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#1

Masterpiece RPG Project (Working title)

Archive: 78 posts


Moving Forum from LBP2 to LBP3. The game has moved to LBP3 & has changed.

http://i4.lbp.me/img/ft/3b4e4214a375f8f200672b240c4734a51ddff1d1.jpg

http://id.lbp.me/img/ft/81d4cff8e94b106a8c48b407ab6e7370e54c91ed.jpg

http://i3.lbp.me/img/ft/223991fc94f90bda746d856d7807f07817d2f33d.jpg


Lists of Logic/features:
High detailed drawn/created photos.
Weapon Display. (Complete)
Player & Enemy Shadows that follow during battle (Complete)
Movement animations during battle. (Complete/Ongoing)
Turn based RPG battle system. (Ongoing)
Action Points replacing MP. (Cost to use Actions) (Not Ready)
Enemies will have movement animations during battle (Complete/Ongoing)
Special Animations for abilities. (Ongoing)
Camera work during battle animations. (Ongoing)
Auto-Equipping the best Weapon when found. (Not Ready)
Open world -> Battle Screen encounters. (Not Ready)
2 Characters in battle. Male & a female Character. (1 Character is complete)
No Leveling up. Finding weapons will be your source of progression. (Complete)
Monster icon Display. (Complete/Ongoing)
Player & Enemy Targeting with menu system. (Complete)
Each Character will be able to use around 3+ types of weapons limited per character. (Complete/Ongoing)
Common Battle Music. (Complete)
Character's mouth moves during battle & text. Closed mouth, yell, angry. (Complete)
Hair turns off when a player Equips Hats.
Extremely hard boss enemies on the world map. For new Weapons. (That aren't random encounter)
Will be creating a public RPG that people can summit in/help with the RPG.

http://i4.lbp.me/img/ft/7048ee04278e032b99b619c927ed8d85eebba257.jpg
http://i3.lbp.me/img/ft/6c3f62d24e150246a826d4abf8cf8d11e97da859.jpg
http://i6.lbp.me/img/ft/b76f5581b701b28e26c41b7cb7ecbacf6ec784c4.jpg

Extra Logic that maybe added:
Characters may Draw and put away their weapons at the start and end of a battle.
Actual Areas outside the world map.
Story Content. (Not likely unless I get LOTS of support.)

http://ic.lbp.me/img/ft/35c3f23de57f5a6afd1f65847cac6ce0064becd2.jpg

http://i1.lbp.me/img/ft/9310db4d4782fa447a5cfe32cb3885157b119a8e.jpg

VIDEO Previews:

Face Mouth Animations & Head gear test
https://lbp.me/f/520c618cd094861786ce8cdfaed4427525b6ded0/more_by_user?p=1&l=12



Standing Around Animation for Enemies & the Main character
https://lbp.me/f/557de5c02710014cd38cce8b5ff6878ce8bcb802/more_by_user?p=1&l=12

Menu System ver.1 Preview. (We're currently at the end of ver.2 with many big changes)
https://lbp.me/f/1ceefecad875af4dc5c4ddcb54a52f5367db7799/more_by_user?p=1&l=12

http://ic.lbp.me/img/ft/2bc7c4d0c29b0da2c778dd9d4416d7e1772fa8c1.jpg
2015-10-19 01:25:00

Author:
venat
Posts: 715


This is promising to become a very special level! I'm looking forward to it!

Many greetings, Jürgen^^
2015-10-19 09:55:00

Author:
CuriousSack
Posts: 3981


Quickly made another battle screen on the side.

http://ib.lbp.me/img/ft/c3b382a0486584eb3db2fd5e87eddc4a4c0cc4ac.jpg

Ver.1

http://i3.lbp.me/img/ft/223991fc94f90bda746d856d7807f07817d2f33d.jpg

Update on the Menu system. Ver.2

http://if.lbp.me/img/ft/faff53422ce6cfd2763d5c928a5833b32078aa84.jpg

Picture Menu icons were added for Attack, Special Attack, Heal.
Targeting Icon has been updated to a picture.
Shadows of enemies Light up red when selecting a enemy.
No 2nd Character Target Picture icon was added.

Sound effects:
Confirm menu select Sound effects
Toggling menu Sound effects
Toggling through enemy targets sound effects
Confirming target sound effects
Backing out of targeting sound effects.

Bug fixed
Pressing X to enter the targeting menu also confirmed the target select at once.
2015-10-19 23:02:00

Author:
venat
Posts: 715


ooh! looks nice!2015-10-22 02:43:00

Author:
JAMARK1
Posts: 33


Looking at some core aspects of the battle system I need to update the menu system some more.

Turn based... sorta...

The player can do as many turns as they like as long as they have enough AP (Action Points) to spend on actions.
Action & Cost

Attack, 1 AP
Special Attack, 3 AP
Summon, 5 AP
Potion, 2 AP
Skip Turn, 0 AP

Now this hasn't been set in stone yet.
Might be making Attack cost 0 AP and removing Skip Turn.
Skip Turn gives you more AP.
Doing a full round of enemy turns they give you 1 or 2 AP.


