. Funny thing is I cant make all the weapons look like amazing weapons because they have to look weak then get better as you level up. All the weapons have good detail reguardless.
Some Weapons you can only earn from Special Enemies or Gathering or Boss Battles. So its 10 Gathering Material Weapons and 10 Boss/Special Enemy weapons. The combo of material stickers needed to make a weapon will be like 2~4.

Earth Crystal+Copper Ore+Zinc Ore+Wooden Pole= Iron Spear
4 Material Stickers=1 Weapon Sticker

Those Materials are easy toget but later on it will get tougher. If you dont want to gather Materials can alwas try for the Special Enemies. It rewards better a weapon then the Material one at your currect level in the game. (Upgrade your weapon if battles are too tough)


The Ifrit Boss Rewards!

http://ib.lbp.me/img/ft/f8bc52d52fcb3d16aabef1a99e7ab2ff1d44a412.jpg

Ifrits Great Katana
Ifrits Lance
Ifrits Staff
Ifrits Wand
2011-12-10 05:57:00

Author:
venat
Posts: 715


This is coming on really well and as soon as it is released a MM pick should be imminent. keep working2011-12-10 14:18:00

Author:
butter-kicker
Posts: 1061


All the Lancer weapons from lv1 to 40. Top weapon above will alwas be better then the one below it. Each one at its side will pass it in power. Bottom right of special weapons will alwas be better then Special weapon thats the weaker one.

Basically crafting weapons will be easyer to obatin but if you want to show off at your currect level you want the weapon above the bottom one.

Also as you can see theres no 2nd Special weapon is because from lv1 until lv10 you get a Special Weapon. So around lv5 theres no special weapons to gain. So Copper Spear will be your best weapon at lv5. Also the bottom left weapon is your weapon you will alwas have at every level until you equip the a better one to replace it.

http://ic.lbp.me/img/ft/67cc43689ea0eedee7363d3687f5c87421c191b4.jpg

Top Row are Special Weapons

Chrismas Tree Lance, Lizard Piercer, Sandorian Iron Lance, Battle Fork, Raptor Spear, Heavy lance, Wyvern Lance, Ifrit's spear

Bottom row is Crafted weapons

Harpoon, Copper Spear, Bone Spear, Iron Spear,Stone Splitter, Halberd, Champion's Lance,Platum. Battle Fork, Darksteel Spear

Christmas Tree Lance Weapon will be an option for players to obatin before the game is out. This is post to be a joke weapon and it will be a lv1 weapon. Each weapon will get a fun weapon as the holidays are near.

Mog House will have a release but it will hold the special Christmas Reward for players to earn. It will be updated with Forum headlines on currect projects and the moghouse will be updated also. So please note the Moghouse isn't anywhere near complete.

http://ia.lbp.me/img/ft/81a1f6fdc147b1e8b0538b8fced076d2f7a5dc6b.jpg

Moghouse Displays:
Achivments,
Rewarded Objects (such as Tables and Beds and such which will be placed within your room.),
Show Updates and Show Content
2011-12-11 11:47:00

Author:
venat
Posts: 715


Hey Venat, I found a guy that does XI tracks, if you needed any music. Just thought I would give you a heads up if your lacking in the music department. 2011-12-12 01:50:00

Author:
Rpg Maker
Posts: 877


Hey Venat, I found a guy that does XI tracks, if you needed any music. Just thought I would give you a heads up if your lacking in the music department.

Name?

I know some jp players that made some songs but they are keeping them to themselfs and not contacting me.
2011-12-12 06:31:00

Author:
venat
Posts: 715


This guys will respond, in fact I already told him you were working on FF 11

PSN: rofl_waffle

Just tell him your Xyphas friend and he will know its you. You should ask him to do the FF 11 battle theme too, I would love to hear that in the game.
2011-12-12 17:50:00

Author:
Rpg Maker
Posts: 877


This guys will respond, in fact I already told him you were working on FF 11

PSN: rofl_waffle

Just tell him your Xyphas friend and he will know its you. You should ask him to do the FF 11 battle theme too, I would love to hear that in the game.

Thanks man.

I already have this song made. Its saved on my "Sackbot Above Menu displayer & Leader Micochip.

This is Normal Battle Theme While exping or killing enemies in a level by yourself.


http://www.youtube.com/watch?v=r4ywUL__cA8&feature=related


I still need this song below made for Group Battle theme, gotta be trigger when 2+ players are in a level exping.


http://www.youtube.com/watch?v=o1CFP9HiqCI&feature=related


FFXIV song I want made to add in for Quest Battle Content


http://www.youtube.com/watch?v=ZJr1S-Ne1r0
2011-12-13 05:30:00

Author:
venat
Posts: 715


Currectly adding in 2-3 animations ways to auto-attack for every weapon. Stab, Downward Slash, Upward Slash.

They will randomly change anmations when auto-attacking. (This may take awhile due to bugs and programing the logic.)

When this is completed im going to redo the weapon skills.

Weapon Skills will perform new Sticker-Panel animations that look way better and im going to make the sackbot have more interaction with the attack.

While doing the Animation im going to block the movement of the sackbot-contronater movements and few other commands. Im also going to change how the main micochip that follows the sackbot and im turn off its follower for the complex animations.

So basically the Main Menu and all the important stuff will stay in one spot while the sackbot jumps in the air doing tricks and performing a animation. Afterwards he sackbot will return to its same spot and the logic will turn back on.

So basically doing a weapon skill will turn off the following or switch to another mode for a period.

"Notes: Turn off Controlnater follower, Monster tag follower, X button commands, R1 commands, L1 commands, L2 commands, bottom right & left joysticks, Menu follower, Leader micochip follower, Turn off actions for Abilitys & Spells, Turn off Auto-Attack.

Thus doing a weapon skill now will bind your logic and freeze you from movement. Basically you will get hit while doing a animation. Using an weapon skill will require timing.
---------------------------------------------------------------------------------

Im also working on Weapons and I have "Clubs & Wands" nearly done. FFXI & FFXIV updates are out so that will slow my creation down. =(

Most likely I will multy task.
2011-12-15 12:14:00

Author:
venat
Posts: 715


Creation Update

Weapon Designs and Bug/Logic fixs with Weapon-Auto Attack

I have the bugs worked out for adding in 3 times of auto-attack in 1 weapon and learning how to add in more control into the weapon during special attacks. I have fixed a large bug which will speed up completion of Auto-Attack System in a few days.

I also have made few new weapons such as Demon Katana and Malbero Mace and few others I cant gives names yet. I will be releasing a picture of Whitemage Weapons: Clubs/Wands/Maces very soon.

Thanks for the support guys.
2011-12-17 09:22:00

Author:
venat
Posts: 715


Well here you go Weapon Designs for Clubs/Wands/Maces for Whitemage to equip. I hope you guys like it.

http://if.lbp.me/img/ft/61fc95a22739316898e0b7475a7cb7a9f0052bf1.jpg

2nd Right Special Weapon will be BCNM Rewards. Each Job will get its own (Boss Fight) for there weapon. Whitemage will have to fight this which I will recreate in LBP and make it a boss fight.

http://images2.wikia.nocookie.net/__cb20070505093906/ffxi/images/thumb/9/93/Octopi.jpg/520px-Octopi.jpg

I have chosen on what the Malbero Fight rewards will be.

http://i6.lbp.me/img/ft/0f611d36bb6cc484eac35546674a7a41253367b5.jpg


DRG lv30 Raptor Lance *ATK+3 DMG, WS+3,(Poison illnesses will increass TP)
BLM lv30 Majases Staff *ATK+2 DMG, WS+1 (INT+6) (Can Resist Poison illnesses)
WHM lv30 Poison Mace *ATK+2 DMG, WS+0 (May Cause Extra Damage to Target)
SAM lv30 Acid Great Katana *ATK+2 DMG, WS+5, (May Cause Extra Damage to Target)
2011-12-19 08:00:00

Author:
venat
Posts: 715


Ill add you when i get on (i didnt realize you replied lol)2011-12-19 16:11:00

Author:
Macasadia
Posts: 153


Well here you go Weapon Designs for Great Katana for Samaruai to equip. I hope you guys like it. (Some Weapons my be changed)
Everything on the right side of the White Line is for level 35,40,45,50,55

http://i2.lbp.me/img/ft/622e2838bddf8701884390af9ac8c34d8d99abd4.jpg

2nd Right Special Weapon will be BCNM Rewards. Each Job will get its own (Boss Fight) for there weapon. Samauari will have to fight this which I will recreate in LBP and make it a boss fight.