The Health Bar will be increased from 3 to 6
The Action Bar will be increased from 3 to 6

Relics

Relics are equipment that your player auto equip that give bonus stats. Finding these are much like finding weapons by finishing quests, killing enemies and opening chests.

Types of stats relics will give out:
Health Bar cap increased by 1 + 1HP
Action Bar cap increased by 1 + 1AP
AP gain per turn+1
AP gain per turn+2
AP gain per turn+3
Potion costs 1 AP less.
Potion costs 2 AP less.
Normal Attacks +1
Special Attacks +1
HP gained with Potions +1
HP gained with Potions +2
HP gained with Potions +3
Summoning costs 1 AP less.
Chance to fully Restore HP & AP to max at the end of a turn.

Summons

Right now I dont know how to fit in summons in terms of finding new summons and upgrading them. I dont want to add them with each weapon cus that would be too much work. Adding in summons is already a lot of work. Good chance I might just scrap summoning.
2015-10-23 17:24:00

Author:
venat
Posts: 715


Okay big update in news today for ya.

First off Weapon Layout for the game has been set.
Few weapons will be redesigned to be more flashy.
http://id.lbp.me/img/ft/d6dc4583e5593dc2a00acabc9c5ec4cacd28fee8.jpg

This shows part of the weapon layout with using a path.
http://ic.lbp.me/img/ft/89c05221f6c6baeb989c43590d8a9b8b5836761d.jpg


http://i0.lbp.me/img/ft/d709c716675c999d87801768962594f7fd227d77.jpg
Battle Screen Menu has gotten a update
HP & AP & Bars are displayed in text Using @ as a health point.
Cost is displayed under each action
Special Attacks have increased AP cost by 1.
Relic slot has been added.
Menu doesn't disappear and reappear while you choose actions anymore.
A selecting arrow has been added for the main menu.

Female 2nd Main character Designs have gone underway.

http://i3.lbp.me/img/ft/6c3f62d24e150246a826d4abf8cf8d11e97da859.jpg
http://id.lbp.me/img/ft/81d4cff8e94b106a8c48b407ab6e7370e54c91ed.jpg

Extra Logic
Turn base Logic for Enemies is complete
Characters & Enemies can now move between layers to attack on the right layer of their target.
Thorn Sword Special Attack: Thorn Blaze is finished.
Crab boss idelling animations have been improved
Crab boss Attack effects have been added
Sound effects for Crab boss attacks & Thorn Blaze have been added.
Potion icon for Menu had to be retaken to make room for white space for Text.

Removing Logic:
Removing Monster & Character Icons from the battle menu. (Don't see the need for it.)
2015-10-25 09:31:00

Author:
venat
Posts: 715


Okay big update in news today for ya.

First off Weapon Layout for the game has been set.
Few weapons will be redesigned to be more flashy.
http://id.lbp.me/img/ft/d6dc4583e5593dc2a00acabc9c5ec4cacd28fee8.jpg

This shows part of the weapon layout with using a path.
http://ic.lbp.me/img/ft/89c05221f6c6baeb989c43590d8a9b8b5836761d.jpg


http://i0.lbp.me/img/ft/d709c716675c999d87801768962594f7fd227d77.jpg
Battle Screen Menu has gotten a update
HP & AP & Bars are displayed in text Using @ as a health point.
Cost is displayed under each action
Special Attacks have increased AP cost by 1.
Relic slot has been added.
Menu doesn't disappear and reappear while you choose actions anymore.
A selecting arrow has been added for the main menu.

Female 2nd Main character Designs have gone underway.

http://i3.lbp.me/img/ft/6c3f62d24e150246a826d4abf8cf8d11e97da859.jpg
http://id.lbp.me/img/ft/81d4cff8e94b106a8c48b407ab6e7370e54c91ed.jpg

Extra Logic
Turn base Logic for Enemies is complete
Characters & Enemies can now move between layers to attack on the right layer of their target.
Thorn Sword Special Attack: Thorn Blaze is finished.
Crab boss idelling animations have been improved
Crab boss Attack effects have been added
Sound effects for Crab boss attacks & Thorn Blaze have been added.
Potion icon for Menu had to be retaken to make room for white space for Text.

Removing Logic:
Removing Monster & Character Icons from the battle menu. (Don't see the need for it.)

Holy crap!! Dude that picture with all those weapons looks awesome. And the #%#!ing amount of complexion you've been doing is starting to look like the next phenomenal LittleBigPlanet level/game!!! Man I'm genuinely hooked now - I'll be a fan, looking for the next update from now on. Good job! Looking soooooooo so good.