http://images2.wikia.nocookie.net/__cb20070916172232/ffxi/images/thumb/d/d3/Vampyr.jpg/591px-Vampyr.jpg

Enemy VAMPYR LORD


Enemy itself will summon bat pet and drain and charm players. This battle will take Correct Ability timing and be able to Dodge his attacks before they go off.
(Tip: Bats Will give him power Make sure bats are dead or away from the Vampyr)
(For Lv45 Weapon Blood Katana (Melee Attacks will randomly Drain Enemy HP)

New Boss Rewards for lv40 Boss Fight "Good Moogle King XII"

These are the "Rune" Weapons

http://ic.lbp.me/img/ft/10cda4ddbe8712c24aa504bfe45bf94fd05642bb.jpg


http://www.youtube.com/watch?v=4rPVbrnIDiI

Need to Recreate this for LBP. May take awhile but will slowly come around Update3. Ifrit will be pushed back until Update5


Each Update will release 10 levels to level up to. Update1 lv1-10, Update2 1-20, Update3 1-30, Update4 30-40, Update5 40-50

Will try to release Update1 by JAN or FEB if problems or delays on projects happen. I have given people tasks and hopefully its completed before or within Jan.

(Some Weapons will be given Design changes since they dont differ from other weapon designs.)
2011-12-20 19:07:00

Author:
venat
Posts: 715


I love the weapons but im not sure how the pickup system will work

Care too explain?
2011-12-21 12:12:00

Author:
butter-kicker
Posts: 1061


Ok First off Each Class will have a Basic Weapon Which is will be emited out until its changed. Which means when you start a level it will have it. This weapon is lv1 weapon and its starting off weapon.

As you play the game you will unlock Weapons which you can Switch to at beginning of Each Battle Type Level. Unlocking weapons: (Boss Fights, Quests, Special Enemies, Crafting/Gathering System)
You Basically earn "Weapon Stickers" which you can place at your Equipment Chest a new Weapon out. The weapon gets emited and it follows your Job Sackbot. If you want to change weapons the "Currect" Weapon you have out will be destroyed and the new one emited to replace it.
Right now there isn't any same Job set ups. DRG,DRG,DRG, etc. So cant only really use that 1 sticker once.

If you want to give other players equipment while within the Level you can. You will have the actual reward for the weapon the Sticker.
Players can also share Levels Up Stickers. By posting up your level and exp up until you level up and go to your progress Chest and Obatin your Next Level up Sticker.

Right now im thinking of adding limits on what job levels you can equip those Weapons. Such as Equipment Level requirements. This basically forces players to EXP if they want to unlock abilities and be able to equip weapons.

Right now I think I may not set a limit until the system is worked in well. This may make the game much better fast paced when players want to replay levels to EXP other jobs to max level. Such as Equiping a Lv50 Weapon at lv1 and doing crazy 1shot attacks and level up fast.'

I would also like to mention the Weapon logic im working on. There is a Damage Tree I have planed. Basically there will be 3-5 tiers of normal damage which will give more damage to your weapon without having it to emite 100 tags of damage inputs toget your bang.

1 Weak Attack
(Lv1-20)
2 Basic Attack
(Lv21-40)
3 Strong Attack
(Lv41-60)
4 Extreme Attack
(Lv61-80)
5 Amazing Attack
(81-99)

Each monster will have 5 Counter Bars and it will eat up Tag Inputs and feed it into 1 Damage Counter which will be Enemies HP.
This is where I can raise the stats of how DEF works on a Enemy by Raising the "Weak Attack" requirement to do Damage to a Enemy.

Heres basically how it will work

LV50 Ifrits Spear...

Sequincer: 5 StrongAttacks

LV1 Spear

Sequincer: 3 Weak Attack

Enemy Logic

Wasp lv1

WA 0/5 -May Take 10-20secs to kill at lv1
BA 0/2 -Near KO
SA 0/1 -KO
EA 0/1 -KO
AA 0/1 -KO

Bomb King lv10

WA 0/8
BA 0/4
SA 0/3
EA 0/2
AA 0/1

Bomb Queen lv75

WA 0/70
BA 0/50
SA 0/30
EA 0/15
AA 0/7

Shinryu Lv99

WA 0/100
BA 0/80
SA 0/50
EA 0/30
AA 0/15

Pretty much doing a attack with a Weak weapon will bring you down. Also like to mention you can normally get a weapon every 5 levels apart from each other. Some Weapons May do many types of Tag outputs at sametime to make slowly growing power.
2011-12-22 10:53:00

Author:
venat
Posts: 715


I got a Question for the people wanting to play my game.

Its a question about Monsters Would you rather them look Like "Paper" Hologram with amazing detail in there Sticker or more of a Object that has been made and shown...

Making all enemys look like this

http://i6.lbp.me/img/fl/c76b6c76957ba23c516b3273fe678a8d1bca089b.jpg

Or this

http://deathaga.webs.com/photos/LBP/A%20Photo_6-2.jpg

Also please keep in mind that with the above option requires less stickers/material/corners for maxing out the level. The only problem I would say is your fighting Paper Cutouts. I could add parts that move which would make it close to what Ifrit is.

(Have done good amount of testing and can make enemys flip which way they face now since its all Sticker Panel" Also for me to recreate the monster I just need to take a photo of it under black backround and cut it out. Also when I take pictures the photo quality maybe poor.) (I may just go ahead and switch to this since I can make enemys flip directions and it takes less game data to be emited within the level.)
2011-12-23 11:05:00

Author:
venat
Posts: 715


I think you should go with the Papercut Idea because it looks more perfessional than the Object one....

P.S ; this is turn-based battle's right?
2011-12-23 11:19:00

Author:
butter-kicker
Posts: 1061


yeah, imo you should go with the papercut idea, it looks great that way.2011-12-23 18:19:00

Author:
Unknown User


Considering that sticker panels cannot match the depth you would get with a regular 3D model, I would have to disagree. Unless the Sackbots were made of sticker panel too, I find this move will look rather odd, because the characters will seem like they are swinging at paper cutouts, rather than fully rendered monsters. Not to mention, are you going to do any animations for the monsters in the sticker panel? Would take a ton of frames to make things not look choppy. Not saying its impossible, but such would take a considerable amount of work and time to produce and Im not entirely sure if it would be better in the end, from an artistic perspective.

Its a great cutout, would make for a good hunter mark poster or data, but it would just look odd in a 3d environment--unless you really flattened a movie camera...maybe. But they would have to loo less" cartoony"
2011-12-23 18:27:00

Author:
Rpg Maker
Posts: 877


I already started doing the Papercut out thing. I also cut out important body parts and connect them together. It looks really good right now. I will post an image later of it.

I FINISHED ALL WEAPONS

These weapons are from lv1~55
All weapons right of the White Light are lv35~55.

Redesigns and New Weapons

BLACKMAGE WEAPONS

http://ie.lbp.me/img/ft/46e31a445ed43ff618450ee69cef1f8921fda6b2.jpg

WHITEMAGE WEAPONS

http://i8.lbp.me/img/ft/3880cd9399f27cd855a2ea63dd016ea11c2308d6.jpg

DRAGOON WEAPONS

http://i2.lbp.me/img/ft/1d218c8d46982fc9dd7e99ecbb54163c2783ffd9.jpg

SAMURAI WEAPONS

http://id.lbp.me/img/ft/56d85581fe5aad502d637f416629cebceda0db01.jpg

I been keeping some levels and still am away from the public because im behind or just not willing to show them yet.
I'm willing to show you guys these ones...

Grand Companies Levels for Bastok & Windurst

http://ib.lbp.me/img/ft/f1b25c9ae9c8ba85f2c9d90079c16e897171f274.jpg
Bastok Grand Companies
Eyepatch Costume made from Sticker Panel/Sticker.

http://ie.lbp.me/img/ft/5ee60924752dcfd81de4759696f56d772a3cf643.jpg

http://ie.lbp.me/img/ft/89e2153fa932810ec84f6d69b33aa208c975d52d.jpg
Windurst Grand Companies
Mage Hat Costume made from Sticker Panel/Sticker.

NEW DUNGEON!!
(Not Complete yet but it should be ready by Update3 also its aimed for lv30~40)

http://ia.lbp.me/img/ft/99a83e2b51f3b4ae236807584f1e868bd56069f2.jpg

Game will be pose poned until FEB. (Still gotta complete alot of stuff and still waiting on Update1 songs to be completed when stuff is up to date Updates will be ready every month)
2011-12-24 22:10:00

Author:
venat
Posts: 715


I think you should go with the Papercut Idea because it looks more perfessional than the Object one....

P.S ; this is turn-based battle's right?

Totally Active. Not Turn based at all.
2011-12-27 21:52:00

Author:
venat
Posts: 715


I'm amazed on how well papercut look is doing. Here is some Screenshots of old/new enemys and how its gonna look.

Old Wasp- New Wasp

http://i4.lbp.me/img/ft/de4a6fb829caa143d63491eaa3fad5c65d12b524.jpg

Old Crab- New Crab

http://i8.lbp.me/img/ft/df8d6bf00c63b3da789ca99cfabcb96a304e6043.jpg

Old Ram- New Ram

http://i5.lbp.me/img/ft/75532d7a3ee99152ed9a969bc897c27e16ecf7b9.jpg

Some New Papercut Monster Images

http://i6.lbp.me/img/ft/3e6e287191db766a60634dea8ea717ed481979d7.jpg

As you can see much better. Pretty much anything in hologram I have to redo it. I can even program it better on movement when its all sticker panel. Right now its VERY tough for me to do logic and add more in like Monster Battle movement. I need people to help me. I have so much on my to do list its hard to put in new improvements in.

Just wanted to show some ifrit logic. Its alot...

Ifrit Logic screenshot (Isn't Completed)
http://i1.lbp.me/img/ft/e316908dc8e60e076590114dba2ee6875652cd2c.jpg
2011-12-27 21:59:00

Author:
venat
Posts: 715


I worked out a major bug in the auto-attack/Ability with Weapons. Its nearly completed logic wise.

I have been doing ALOT of enemy redesigns and cutouts. Im up to like 20 enemies done. Anyway heres some ideas of what im going to be doing with Beastmen enemies.

http://if.lbp.me/img/ft/a2f6ece242056ed0091a355fb33229fa7718aaca.jpg

As you can see I can adjust the arms and add weapons in. Main Goal is toget many of these guys on same screen so you can battle them. Also another thing is each race of beastmen will get its own Army/City area they will try to protect from the likes of you.
Those levels will be most likely be aimed around Update2~4 for Lv8~35
2011-12-29 22:02:00

Author:
venat
Posts: 715


Looks like you really are determined to get this done. I admire that. I can rarely finish a project myself 2011-12-29 22:12:00

Author:
TNSv
Posts: 302


For people that dont understand what my game is its basically Final Fantasy 11 on the PS2/Xbox360/PC with also alot of Final Fantasy 14 ideas in it. Its LBP2 recreation of job system, level system, jobs and story.

Watch these and try to combine both ideas.


http://www.youtube.com/watch?v=UlWeE0cRr4U


http://www.youtube.com/watch?v=FNeV6bsSKJQ&feature=related


http://www.youtube.com/watch?v=cW-dfDTruMQ
2011-12-29 22:26:00

Author:
venat
Posts: 715


As I mentioned before I was going to give players a Reward for Christmas when the game was post to launch but because of extra features and overhalls its been pose poned. Anyway I also said the reward would be given ahead of the games launch.

This Level will be deleted on JAN.15th,2012. Make sure you get it before I delete it.

Christmas Lance Weapon for Dragoon is the reward.

Check out my Planet for the Level.

http://i2.lbp.me/img/ft/752f1aa1390139f2d876bf9f912754b6f663959b.jpg

Stats will be little better then the Starting weapon for Dragoon at lv1.
(Stats on weapons are still in working progress)
2011-12-30 22:01:00

Author:
venat
Posts: 715


I'm going to be releasing small areas that are small cut out versions of other areas. Nothing yet is planned but these areas will be called "CAMP" Areas. The purpose of these Extra Levels is to be for players to EXP in. You basically Do the "Field" or "Dungeon" level and you walk and find locations where "Keys" are. Once you get the Key you can access other Levels on "WorldMap Camps/Cutscenes".

One WorldMap will have "Field/Dungeon/City/Boss" Levels
One WorldMap will have "Camps/Cutscene" Levels

With these Small Areas will be able to put more sackbots, more enemys closer together which will make better Grouping and faster Loading times within these Levels.
Also the Monsters will have faster Spawn times. So exping will be alwas flowing without much delay.
Also been thinking there might be more then 1 Camp location within Each level. Each Camp will hold many times of Monsters that will be only Spawn to exp on. So basically a player that finds Birds easyer to kill will enjoy that location more then a person that has a hard time killing Lizards.

The Areas of space will be small. Like 15-25% of what a normal full size level would be. Enough space of EXP Chest, Weapon Equip, Level Upgrade Sticker Senor and enough space of Monsters to Respawn and battle.

Im not going to be doing much work on this because its quite simple grabing whats in those other levels and copying them onto another level.
Something like 20% bigger of the Chirstmas Item Level.

I might make a Extra System of Rewarding Players within these levels. Such as "EXP Chains". I may Boost EXP by 1% up every kill it maxes at 10%. Chain Resets if no monsters have been killed for 30~60secs. If this is too low I may have to raise the %.

Normally Monsters in the Field Levels have a 5min Respawn to them but with these Camps Im going to lower it to 1min.

I would also like to mention I will be reemiting sackbots within these levels. If a sackbot Dies you lose quite of bit of EXP. Something like 500-3000. Depending of the monster level they will pump out something like 10~300XP.

-------------------------------------------------------------------------------------

Also like to mention i'm nearly done redesigning Monsters for Update1 & some for Update2.
2011-12-31 18:20:00

Author:
venat
Posts: 715


Disapointed that not enough players are going after the pre-release Weapon. The Christmas Tree Lance.

The level only got 2 views. Its been published for sometime now.

Maybe I just done have that big enough fan base or enough people wanting to play my game.
2012-01-03 17:22:00

Author:
venat
Posts: 715


The three people that played it are shown here...
http://lbp.me/v/8w32er

Did you post a level showcase here? Although I don't think it would be entirely necessary, it couldn't hurt.
2012-01-03 19:39:00

Author:
Darkcloudrepeat
Posts: 606


Its hard enough toget even few people to check it.

Only few people checking the game out totally sucks when im putting major changes in that takes alot of my free time. I want good amount of people viewing my work and getting ready to play it. If the amount of players is sooooo low I may have to drop the group gameplay completely. I want PS Vita & PS3 players wanting to play my game.

Main goal is to make my game like a real MMORPG in terms of bring content to the public on a basis that they can get ready to play. I personally think its more of the LittleBigPlanet rather then my game.

I want my Levels to be Blinding Golden Ribbons of MM.
2012-01-04 07:13:00

Author:
venat
Posts: 715


This is for Update 2~3

Area: Maze of Shakhrami

http://i0.lbp.me/img/ft/2507b56dcc464dc1655f8a63c8e2cacf9b552c48.jpg
2012-01-04 22:35:00

Author:
venat
Posts: 715


For Update2~3 Area: Gusgen Mines

Image sorta dark sorry about that.

http://id.lbp.me/img/ft/65d366b2fed0872794e12ccba90634fb74826010.jpg
2012-01-06 19:39:00

Author:
venat
Posts: 715


Auto-Attack and Weapon Skills weapon animation movements have been made for Samaurai. Dragoon may take little more work but its almost done. Equip weapons will move during auto-attacks and weapon skills now.

http://i8.lbp.me/img/ft/5e8148ace961a371380eb713969dd84cc0077dca.jpg
2012-01-08 21:07:00

Author:
venat
Posts: 715


Blackmage & Dragoon are completed with weaponskill movements and auto-attack. (Theres some problems left but aren't major ones)

http://i5.lbp.me/img/ft/c45cc94d807f2bea0c2c1085695c81dbe040ca40.jpg

http://i6.lbp.me/img/ft/cb6ef47d1df5e47fd830f4bf2f2bbb08a5bdb512.jpg
2012-01-09 19:13:00

Author:
venat
Posts: 715


I been tweaking menu's and movements for Abilities and Display and also adding in extra features which are easy to add in.