- - - - - - - - - -

One more thing just quickly though. You should put the story, plot; in the top post. That's the thing that will get people attached when playing it. Please don't put some floppy half assed story with this beautifully done masterpiece gameplay. D:
2015-10-25 15:42:00

Author:
AxisTheLegend
Posts: 59


Holy crap!! Dude that picture with all those weapons looks awesome. And the #%#!ing amount of complexion you've been doing is starting to look like the next phenomenal LittleBigPlanet level/game!!! Man I'm genuinely hooked now - I'll be a fan, looking for the next update from now on. Good job! Looking soooooooo so good.

- - - - - - - - - -

One more thing just quickly though. You should put the story, plot; in the top post. That's the thing that will get people attached when playing it. Please don't put some floppy half assed story with this beautifully done masterpiece gameplay. D:

The game is currently too much work to add in story content. I need help adding those parts of the game in if you like to help.

- - - - - - - - - -

- - - - - - - - - -

Picture of fully designed female character along side the main character.

Same as the main character in terms of damage. You will see Magic Blasts for normal attacks and Magic Special Attacks.

http://ib.lbp.me/img/ft/c4bbaf14fd985c3f8dd8d08011f2636ff2adf518.jpg
2015-10-26 17:27:00

Author:
venat
Posts: 715


Ton of work has been done with the Menu System & Logic sorting out the battle system is finished and is working smoothly. Many bugs have been fixed within it.

Changes:
Both Character Menus share the same menu UI. There was 2 Menus but there is 1 now. Saves on memory.
Selecting targets will disappear the menu.
When in battle animation with your character or when monsters are doing animations the menu will disappear.
Backing out of selecting targets will reappear the menu.
Starting up your turn & ending your turn will appear/disappear the menu.
Starting up a characters menu will reset any glitched counters.
Menu Sounds are more quiet.
Core Battle system logic is done. The battle is playable. (Only action you can use are Special Attacks on the middle target on the field right now. 2 Characters goes first then 3 Enemies go next.)
There is a menu for the second character.
Second character was given a fire blast attack.
Clam Enemy works a bit and gave him a bubble blast attack.

Logic needs to be done:
AP Requirement Check for Actions.
HP damage.
Extra enemy detail towards giving the correct damage to the right selected player.
Random Encounter to battle screen
Logic towards enemy & player deaths
Potion Animations/effects and HP healing.
Normal Attack Logic for characters
Extra detail towards battle effects on the mage character.
Joint movement bug fixes on both characters.
Joint movement bug fixes on the boss.
Changes in the camera system where the camera isn't on the weapons of the characters. Which is causing some camera issues.
Look into sound effects for both female & male characters. Like give them yells for attacking or getting hurt.
Battle fanfare.
Draw/put away weapon logic.


Was looking at mobile games and they have cash shops in it where they cost money to give out random items. I was thinking of players obtaining CP (Chest Points) from normal battles and find chests within a area of the game where they can spend CP to open it. Random chance players will obtain a rare weapon from it and the common weapon will always drop from it. That or at the end of a battle a chest will drop and open and random chance of obtaining a rare weapon, samething just you will not be earning or spending CP.

- - - - - - - - - -

Just adding to the above post.

http://i4.lbp.me/img/ft/9d48d4eeac0447405ff9980e45f5245e2513df9c.jpg

Trailer has a few things out of it that we're added/fixed.
https://lbp.me/f/3f096f75b887ee501101218f99e8a5dde290cbfc/more_by_user?p=1&l=12
2015-11-03 20:25:00

Author:
venat
Posts: 715


The battle system has reached phase 4. (Will be done in phase5.5-6)

http://i3.lbp.me/img/ft/883532aaff2f3b6a6fb73c194418af3fce3d60ca.jpg

Weapons have a glow effect around them.
Both characters can target and attack each of the 3 enemy spots with normal attack & Special Attack.
Tags turn on Cameras.
A bit of camera work goes off during enemy & player attacks and when the menu is on.
Arm joint movement for both characters for holding weapons was fixed.
Had to redo the battle animataion to work from fixing the arm.
Normal Attack joint movement was added to both characters.
Active Message appears next to the characters name when its there turn.
Fish Enemy is finished.
Fish enemy has swim jump battle animation for its attack.
Dragon enemy was designed.
Idelling animations for the dragon is finished.

http://i6.lbp.me/img/ft/b466b9ab55dafa664fad08abf498e4a81e84951b.jpg

- - - - - - - - - -

The rpg battle system has reached phase 5. Most of the heavy lifting is done.

Whats done:
Ability Cost requirements added.
All actions remove AP now.
Enemies do damage to the players HP.
Potion Sound effects/Animation we're added.
End of each Enemy Round, players earn 3AP.
yelling sounds effects we're added for character attacks.
HP & AP bars are working correctly now.