I made a roll movement animation but because of poor control/sliding im not going to add it in "Dodge". I am also adding in a Dodge Display when you know Dodge is ready to be used.


I been testing and fixing illness/buff options also. There is also a few things I also been working on and I will release soon once Dragoon is all hooked up and ready. I am like 70-80% done with sackbots and weapon system right now. Once I finish sackbot's im going to work on Enemys. Once I have a good balance between both Enemies and Weapons I will start giving stats to the Weapons.

I been locking Weapon Skills and abilities until you have your weapon out. I only have worked on this for 1 Job. Every Job will start getting this locked action.

SAM

Hasso
All Weapon Skills Weapon (3 Skills)
Special

5 Abilities

Once I start building up Stats from the ground up there should be good balance for gameplay. I may have to redo sackbots and enemy Evasion and HP to even out the balance. I will not know until weapon stats & enemies are complete.

Change of plans but i'm going to be removing some of the things I said I was going to add when I was going to release the Updates. Im adding in more content but it will be aimed for lower levels. This means im also maxing the level cap at a lower level every Update. Instead of every 10 levels its going to be every 5 levels after Update1. This means Update2 max levelcap will be lv15. This will let me add more areas aimed for lower levels and have the ones I already made saved for Higher Levels. At this rate it will be easyer for me to add in balanced content aimed for the correct levels every Update.

I would also like to mention I finished doing Whitemage Auto-Attack battle animations. Currectly working on its weapon skill.

http://id.lbp.me/img/ft/76df6dfec792ad00074492aab70ecf03cd4f438e.jpg
(You can add any weapon to there Hands if it fits the Job) (There likes 20 weapons per Job)
2012-01-12 11:07:00

Author:
venat
Posts: 715


Ok so there was another big thing I been working on and its with the weapon system. I redo the Engage and Disenage system. You can now see your weapon and have it equiped with you at all times. This is also why I needed to Lock Abilities that were Weapon Attack based. This Weapon System has been a BIG choir and I hope you guys enjoy it.

http://ic.lbp.me/img/ft/11c7764a79aba3c00ae32dd7eb28544b7330e1a3.jpg

My last to do list before Update1 is...

First... Edit Illness/buff and redo weapon skill animations and edit Weapon Skill sackbot movement.
Second... Redo Model Enemies for Update1 and revamp there currect Logic and add in more display options.
Third Add in Sticker items for each Monster.
Fourth add in EXP System logic
Fifth Add weapons stats
Sixth Add in EXP/Level Chest and Equipment Chest.
Seventh Lock Job Abilities in by the correct Level Requirement

Creation of Sandoria
Finish Windurst
Reedit some aspects of Gustaberg and Bastok City and Ronfaure.
Create Field area outside of Windurst

Lastly...
Place in Correct Monsters to correct areas at correct levels of the level.

(Most of those I hoping aren't going to be totally big choirs.)

Test everything...

Release a date to Publish

then start working on Update2 and look at feedback from Update1.

Also like to mention once I get Update1 done and everything is working correctly the amount of content will be improved because all the main choirs of all this logic will be done. I will simplely just need to add onto the currect logic and it will be ready.
2012-01-13 10:36:00

Author:
venat
Posts: 715


Would you guys like a test play of new menu system and abilities? Its still rough and everything but its near done.2012-01-16 15:50:00

Author:
venat
Posts: 715


Ok been thinking of how to do the new Monster System for logic. A few problems with balance appeared to me is the monster would be overpowered or slow to kill.

I have 5 Counters that read 1 tag each. Each tag is damage number used in a attack. Each Counter is based around there DEF. Once Counter reaches max it = 10% Damage.

All Monsters will only lose 1/10 when the counter gets maxed. (Will make a way for players to more likely be able to 1shot enemies based around there level & Weapon.)

Each tag gives out diffrent damage to break the monsters DEF bar.

Ok now this is important...

I will make DEF on players to gain higher protection as they level up by adding DEF on weapons as a short of equipment. Obtaining Weapons will be most important to upgrade your attack power and your defense now. Im not just redoing enemies now, im also redoing HP for players. Enemies will do damage the sameway. Each player will have 5 Tag Counter bars equiped on there weapon.

Also making it so that when you Auto-Heal you repair your defense with HP. HP gained by Auto-heal might end up getting longer downtime activation times.

Weapons will have level requirements to equip them. Also don't worry I plan to add more Weapons in between some levels and make some of them easyer to obtain so the game doesn't become a "Searching Game".

There will be some Guides and Tips that will appear often as a Publish Updates. Will cover how to kill some enemies and where toget items and how to do Quests.
Guide Level will be Added in Update2 and will cover some tips from Update1 and small amount for Update2.

CHRISTMAS TREE LANCE WEAPON OBTAIN LEVEL WILL STAY UNTIL END OF THE MONTH. SO EVERYONE GET YOUR WEAPON!

Above post I added if players wanted to try the game system and noone replyed. I will delay it I guess but heres a Image.

New Sam Meditate Animation
http://i7.lbp.me/img/ft/1577fa63d7163834431fd07a5ee0e8de6bbb7ae3.jpg

New Drg Dragon Circle Ability & Animation
Also been working on dragoon quite a bit and its near done roughly... 70/80%.

http://i8.lbp.me/img/ft/088f717f469a00a95425acf7ef04dcfc47a25566.jpg
2012-01-17 05:27:00

Author:
venat
Posts: 715


You can now test the Job Samuarai right now. Its also a bit of tuterial also and explains few things i'm bringing. Can also hear the normal battle song also.

http://lbp.me/v/9-82-d
2012-01-17 20:27:00

Author:
venat
Posts: 715


Level Up logic is currectly being worked on but a system has been set up so this will work now. Planning of the logic has been taken care of.

Logic that I have is lv1 stats and what I do is once you hit points requirement it switches from lv1 Micochip to lv2 giving you large amount of DEF aimed towards your level.
I been working on testing new HP damage system which is included with new level system. Alot of currect abilities I may have to change due to damage change requirements.

Also like to mention im going to make DMG PHY currect damage tag only going to effect Evasion Logic.

Also Abilities will not longer do damage directly from there Micochip on the sackbots but the micochips on Weapons now.

HAVING A BETTER WEAPON WILL LET YOU DO MORE DAMAGE AND HAVE SPECIAL EFFECTS.
HAVING LEVEL UPS WILL RAISE YOUR DEF & GET ACCESS TO NEWER ABILITIES AND LET YOU EQUIP STRONGER WEAPONS.
ABILITIES WILL DIRECTLY PLAY WHAT DAMAGE SEQUINCERS ARE ON YOUR WEAPON.

There is 11 types of new damage Tags to effect the 11 types of DEF that will be on sackbots.
There is 11 types of new damage tags to effect DEF on enemies.

These are the names of your damage and DEF tags at these levels. This includes enemy DEF also.

lv1~10 AA
lv11~20 BA
lv21~30 CA
lv31~40 DA
lv41~50 EA
lv51~60 FA
lv61~70 GA
lv71~80 HA
lv81~90 IA
lv91~100 JA
lv100+ KA

As you level up your stats will increase based on the Tag Counter. Each monster will do damage based on there level. Say at lv1 you have AA 5DEF and everything else is 1DEF. When you fight a enemy higher then you can handle you die but if you level up the counter requirement rises. Say at lv100 you have AA 100DEF. BA95DEF, CA90, DA85 and so on until you have KA. This means your DEF will be more even towards enemies your level and way above enemies way under your level.

HP system has been changed now. Sackbots will alwas have 10HP. When a monster attacks you it plays a damage tag towards your DEF. When your DEF goes down you get removed 1HP. So it could take a lv1 Enemy do 100 attacks to even do 1 damage/10% to you. If a enemy plays a damage tag thats way above your level you will get KO'd in 1 shot. This plays both ways towards you of course.

Auto-Heal now heals your DEF for all types of DEF tags at sametime.

I know have the logic ready only problem is actual testing of the stats in gameplay and the work of making each level have its on stats because I have to do this 100 times per sackbot. Lucky im only doing this by Updates so I only have to worry about lv1~10 for now which is 40 times.

Changes...
I want protect and shell to heal your DEF now instead of HP.
I want Evasion to heal your DEF also.
I want to make Cures less powerful so they only cure 1HP.
I want to change Spell attacks to attack enemy DEF.
I want to give DEF to Dragoon's Pet.
I want Third Eye for Block DEF Tags instead of DMG tags.
2012-01-20 10:24:00

Author:
venat
Posts: 715


Might delay game for another month. Since I want to do Areas revamps and adding in proper areas. Here's what I been working on and trying to improve areas.

Here's a Example of the plant life im working on. Its been quite alot of work and I been trying to make as much of it as I can.

http://id.lbp.me/img/ft/88d419b9a3e67e13b886f85badb628c2a156c703.jpg

Darkhold Area Plantlife/Effects Update Image

http://i4.lbp.me/img/ft/db47e296edccfaa0e84065f83f4996e241c099b7.jpg

This Area is done but still need to tweek "railroad" and enemies.

Beta/Release Enemy Models

http://i2.lbp.me/img/ft/432f891c16e5ecbda8828487db766e6e124bfd95.jpg

Any feedback would be great.

Anyone willing to offer help it will go along way.
Designs, Logic, Bug fixes, Music, Creating new Logic, Music, Sackbot Costumes. I'm willing to teach you if your willing to watch.
2012-01-24 16:52:00

Author:
venat
Posts: 715


My plantlife has trippled from what the image has in it. I'm not going to show you cus each piece looks amazing.
I have trees/bushes/cave plants/grass/flowers done for alot of areas. Each Area will have its own theme.
I still have quite alot to do but i'm like halve done so far.
Expect Amazing detailed Areas!
2012-01-26 09:07:00

Author:
venat
Posts: 715


I'm up to track and will only show very small part of stuff I complete anyway.

West Ronfaure1 Image!

Been working on this for about a good day or two while trying to create floor textures and testing methods of creation. Also as you can see alot of plant life. Theres more type of plants in this level just not in this image so it isn't totally copyed and pasted. Alot of things I had to replace cus they took to much memory.

This is what release level should look like. Of Course no enemies yet but im trying to finish least 1 level b4 I keep going.

http://i5.lbp.me/img/ft/ff5faef11562adf609e5db19c5f0bba6f8c66c81.jpg

Yes thats all sticker panels!
Wait a min what if I fall threw it?
I have overlaped everything so there is a phyiscal material in almost everything.
2012-01-28 10:59:00

Author:
venat
Posts: 715


West Ronfaure2 Image!

Each Region has its own theme and they look alike. Each area is 2 Levels. So Ronfaure Region is 4 Levels total.

Will be working on East side next.

http://i4.lbp.me/img/ft/e2486bccbf66d96fdf63cd95f5211a220e1572ca.jpg

West Ronfaure1- Walk outside the City to lv1~5 enemies. Can Also access Orc Stronghold & Large Field Level.
West Ronfaure2 Deeper into the Area. lv4~8 enemies. Also This Area Hosts "Garssion" Tower Defence Content.
East Ronfaure1 lv1~5 Enemies This Area leads to a Dark Cavern.
East Ronfaure2 lv5-12 Enemies This Area leads to Ruins of a Tomb.
2012-01-30 18:07:00

Author:
venat
Posts: 715


Future Question.

Would you like me to... Copy a image off the internet with Playstation Eye and Edit it in LBP for Monster Design or create the enemy using what stickers I have?

I been having a hard time creating a bunny so I took a picture of it with playstation eye and then cutting it out with Slice & Dice then taking another photo of it and repeating for 2nd time. What I found out is it saves me ton of time and makes the enemy outta place since its a ingame photo and everything I done so far was with my creative talent and trying to recreate it. Theres alot of enemies I want to create and finding hard to do them and having the time to. I may do it this method.

http://images.wikia.com/finalfantasy/images/5/50/Rabbit_1_%28FFXI%29.png

Been thinking of doing them following also...

http://monsters.ffxi-atlas.com/monsters/imgs/demon.jpg

http://ffxihaven.ffshrine.org/art/mons-conc/Behemoth.jpg

and so on...
2012-02-04 10:54:00

Author:
venat
Posts: 715


Windurst Woods

City Area!

http://i7.lbp.me/img/ft/1c72215f06a2f90d0698a9b4c53a56e2c183b5ca.jpg

http://i0.lbp.me/img/ft/c3035d38803123d429a54fdc88f76b1d75450247.jpg

http://i8.lbp.me/img/ft/cd8590d8e2d559f99816d22f32b6fc13b28f7eba.jpg

http://i8.lbp.me/img/ft/828202f81c2bcdb6b7b3d24450da79322f5e6e53.jpg

Take bit more work but its almost done. Just need to work on the inside of the buildings and sackbots and tweek the quests.
2012-02-06 00:10:00

Author:
venat
Posts: 715


Redo images and data on Opening page forum..2012-02-06 06:03:00

Author:
venat
Posts: 715


Almost done finishing 1st Page. Look at it for new stuff.

Also been thinking of releasing another level for bonus rewards.

Charm Wand.

Cures lv1 DEF per auto-attack & does Heart Effect on your enemy as you bash it.

http://ib.lbp.me/img/ft/c6bd2d961d7445c063d5f1cd703caa1d1bebb442.jpg

http://i8.lbp.me/img/ft/cc82ef9e366ec237dcc22a79c7b251c06cfc5178.jpg

Also took alot of feedback on my team about battle system. I am redid the menu screen a bit. Also can add 4 more abilities and it shows other abilities that arent selected. Also now have Cooldown timer display for all Abilities. Really user friendly now.

http://i7.lbp.me/img/ft/067a0485187a56216a7015172f5317ef64c5b6c9.jpg

I been doing creating on enemies right now and testing damage and DEF on both enemies and sackbots. I have found a good balance for lv1 enemies and attack power for sackbots.
2012-02-06 07:18:00

Author:
venat
Posts: 715


Opening Tltle Screen is complete. Working on Windurst Woods City level. adding detail inside buildings and adding text for sacbots.
Tell me what you think.

http://i2.lbp.me/img/ft/4d286cb1d1fbe6bd53b020098231b0805f72320f.jpg
2012-02-09 08:53:00

Author:
venat
Posts: 715


I congratulate you on finding a project you obviously don't get bored of. Nice work once again.2012-02-09 18:50:00

Author:
TNSv
Posts: 302


I congratulate you on finding a project you obviously don't get bored of. Nice work once again.

I do but I keep trying to battle threw it. I tryn to give myself goals like release dates. Sometimes I find it hard to make them if things need more improving or that they are taking to long. Its also great that I got support from fansites and other players and many people wanting to play this game. I really want this game to hold its own ground and keep people replaying it. Its actually really hard since this is LBP the game thats all about short and fun mini games and levels. Im really trying to make this a full mmorpg kinda game.

Im finding the logic to be overwhelming right now. Some of it I cant do or that its going to take awhile.
2012-02-11 06:09:00

Author:
venat
Posts: 715


Good King Moogle The XIII (Boss Fight!)

Screenshots & gameplay are still in working progress and is aimed for Update3~5 and is aimed for lv30~

http://ia.lbp.me/img/ft/2fa0e20f979f784dc3d224379630d1a09bff77cf.jpg


Anyway vote for your favorite Moogle.