Whats left:

Hurt Sound effects with enemy attacks
Hurt sound effects with players getting hurt.
Random Encounter to battle screen.
Logic towards enemy & player deaths.
Extra detail towards battle effects on the mage character.
Extra detail towards normal attacks on both characters.
Extra detail towards Crab Boss battle effects.
Battle fanfare.
Draw/put away weapon logic.
Logic for dead characters.
Fanfare character animation.
Adjustments to Potion. (1AP cost & have it the turn be done. Have it still heal 2HP.)
Bug fix needed: Menu system still active in a menu where you can't buy anything with AP.
Bug fix needed: Joint movement bug fixes on the boss.
Bug fix needed: Players HP not reaching 0. (Stuck at 1)
A look into Relics & if its easy enough to adjust the currect logic to add them in still.

Once the above is done can start building toward making a full level.
2015-11-05 21:28:00

Author:
venat
Posts: 715


I would be able to help in December if you would want any help. I know that this is an extremely complex level, so probably the easiest thing for me to help with is tedious stuff which I'm fine doing. Just message me and I'll get back to you (I might not get back to you very quickly this month, but next month I'm free)2015-11-06 22:44:00

Author:
koltonaugust
Posts: 1382


I would be able to help in December if you would want any help. I know that this is an extremely complex level, so probably the easiest thing for me to help with is tedious stuff which I'm fine doing. Just message me and I'll get back to you (I might not get back to you very quickly this month, but next month I'm free)

Pretty much done all the complex stuff. I still need someone or I will have to do it... is to make my characters move around in a actual area.
Also looking for ANYONE that wants to create something and add it in the game. If you do make something like a monster it needs to move using the chip thats on every monster. Its pretty easy, just adjust the routation in the order you want it. Also looking for people to make music for the first chapter of the game and upcoming chapters.

Update:

Adjustments because of the battle system.

Potion heals 4 HP now with 2 AP cost. Using potions ends the turn.
Characters now move there hands when using a potion.
Attack costs 0 AP now.
Crab animations are better.
Clam monsters bubble blast looks a bit different.
Both characters Blast/Slashing animation for there normal attacks.
Emote sound effects we're added to potions.
Blue Normal & Red Rare item Chests was designed.
Sound effects we're added to normal attacks.
Randomizer bug was fixed where the enemy was doing 2 attacks at the same time randomly.
First Area has begun the creating process.

Will be increase players HP to 10~13. Because 6 isn't enough health to keep up when fighting 3 enemies.
Battle Fanfare animation has been canceled because of character movement limitations I can't really make anything that looks that good.
I think i'm gonna do away with the put away/pull out logic and animations also.
Someone unknown bug is preventing the senors to reset/turn off, randomly causing the crab to lose gyroscope connection.

Screenshots of a game still in devlopment.
http://id.lbp.me/img/ft/28d4922998f312f342650c47639b6f9a210cea59.jpg

http://i7.lbp.me/img/ft/6c7bb4433195be0d8210f19ee808695f47df1400.jpg
(Text Box will be different for each area of the game. Beach, Desert, Dungeon etc..)
http://id.lbp.me/img/ft/4fdeefb09d15b8e0b353a5673171f7bbc57e58bc.jpg

http://i1.lbp.me/img/ft/f41ef645ecf9fbf59fc78ab9937bab436baac290.jpg

http://i0.lbp.me/img/ft/0a02e0ce663ff682289f64847c9f5f4972d57d10.jpg

http://i8.lbp.me/img/ft/098e8c9b2721be5b5d38c02a52fd83ae65ef039e.jpg

http://i8.lbp.me/img/ft/588952e9618cec17b74be81be21b6b632921c241.jpg

Been thinking of calling the game, Rising Fire. Good title?
2015-11-07 06:18:00

Author:
venat
Posts: 715


Heres another small preview/update on what the first area will look like. Please note, not much has been done and still working on adding more designs and gameplay elements within the areas besides just random encounters. Also this is not what its gonna look like in the end. Im still using this area as a testing ground for gameplay logic.

http://i0.lbp.me/img/ft/320eef87d7375c308e15d56e626b9d007f1696a9.jpg

http://i7.lbp.me/img/ft/887fb7c378d5797c03c1b14e68dfc063e858b753.jpg
2015-11-14 12:48:00

Author:
venat
Posts: 715


i need some feedback on game design & maybe some advice on maybe improving it.
Really not sure which type of area layout I want to put in my game. Should it be top down like pokemon or side scroller?
Also will understand what kinda RPG im trying to create in the end.

Really hard deciding which to pick because it needs to be big enough and be detailed enough.

Heres 2 pictures of what I been thinking of doing for area design and how you will venture.

Picture of Golden Sun.
http://static1.gamespot.com/uploads/original/mig/9/4/3/7/399437-goldensun_004.jpg
Now this game has some intresting and yet simple puzzles with pushing platforms and moving them etc.
Having little issue adding more intresting puzzles with the game being the way it is in the photo above.

Second Picture is Chrono Cross

http://lparchive.org/Chrono-Cross/Update%2034/10-racism13.jpg
http://vignette2.wikia.nocookie.net/chrono/images/a/ab/ShadowForest.png/revision/latest?cb=20090806043555

Now this is a mix of 3D space/sidescroller with zones to other maps. Also has some top down features.

Overall im thinking of redoing the photo above and making it more top down with in & out 3D elements. Maybe even have both. Main issue I see with the top down is I need to put more collusion detection in it. The level needs to host least 1 or 2 battle arenas. Common battle arena & boss battle arena.

On another subject thats related to the areas. Thinking of adding in a sorta a flying Robot Character kinda like Navi in Zelda that uses its own Magic/Skills in the area to do puzzles. Ice beam on water and makes a platform etc. Might have players use touchpad to move it around and be able to select things with the robot.

Battle System
Now start of this RPG project I wanted to make something cinematic in terms of using actions and be animated in battle.
This is a 3DS game called Braverly Default.


https://youtu.be/rNIbPaXr3OE?t=115

Idea is simple. With each new Weapon you obtain in game will replace the weaker one. Each weapon has its own special cutscene attack like in the video. Main issue with this is the camera doesn't pan to the next camera fast enough. There is a huge delay. Like one second. Not fast enough to have maybe views within a few seconds. Also character joints and characters arent 3D and fast enough to do cool character movement like in the video. I can still do some cool stuff with the characters but its in 2D.

Now the battle system is sorta like Chrono Cross & Braverly Default & Golden Sun mixed into one.
Actions cost AP. Only action thats currently free is normal attack. At the end of each round all players earn 3AP and there cap is 6 for there bar.
Health Potions cost 2AP and Special Attacks cost 4AP, Special Attacks doing like 3x of a normal attack.

The big issue with the last RPG I was working on was a MMO. Had a ton of actions, illnesses, traits, attacks for each class. Was a multiplayer/join in and drop out MMO where your progress got saved. Main issue was the learning curve was way to high for the community of lbp. Was also unforgiving a bit but it got easier as you leveled up making you think you made progress. So this time around the game has all visuals and not many features where you could mess up and its easy to learn from the get go.

One of the main issues I see with going so simple is its hard to add in more complex logic to add a feeling of improving your character in terms of health & attack power. Right now im using very simple counters for health bar and how im outputing attack damage. If I want to add stronger weapons and stronger enemies I need to redo these systems so the game can read stuff like Enemy Attacks you for 5000 damage. Right now its just single numbers like damage 1.

Another Question is how do you force front view mode in playmode? I want Frontview+camera view locked in 1 spot.

Like I said because the Health/Attack system is too simple im going to have to get rid of the Relic Armor upgrades you find in the game to upgrade your characters stats. I might include NPCs that actually wear these armor pieces instead. Most of it will not be added since its stuff like Rings, Earrings, Belts etc. Im already pushing the limits on what I can hold in my level in thermo already without their stats included.
2015-11-16 06:19:00

Author:
venat
Posts: 715


It would be awesome to see some video on how this is done.2015-11-17 23:42:00

Author:
Okami
Posts: 44


It would be awesome to see some video on how this is done.

You mean like a preview or a detail look at the logic?

Also about Videos.
I been thinking of making a Youtube trailer of the game once its done.
I know nothing about video editing or how to make a video on youtube.

Something like a really cool looking 15sec video that shows alot of gameplay that can be attached to the level in lbp.

- - - - - - - - - -

Currently working on improving the character sprite.
Will be working giving him a upward climbing and running animation.
climbing will trigger when you touch a hit box where you can climb some vines.

Also been thinking of having the camera follow the character and having following limits on that camera. This will allow the camera to follow the character near the edge of the level and will stop before the character reaches the edge where it will not show stuff off screen. (kinda hard to explain) This may need the camera that follows the character to have collusion.

WIll also need to do some work with zoning into other screens.
2015-11-19 02:05:00

Author:
venat
Posts: 715


Trust me on this. The less features your RPG has in LBP, the better. I think too many RPG creators(myself included) , tried to combine so many ideas and features that it doesn't end up being very enjoyable to create(or even worse play). Most people would love your game just because you got it set up.

I found this to be a great rule: get something out. Dont focus so much on a masterpiece on the first go. RPGs can be daunting alone, and you would know just as much as I do.

A general rule I follow now is if you have to ask if you have to many features-you probably do. These questions are almost rhetorical because realistically when you post things like relic weapons, no one outside of you probably knows what you are talking about anyway-besides perhaps FF fans.

It sounds counter-intuitive to reduce features to improve the game, but what you will find is that a simple well crafted RPG will be a masterpiece in the eyes of most--especially in LBP where no one really does that.

Everyone also has different taste in RPGs, so go with what "you" like out of the battle system. If you dont like the battle system, it will be hard to convince players to like it. Once you like what you have, maybe have some people test it. Same thing with the art style. Personally a side scroll style makes since with your art style unless you do sprites for moving in and out.

My advise is get something out and save the improvements for the next chapter. Its something I am doing now. You will undoubtedly keep getting better and finding new ways to improve your game, but as its proven time and time again, the projects that are constantly being improved are rarely released. (Looking at myself).