Moogle Willpower

http://i9.lbp.me/img/ft/1d90f583921ab30ff5b2d930c2dcb99e002f3ee1.jpg

Moogle Song

http://i9.lbp.me/img/ft/9e9ce063314660ced55372bfd2f17013d63dab7f.jpg

Moogle Stab

http://id.lbp.me/img/ft/73d4694e13c8bbc3c387c40781cbcd2514495453.jpg

Moogle Sight

http://ib.lbp.me/img/ft/c8b9e6a741a6a53617abc14b34afd5316d8777f3.jpg

Moogle Blast

http://i2.lbp.me/img/ft/b1248f3b3ed4717255958baac433122255d27531.jpg

Moogle Heal

http://ib.lbp.me/img/ft/80bdae1a1a2c3f38a0f4c6c031d5702dddbeda7d.jpg

Moogle Jump

http://i1.lbp.me/img/ft/7110dc8aa51a6bd295b7dbcd424a3982ed92c77c.jpg

Good King Moogle the XIII

http://i3.lbp.me/img/ft/283de94b5d1ccbabf8f6ee89d10081c93e687b14.jpg

Rewards recap may change but these are planed rewards.

http://ic.lbp.me/img/ft/10cda4ddbe8712c24aa504bfe45bf94fd05642bb.jpg
2012-02-11 09:40:00

Author:
venat
Posts: 715


11000 lv55
11000
11000
11000
11000
10000 lv50
10000
10000
10000
10000
9000 lv45
9000
9000
9000
9000
--------------------------------------------------------------------- Game Max level for Actions/Weapons right now.
8000 lv40 179000 EXP total
8000
8000
8000
8000
7000 lv35 139000 EXP total
7000
7000
7000
7000
6000 lv30 104000 EXP TOTAL
6000
6000
6000
6000
5000 lv25 74000 EXP TOTAL
5000
5000
5000
5000
4000 lv20 49000 EXP TOTAL
4000
4000
4000
4000
3000 lv15 29000 EXP TOTAL
3000
3000
3000
3000
2000 lv10 14000 EXP TOTAL
2000
2000
2000
2000
1000 lv5 4000 EXP TOTAL
1000
1000
1000 lv2 1000 EXP TOTAL
0 lv1

Right now are the exp grinding reqirements
2012-02-12 21:51:00

Author:
venat
Posts: 715


Players willing to obtain valentines day weapon "Charm Wand" for Whitemage there will be special event in order to obtain it. Please wait little longer until event is ready.

http://ib.lbp.me/img/ft/c6bd2d961d7445c063d5f1cd703caa1d1bebb442.jpg

http://i8.lbp.me/img/ft/cc82ef9e366ec237dcc22a79c7b251c06cfc5178.jpg


You will need 2 Sackbots toget this weapon. Find your Partners! <3

Weapon Stats...

level 1

Whitemage Only

Auto Atk:2 Attack Power
Spinning Club WS: 4 Attack power
Cures 1DEF every hit
Cures 1HP every 10hits

(Will be one best WHM weapon for least lv10)
2012-02-15 04:46:00

Author:
venat
Posts: 715


http://i7.lbp.me/img/ft/c97268bc7d4c4eef4080fce8532ffee7e7b56cb8.jpg

Final Fantasy XI Online Realm of Seasons is now out and ready.

You can now get your Charm Wand.

You will need 2 players to obatin the item.


I'm sorry event is not really that good but I am busy with actual game at the moment.

Click for more details (http://lbp.me/v/94ecny)
2012-02-15 18:43:00

Author:
venat
Posts: 715


New weapon Skill Tachi: Kagero (lv15)Has been created.

http://i8.lbp.me/img/ft/df8d0e759b312c15a5bb4b0ee7e7107e0adff1f1.jpg

More Weapon Skills will be added.

Been working on New weapons, Level Up logic, Abilities and balancing Jobs in stats and giving correct number of stats each level trying to make leveling smooth as it can be.
2012-02-18 08:43:00

Author:
venat
Posts: 715


Added more Ability Slots for more Skills. Total Abilities a sackbot can hold in its menu is now 18.
10 Slots increased... Alot... I have space now to give each Job more Abilities and Spells as players level up. Right now just focusing on releasing 1 Region and 1 Job.

First it was 4 then 8 then 12 and now its 18.

Thunder based Weapon Skill for Samuarai has been created. Animation Size Adjustment ongoing.

Ability placement for all Abilitys will either go adjustments now or later.

Ideal Samuarari Job Ability/Menu placement Set up

Crystal lv1 O Tachi lv40 X Tachi lv99 X
Third Eye lv13 O Tachi lv35 X Tachi lv85 X
Hasso lv35 O Tachi lv25 X Tachi lv75 X
Demon Circle lv30 O Tachi lv15 O Tachi lv65 X
Meditate lv27 O Tachi lv8 O Tachi lv55 O
Shinyoyo lv90 X Tachi lv2 O Tachi lv45 O

O Mean its been created and X mean it hasnt been created yet.

This will be included as you level up.

Job traits

Samuarai
Bonus TP lv10 (+1 TP every 20 hits)
Bonus TP 2 lv20 (every 17 hits
Bonus TP 3 lv30 (every 14
Bonus TP 4 lv40 (every 11
Bonus TP 5 lv50 (every 8
Bonus TP 6 lv70 (every 5

Double Attack lv30 (Triggers Counter Attack Evasion Traits without having to earn DEF damage)


Started to create Bag/Crystal Level Up Giver & Level Setter and Weapon Equipment Storage.
This will Senor your Points and Stickers and emite your Sackbots equipment and level Stats.

Ongoing- Grand Companies Mission Menu Selection Adjustments
Plant Adjustments

Ongoing- South Sandoria City creation

Ongoing- EXP chains (EXP Bonus's)
2012-02-19 03:03:00

Author:
venat
Posts: 715


Weapon Bag & Level Saver & Level Giver

http://i4.lbp.me/img/ft/df486f79faf59d02def80962422e697682e0b342.jpg

http://i8.lbp.me/img/ft/b683688e229beb0c5cc81c4f6f3e44f1c8dd7293.jpg

Will appear in near every level. Crystal is for Levels and Bag for your equipment.
As you level up you gain your levels. Only thing is you need toget your sticker from the Crystal if you want to finish.

New Samuarai Ability

Tachi: Thunder

http://i6.lbp.me/img/ft/376252856d58a42915e4c761bbd614f38f8829c6.jpg

Exp Chain System giving me some bugs but its near done.

Level Up Stats from lv1~10 are complete for all 4 sackbots.

NEW!!!

Extra Ability Slots

Old:

http://i7.lbp.me/img/ft/067a0485187a56216a7015172f5317ef64c5b6c9.jpg

New:

http://i1.lbp.me/img/ft/e51b9ace7e5dc3b0e69efb7528e54b150037eac3.jpg

Ton more slot options for me to add more skills in. Mainly role and damage based actions more aimed for leveling from lv1~99. Main goal is to launch 1 Region and 1 Job and 1 City. I think it will be Bastok, then Windurst then Sandoria in that order cus of the complex of the sackbots and the currect progress of citys/areas and enemies.
2012-02-22 08:29:00

Author:
venat
Posts: 715


Testing of Item bag are still ongoing but progress is going good.
I have glitches with Selecting new Weapons and Messages when choosing New Items.

Chain Exp Logic still ongoing but having some logic bugs with that also and ways to program it so it doesn't mess up.

Have Created a method in which players will need to seek Enemies in there above there own level range. You lose 50pts if your 5 levels ahead of the enemy. You gain no points if your 10 levels above.

lv5 Weapon stats have been made. There is Point/Level requirements when unlocking weapons to use.

So far have lv1/lv5 Weapon Logic done but I am going to have to add in logic in some of it cus they need to support the lv10+ Weapon Skills I am adding in.

Will be removing Logic for Upper Menu Support because its pretty useless and the new Menu System is more down then before. Will be removing this logic as soon as all Sackbots are completed. It also was sorta buggy and will open up more memory space in doing so.

Have gotten large amount of feedback on...

"Older Quest Item Display"
"Quests"
"Battle System"

I have completed Bastok in every way but also will need to redo it for Quests and Objects (Like Trees) and Quests/Cutscenes and Storyline and Item Display during Quests.

Bastok Makeover will be quite a large task but hopefully will be completed in the roads ahead. Will be trying to Emite Less Complex Item Display and try to add in better cutscenes. (SEEKING HELP)
2012-02-24 06:39:00

Author:
venat
Posts: 715


Creation of outside areas are ongoing and at even rates.
Creation of some future stuff has been done. Trees, Logic etc.
Logic for Grand Companies Menu's have been completed but syncing it in is still ongoing.
Tweeks of Weapon Movements have been done. Bugs have been fixed.
I have been getting info about my Sackbot Logic. I am going to have to redo some of my Logic but not right now. The new Logic will let me have 2~3 players of the same Job.
Exp Chains are near completed and been redone due to bugs.
Textures have been created to suit many levels.