So maybe take a few days off and think about exactly what it is you want to communicate to the player. Should the art be darker to communicate a darker tone or more light hearted? Should the backgrounds use different materials or the same as the characters? Is it more exploration? Maybe the top down view would be better. Is it more Combat focused? maybe the side scroll view ala Valkarie Profile makes since here.

You wouldn't believe how much just sitting down and planning your RPG will make it MUCH easier creating in the long run. Remember this as you are creating: "Save it for number 2!"

You can always release a sequel or continuation, but confidence for game creators is gained through completion, so get that first level out asap.

Good Luck-
2015-11-19 02:31:00

Author:
Rpg Maker
Posts: 877


Trust me on this. The less features your RPG has in LBP, the better. I think too many RPG creators(myself included) , tried to combine so many ideas and features that it doesn't end up being very enjoyable to create(or even worse play). Most people would love your game just because you got it set up.

I found this to be a great rule: get something out. Dont focus so much on a masterpiece on the first go. RPGs can be daunting alone, and you would know just as much as I do.

A general rule I follow now is if you have to ask if you have to many features-you probably do. These questions are almost rhetorical because realistically when you post things like relic weapons, no one outside of you probably knows what you are talking about anyway-besides perhaps FF fans.

It sounds counter-intuitive to reduce features to improve the game, but what you will find is that a simple well crafted RPG will be a masterpiece in the eyes of most--especially in LBP where no one really does that.

Everyone also has different taste in RPGs, so go with what "you" like out of the battle system. If you dont like the battle system, it will be hard to convince players to like it. Once you like what you have, maybe have some people test it. Same thing with the art style. Personally a side scroll style makes since with your art style unless you do sprites for moving in and out.

My advise is get something out and save the improvements for the next chapter. Its something I am doing now. You will undoubtedly keep getting better and finding new ways to improve your game, but as its proven time and time again, the projects that are constantly being improved are rarely released. (Looking at myself).

So maybe take a few days off and think about exactly what it is you want to communicate to the player. Should the art be darker to communicate a darker tone or more light hearted? Should the backgrounds use different materials or the same as the characters? Is it more exploration? Maybe the top down view would be better. Is it more Combat focused? maybe the side scroll view ala Valkarie Profile makes since here.

You wouldn't believe how much just sitting down and planning your RPG will make it MUCH easier creating in the long run. Remember this as you are creating: "Save it for number 2!"

You can always release a sequel or continuation, but confidence for game creators is gained through completion, so get that first level out asap.

Good Luck-

Im only going to release Chapter 1. Which is gonna be a smallish level but really good looking. If that gets like 1000plays or gets MM picked. I will release chapter 2. Even though I have tons of things unused for my last rpg project the time in creating something comes twice as fast for me at this point. Yes I know extra features can take alot of time to create. (This comes with Enemies & Weapons for my level.) Is why I will only release content chapter by chapter bases.

Gameplay its pretty simple. Only 3 options and some push puzzles. HP gets restored to full every fight. Can randomly earn weapons after random normal battles and can find chests in the field that earn weapons. There are Relics planed but thats way ahead of the game. I made it before LBP3 came out.

Its top down & side scroller view. top down for more gameplay field based levels of the game and side scroller parts of the level where I wanna add more of a artistic flare. Im still working on making it a top down/in and out mover level right now and will be able to show off a screenshot of it soon.

Cant plan too far ahead because most times I find out is.. it doesn't work in lbp so I have to find work arounds or do it another way. I already have my answers for my game right now.

The game will be light hearted to begin with but it will get darker.

edit:

http://i2.lbp.me/img/ft/8c20787623aa709f9c7f5f08ff4ab20807eae8fe.jpg
2015-11-19 08:21:00

Author:
venat
Posts: 715


Yup good plan. Planning for the first entry is way less stressful. I do think in 2016, its time for us RPG dudes to start collaborating lol2015-11-19 18:28:00

Author:
Rpg Maker
Posts: 877


Did a quite bit of work on the game.

http://i7.lbp.me/img/ft/2a72b2e2658f845baec5c29d18ec2b056c0b6e38.jpg
Redid the rocks, the floor, collusion, redid the trees, layed the area out better for better gameplay,
Character has in & out movers to change to other layers by touching a hit box.
Text has been updated.
Textbox that gets emited by npcs when pressing X.
O button can skip the text box.
Beaches textbox has been increased in detail.
O button skip text is added on bottom right of the text box.
Slide down ledges were added.
Characters mouths move alot during text.
Pillar designs were improved to look more 3D.
Pillar collusion boxs were changed for this top down view.
Main characters closed mouth was improved to look better.

http://ia.lbp.me/img/ft/8ca612b330a81abbbc2e0dff0dde221531d0b5ba.jpg

http://i6.lbp.me/img/ft/5568a9206d6c08769ea50df1445ae9c0f7eb7811.jpg
Just wanted to share this image I made in lbp3 paint.

- - - - - - - - - -

Spoilers/update

Chapter1 will have Ruins, Beaches, Boats, Jungle, houses, caves, Auto-platforming, puzzles, climbing, 3 types of battle screens- Beach/Cave/Jungle. Quite a bit backtracking to earn extra chests hidden away.

Okay blue prints were made for Chapter 1. Enough gameplay for about 10-15mins.
The amount of weapons I may of said that we're going to be added is going to have to be cut out because there is already too many chests/weapons in a chapter. This chapter is going to have 6 Weapons- (2starting weapons, 2chest weapons and 2 weapons earned from random encounters) The other chapters in the future will likely only have 4 per chapter.
One of the issues I had with the current game was "There isnt anything other things to collect but weapon and how do I get the players to explore more"
I have came up with a new item players will want to collect.
They are called Summon stones.
The more the player collects the stronger the summon looks and is.
Players cant use this attack option until they have at least 5 Summon stones of the right color.
This is so players can explore more of the game and look for these items to collect and be brought over to other chapters and contune upgrading there summoning power. Each character will have there own summon. There is going to be 10 summon stones per chapter.
Will make it so players can't use them for at least 3-5 turns (cooldown) also cost a ton of AP.
Also thinking of adding in negative AP bar for the battle system so players have to use summons at there own risk.

Summon stone design was already done pre game and one of the summons design was already done pregame also.
2015-11-23 15:23:00

Author:
venat
Posts: 715


Teach you guys how to create like me.

First go into paint mode and draw your object only using black & white.

place your photo on sticker panel and make another sticker panel and place it behind it.

http://i7.lbp.me/img/ft/46740094f005ef003fb8441a6e41316e1bf50c81.jpg

Use the slice & dice tool and cut around the photo on the blank white sticker panel.
Once you cut out the sections you want to color. adjust the color of the sticker panel.

http://i8.lbp.me/img/ft/e1874fd9e2206ca2059197272e4d7bacd288eb55.jpg

Okay its done.

http://i1.lbp.me/img/ft/291d32c080e24851a99e1641e22af7014d641409.jpg

Bring in any kinds of objects you wanna overlap with the photo.

http://ic.lbp.me/img/ft/5cc62d4505d687326bd3c9c855ed4ce70886930d.jpg

overlap them and adjust the background to black. Go into front viewer and take a photo of your object and zoom in close as you can leaving bit of black around your object in the photo. This will create a black outline around your object and fix any drawing issues you made around your object.

http://id.lbp.me/img/ft/bdded066c91001e99bdaf0518adbd5b66c651aac.jpg

Place your new sticker on another square of sticker panel and begin the fine cut for your object with the slice & dice tool.

http://ib.lbp.me/img/ft/cbbc4d11d33346ef0b520cdbfd42ceea50111943.jpg

Now that your done what kind of object are your placing in your level.
So you converted all this detail into one photo.
Took out all the thermo you would of got if you added in a painting photo.
1 Material with bunch of edges around it.
1 basic lbp photo.

http://i1.lbp.me/img/ft/bc1ef73ddfb0ce779f17432b80365303aedd5310.jpg

Now place your new object in your level & enjoy.

http://i3.lbp.me/img/ft/c53877ae1c2076cc548f414d8f505e87551a634a.jpg
2015-11-24 21:26:00

Author:
venat
Posts: 715


Yeahh! Thanks for this little tutorial!
Many greetings, Jürgen^^
2015-11-25 01:17:00

Author:
CuriousSack
Posts: 3981


Update/spoilers. Please note these screenshots are still in the creating phase and photos we're taken at weird angles.

Bunch of work has been done in the areas. Not gonna show everything but a few new screeshots.

Started to work on Imperial Soldiers

http://i1.lbp.me/img/ft/3816fd2c620dc08667831c32f96636cc99471255.jpg

Planning for Summoning Stones

http://ib.lbp.me/img/ft/b3b4fd36f2822264fa60da641926897d64de6d8a.jpg

Summon for the main character.
http://i8.lbp.me/img/ft/41867f9145a78c70f0c9206596623ed6993ee016.jpg

http://i1.lbp.me/img/ft/08185236b7ffd7c36e75181731bfd489a41d9074.jpg

http://i6.lbp.me/img/ft/a4678858431cf68dbfe322b63f2e37cc1a9e0ad7.jpg
2015-11-25 16:45:00

Author:
venat
Posts: 715


Area layout is done. Few more pieces of custom designs for areas to work on then I gotta work on logic.

http://ia.lbp.me/img/ft/d9a2729a52087920baf9dce8e3373928cfe9971e.jpg
2015-11-27 15:07:00

Author:
venat
Posts: 715


Made a new character to be added into a new system in game but don't know if I wanna go ahead with it.

Character is a Treasure Hunter/Merchant.