Looks like I'm going to have to push release date near end of March or sooner.

Update1a

6 Quests
4 Field Areas
1 City Zone
Title Screen
WorldMap
Release of lv1~10
8 New enemys
Completion of Samuarai
Adding Crafting Shops (Material+Material= Weapon)

Update1b

6 Quests
4 Field Areas
1 City Zone
7 New Enemys
Completion of Dragoon

Update1c

6 Quests
4 Field Areas
1 City Zone
8 New Enemys
Completion of Blackmage & Whitemage & Adding in Whitemage for every of City as a 2nd player Sackbot option.

Update2

Grand Companies Missions rooms & 3 Missions. (6 Levels total)
lv10~15 level increase
Release of lv10~20 Areas (6~11 Levels)
Release of Harder Quests aimed for lv20
Release of lv10~30 enemys. (7+)
2012-02-29 04:28:00

Author:
venat
Posts: 715


Full List of stuff whats coming in Update1

Jobs

Samuarai #1
Dragoon #4
Whitemage #2
Blackmage #3

lv1~10 Unlocked
9 Level Up Stickers
Exp Chain System

Music:

Sorrow OST
Gustaberg OST
Sarutabaruta OST
Ronfuare OST
Bastok OST
Windurst OST
Sandoria OST
Battle Track1 OST
Vanadiel March1 OST

Material Craft Area
Basic Combine Material Level

Field Areas

Ronfaure Area (4 Levels) lv1~12
Sarutabaruta Area (4 Levels) lv1~12
Gustaberg Area (4 Levels) lv1~12

City Areas

Bastok Market (Near Finished)
Windurst Woods (Near Finished)
South Sandoria (Ongoing)

Extra

Title Screen (Near Finished)
Crafting Room (Ongoing)
World Map (Near Finished)
Game Guide (Shows All Details up to lv10 content) (Help Players from lv1~10)

Enemies & Rewards

Very Rare Rewarded Items

These Stickers are KEYS into Spectal Boss fights to gain players really nice rewards.
WARNING THESE BATTLES WILL LOCK YOU TO THERE LEVEL. Copper Beastmen Seal will lock you into a battle where your Stuck as lv10.

REWARD from lv1~10 Enemies "Copper Beastmen Seal" 1/300%
REWARD from lv10~20 Enemies "Bronze Beastmen Seal" 1/300%
REWARD from lv20~30 Enemies "Iron Beastmen Seal" 1/300%
REWARD from lv30~40 Enemies "Mythril Beastmen Seal" 1/300%
REWARD from lv40~50 Enemies "Darksteel Beastmen Seal" 1/300%
REWARD from lv50~60 Enemies "Gold Beastmen Seal" 1/300%
REWARD from lv60~70 Enemies "Kindred Seal" 1/400%
REWARD from lv70~80 Enemies "High Kindred Seal" 1/400%
REWARD from lv80-90 Enemies "Shadowlord Crest" 1/400%
REWARD from lv90~99 Enemies "Shinryu Crest" 1/500%
REWARD from lv99+ Enemies "Echo Badge" 1/100%

Vulture (lv5~7) (Specials: Helldive, Wind Gust)
REWARDS: Vulture Feather

Crab (lv8~10) (Specials:Bubble Storm, DEF up, Pinchers) (Attack Speed: Slow)
REWARDS:Crab Shell, HQ Crab Shell, Salt Rock

Sappling (lv5~8) (Specials:Branch Whip, Sleeping powder) (Attack Speed: MED)
REWARDS: Sappling Bud, Fruit Seeds

Mandorgora (lv1~7) (Specials: Sleep Pedals, Headbutt, Sunshine) (Attack Speed: Fast)
REWARDS: Mandorgora 2 Leaf, Mandorgora 3 Leaf, Mandorgora 4 Leaf

Sheep (lv8) (Specials: Sheep Song, Sheep Charge) (Attack Speed: Slow)
REWARDS: Sheep Skin, Sheep Horn

Worm (lv1~5) (Magic: Stone, Specials: Earth Quake) (Attack Speed: Slow)
REWARDS: Zinc Ore, Copper Ore, Iron Ore, Flint Stone, Onix Stone

Rock Lizard (lv8) : (Specials: Stone Eyes, Ram, Bio Spit, Fireball) (Attack Speed: MED)
REWARDS: Lizard Tail, Lizard Skin

Crawler: (lv5) (Specials: Coccon, Poison Spit, Webbing) Attack Speed: MED)
REWARDS: Crawler Webbing, Silk Thread

Beetle: (lv4) (Specials: Eva Up, Flying Charge) (Attack Speed: MED)
REWARDS:Beetle Shell, Beetle Jaw

Goblin Hunter: (lv5~10) (Specials: Bomb Toss, Goblin Punch)(Attack Speed: MED)
REWARDS: Copper Beastmen Coin, Goblin Mask,

Bunny: (lv1~7) (Specials: Magic Carrot, Dust Storm, Around About)(Attack Speed: MED)
REWARDS: Bunny Fur, Carrot

Wasp: (lv2~7) (Specials: Final Sting, Pollen, Strong Sting) (Attack Speed: MED)
REWARDS: Wasp Honey, Wasp Stinger, Wasp Wing

Special Enemies

Gustaberg Area
Leaping Lizzy (lv14) (Rock Lizard type) Reward: Dragoon Weapon: "Lizard Slayer" (Slay random # to spawn)
Spippi Bee (lv10) (Wasp) Reward: Thief Weapon: "Spippi Dagger" (Slay random # to spawn)
Steam Crab (lv12) (Crab) Reards: Quest Item: "Steam Clock" (Spawned with Quest Item)

Ronfaure Area
Jack-Eared Jack (lv14) (Bunny Type) Reward: Quest Item: Lucky Charm (Spawned with random # of Bunnys)
Ongoing...
Ongoing...

Sarutabaruta Area
Tom-it-Tat (lv12) (Mandagora type)Reward: Monk Weapon: "Fruit Fists" (Spawned with killing random # of Mandys)
???? (lv13) (Crawler Type) Material: "Rainbow Silk Thread" (Used to make lv10 Blackmage Weapon) (Spawned with killing random # of crawlers)
???? (lv15) (Goblin Type) Quest Item: "Moblin Fishing Rig" (Spawned with Quest Item)

Quests

3 Gathering Quests
3 Special Enemy Quests
3 Special Location reaching Quests
1 Reach lv10 Quest

Special Enemy Quest: (Defeat The Enemy) Boss fight. Will Unlock once completed all Quests within 1 City & Reached lv10.

SPECIAL BCNM MONSTER FIGHTS

These are Arena Boss fights with a single enemy or many enemies in a group which you or your group need to handle.

Required item "Copper Beastmen Seal"

Boss fight... "Wings of Fury" " X2 lv18 "Vampire Bats" "2~3 Players needed"
REWARDS: "Gunromaru", "Astral Ring" & Higher Level Materials"

Will be adding more Boss fights in...

Weapons for Update1~

http://ie.lbp.me/img/ft/baeeea165e61c893fc75905c05177632e59fa1ad.jpg

lv1 Christmas Tree Lance (Late Christmas Pre-Release Reward)
lv1 Charm Wand (Out now)
lv1 Basic Spear
lv1 "Ero" Basic Great Katana
lv1 "Wooden Club" Basic Club
lv1 Basic Staff
lv10 Stone Spear, Sappling Bud+ Flint Stone+Bunny Fur
lv5 Copper Spear, Copper Ore+Zinc Ore
lv5 Walnut Wand,
lv5 Healing Staff
lv5 Bronze Spear
lv10 Bronze Wand (Copper Ore+Zinc+Elm Log)
lv10 Jeweled Staff (Onix Gem+Walnut Log+Elm Log)
lv10 Skull Wand (BCNM Copper Seal Boss Reward)
lv5 Hagura Great Katana (Copper Ore+Iron Ore+ Zinc Ore)
lv5 Esunei Wand (Walnut Log+
lv10 "Gunromaru" Great Katana (BCNM "Wings of Fury")
lv5 Magi Wand (Maple Log+
lv10 Yagio Great Katana
lv10 Lizard Slayer Spear (Leaping Lizzy NM)
lv5 Oak Staff (Oak Log+ Maple Log+Silk Thread)
lv10 Zakai Staff (BCNM Copper Seal Boss Reward)
lv5 Blunt Great Katana Iron Ore+Copper Ore+Lizard Tail

Screen shots of Upcoming Update1 in March stay tuned!

Currect Update on what Im doing

Level Designs and debugging Logic Main and Creating Enemies. I finished debuging alot of Logic for Equipment Select. I Will be doing Level Up Stickers & Debugging for Level Giver.
Exp Skillchains I just finished & I lowered the Chain rewards cus players were leveling way to fast. Also theres a Question on how tough I want this game to be... which is still ongoing.
2012-03-03 20:36:00

Author:
venat
Posts: 715


Got myself a Playstation Vita.

http://www.last-gen.fr/ps-vita/ps-vita-1.jpeg

Littlebigplanet Vita will support my game.

(Will there be Vita Levels?) Nope. all game content will be done on PS3 with LBP2. However the Vita will support the Huge Link of Levels.

Cant add more then 1 account to a Vita & also that would make it so I cant save more then 20 Levels on Community Planet.

This will give me extra time to create logic and create basic Levels which then be converted over into LBP2.

Vita Controls tools/logic that come with LBP Vita only will not be included in my levels. Whatever PS3 has Vita will also use.
2012-03-07 05:12:00

Author:
venat
Posts: 715


Been getting side tracked right now with other games but I will contune with this project when these games are done with.

Im also considering in adding the follow to my game.
Magic Casting and Combo Link Magic actions.
Click on Fire... (Starts Casting spell) Once Counter at Max: Emite Fire
(Will be Removing Auto-Attack from Blackmage & Whitemage) There Weapons will boost there Magic Attacks and give them MP Boost)
Also considering delaying release again and holding back the game a bit until I think its ready. Theres still alot of Testing and creation to do.
Plans to revamp Magic for Combos and Spell Casting and tweek illnesses and revamp the Logic inside the sackbots to make them somewhat wireless.

When unlocking a new spell you also aloud to combo the next tier. When using a Combo it will not Cost MP.
Tier1 Fire- Combo Trigger! Flame Spells will glow, Click again= Fira!

You can only unlock a Combo spell if you reached a level where you get next tier of that Element.
Fire lv10, Fira lv20

Chances of Combos
Combos is totally random but its pretty much 50% at every Spell but tier7. Its 1/2 of tier1, 1/2 tier2, tier3 1/2, tier4 1/2, tier5 1/2, tier6 1/2, tier7 1/1
Toget to tier7 its 1/7 chance everytime you cast a Spell.

Blackmages will be casting Spells very often now and will become a favorite Job to play for most people.

I have to add some kinda MP cost...
tier1 Spells will cost 1/4 of the MP. Only MP Cost will be on Tier1 Spells.

Player Weapon Guide

(What should players get for a Blackmage Weapon...? Something with Speeding MP healing, Something with Healing MP within the battle faster, Something that decreases your hate overtime, Something to boost Combos chances) More combos=more damage

(Combo Boosting Logic... My Notes. 1/3 Counter, Bonus Trigger hookup at Combo bar Triggered when holding special weapon)

Fire Spells (Blackmage & Redmage Only)
Ice Spells (Blackmage & Redmage Only)
Earth Spells (Blackmage & Redmage Only)
Thunder Spells (Blackmage & Redmage Only)
Water Spells (Blackmage & Redmage Only)
Wind Spells (Blackmage & Redmage only)
Dark Spells (Dark Knight & Blackmage & Redmage only)
Light Spells (Whitemage & Redmage only)
Blue Magic (BlueMage Only)
Summoning Magic (Summoner Only)
Ninjitsu (Ninja Only)
Songs (Bard Only)
Rolls (Corsair Only)


Blackmage
Flame Spells
tier1 Fire
tier2 Fira
tier3 Fireaga
tier4 Flare
tier5 Flare2
tier6 Firaja
Tier7 Meteor Also lv95 Spell (Will do 15000DMG)

Ice Spells
Blizzard
Blizzra
Blizzraga
Frezze
Freeze2
Blizaja

Thunder Spells
Thunder
Thundera
Thuderaga
Burst
Burst2
Thunderja

Wind Spells
Aero
Aeroa
Aeoraga
Tornado
Tornado2
Aeroaja

Water Spells
Water
Watera
Wateraga
Flood
Flood2
Waterja

Stone Spells
Stone emite
Stona emite
Stoneaga emite
Quake emite
Quake2 emite
Stonaja emite

Extra Spells
Drain/Bio
Aspair/Aspair2

Spell Casting timers/Hate Boost

3sec, tier1 Hate+1
4secs, tier2 Hate+2
5secs, tier3 Hate+3
6secs, tier4 Hate+6
7secs, tier5 Hate+10
8secs tier6 Hate+13
3secs tier7 Hate+18

(total hate from tier1~7 is 53)

Magic Combo Timers will be 10secs/1min. If they aren't triggered it will reset to 0.

Ideas for Summoner!

Have least 3~6 ready
Menu Name Also Triggers the Pets Actions for Combos
Summoning a Pet takes 6-15secs casting time
Each Summon has 5 Abilities to combo with
Can only have 1 Summon out at once
Have Dismiss Action & Attack Action Menus
Dissmiss makes the summon fallback to you. Double clicking removes the summon)
Attack, Summon attacks nearest target and randomly selects Abilitys
Summoning a Summon takes all 9/10 of your MP
Tier1 Summon attacks cost 4MP
Summoners have low HP. Same as Blackmage
Summoners will have there own Weapons.
Will we be able to summon the ifrit in the ifrit image you already showed us? Nope thats FF14 Ifrit and is quite large. The Boss is quite hard. A smaller and FF11 ifrit will be for Summoners.
When to expect Summoner to come? Really hard to say due to the fact that might be after the LBP Vita release once I feel Updates are getting to be enough for players.
Is there be Summon Fights...? Yes but in unlocking these Abilities you need to do the Quest line "Evoker Trials" This is a quest that keeps growing with Each new Summon added and rewards Summoners with Weapons. Each Summon is based around a level to unlock them. Ifrit is lv20 so basically for you toget him you need to do Evoker Ifrit Quest toget yourself with a Ifrit Summoning Staff which willl let you summon ifrit and give you credit. Once you reach high 70's New weapons will open up letting you summon all summons but there will be bonuses to these weapons such as MP Bonuses, Combo Summon Bonuses, Pet Auto-Heal Bonus, Pet Damage Bonuses and so on. Toget these weapons will be somewhat linked into the Summoning Circle of Quests given to you at every few levels.
2012-03-15 07:01:00

Author:
venat
Posts: 715


I like any anwser any questions reguarding my game. So shoot away!

What I been to doing...

Level Design and Building for Gustaberg Region
Title Menu...New Game~ Nation Selection Menu
Debuging BattleSystem
Redoing Magic System for Blackmage (Adding in Combo Magic)
Removing Auto-Attack and Melee Attack from Blackmages
Adding in 7 tier Magic Casting System
Creation of Special Field Enemies

Few Images of what I been working on now and in the past...

Special Item

Copper Beastmen Seal (For "Wings of Fury" (Chest Boss Fight)

http://i2.lbp.me/img/ft/8b25963001e06e102431c09ca85152c558d9425a.jpg

New Image of Spellcasting (Working progress)

http://ic.lbp.me/img/ft/40c98376bc506d5779a894ec1fb8ff577b3f4418.jpg

QUESTION!

Do You want each Nation (3 Nations) to have there Intro? Simple Intro of Why your there and whats going on and mention of HELP
"Note" These would have to be Movie Levels.
Or Just throw you into City Level?

New Game=Nation=Cutscene=City Level=WorldMap=First Field Level?

Job Tuterial Level would be on the Worldmap (Not Made Yet)
Cutscene Replay Would also be on the Worldmap (Can be Added in Easy)
Crafting Room/Tuterial Would be also on Worldmap (Crafting System still in working progress)
Advanced Game Tuterial Would be on Worldmap (Not Made yet)
2012-03-19 05:55:00

Author:
venat
Posts: 715


You're certainly keeping yourself occupied with this.2012-03-19 07:39:00

Author:
Megaboy93
Posts: 77



LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.