Your character has a treasure hunter rank that builds up as you find more treasure.
Treasure Hunter lets you have his weapons if you reach the required rank.

Adding this in would let me change 70% of the chests found in the game to "Treasure" chests.

Not sure if I wanna add this in right now because I would need to make extra features. Such as... Shop Menu system, treasure rank, # of items collected, and a way to save the number of items collected when going to other chapters. Already have enough to work on right now.
2015-11-29 04:18:00

Author:
venat
Posts: 715


Theres bit of stuff for each of the field area maps I need to work on such as.
Jumping on platforms & jumping animation.
Climbing logic & animation
Collusion.
Designs for Ocean water/Rocks
Applying Sound effects for Chests/Opening doors/Nature/footsteps etc.
Adjustments to foreground & background layers.
Have all hit boxes turn off while character is zoning.
Having pillars, chests open, and whatever saved when the objects are changed.

Many different aspects of the game still need to be worked on.
Zone logic is done and blueprint has been made for it. Theres 22 zone addresses.
Im working from area to area right now but each area almost has its own thing that hasn't been addressed yet which makes checking off those boxes take longer.

Short video preview of zoning at work
(Not everything in the video is working as intended. Mainly the camera on screen2 & need to work in more designs into area3)

https://lbp.me/f/973d769125166e5ae22ed8d6fe4309c26fe1ff50/more_by_user?p=1&l=12

Nature sound effects sound nice. There is gonna be area track that will play over it.
Thermo doesn't seem that bad. Not everything is added yet but will most likely be 50-60% full when I have everything added and there are 2 screens active at once. Field & battle screens.

I been thinking of looking for people to do voice work for the game. Change the voice actor every chapter so its easier to find new people to replace them.

The intro in terms of what happens in every shot is planned out. The intro is not gonna have any voice work.
Its gonna show off the main characters and main side characters and bunch of other stuff in a roughly 40-50sec video.

I been looking at other MM/team picks and the first level of a series (the intro video) gets the most plays. So I been thinking of including the intro video with the same level that chapter 1 is saved.
2015-12-02 07:30:00

Author:
venat
Posts: 715


The little demo is already looking great! I'm looking forward to more!

Many greetings, Jürgen^^
2015-12-02 09:27:00

Author:
CuriousSack
Posts: 3981


The little demo is already looking great! I'm looking forward to more!

Many greetings, Jürgen^^

everything in the video has been fixed. some major bug & minor bug fixes. extra detail was added to other screens,
map chip that emites every area has all 22 addresses listed into it now. 3 screens left to work on Ship, Large Cave and inside the house.
Not everything in the past screens is finished cus some if has jumping/climbing still in it.

I'm working on jumping logic on the side and its kinda done but its a little bugy.

Also CurousSack hows that beach track coming? I will be needing those tracks we talked about really soon.
2015-12-03 04:52:00

Author:
venat
Posts: 715


Beach track, I'm hoping to finish it on weekend and the fanfare is done! 2015-12-03 09:52:00

Author:
CuriousSack
Posts: 3981


... I had a little go of your Battle demos... working really nicely, very impressive!! I've queued up the zoning demo which I'll have a go of tonight.... Everyone should have a go as the pics don't show the complexity of what you're doing here!2015-12-03 11:11:00

Author:
James-p
Posts: 286


... I had a little go of your Battle demos... working really nicely, very impressive!! I've queued up the zoning demo which I'll have a go of tonight.... Everyone should have a go as the pics don't show the complexity of what you're doing here!

There is no demo or any real playable thing out yet. Field areas are almost done. You played a old version of the battle system also since it wasn't published yet.

Will be asking a few people though to beta test the game when its ready.

2 Screens left to do & Save Logic for objects is almost done also. Since the area gets emited and everything gets reset to the start I needed a way to save the current placement of puzzles.
2015-12-03 20:08:00

Author:
venat
Posts: 715


There is no demo or any real playable thing out yet. Field areas are almost done. You played a old version of the battle system also since it wasn't published yet.

Will be asking a few people though to beta test the game when its ready.

2 Screens left to do & Save Logic for objects is almost done also. Since the area gets emited and everything gets reset to the start I needed a way to save the current placement of puzzles.

Apologies!.... Demo is perhaps a poor choice of words. The few open levels on your earth are still very cool!! I'd lock-em if you don't want nosey parkers like me sneaking a peak!
2015-12-04 10:35:00

Author:
James-p
Posts: 286


Trying to add battle system screens in and its requiring me to readjust all camera logic for every screen. There is alot of cross logic work.

Also with adding battle screen in the level is starting toget more full. Even when its not emited out it doesn't seem to save thermo at this point.
Even though things look done everything doesn't qut work together yet.

Jumping logic has been improved. Collusion for the field areas are done, Designs for field areas are done or could use a bit more, Zone logic works with every field area now.

To do list:
Battle Encounter Screen (meh)
Battle System Start & End logic with Camera swaps (easy but alot of work)
Edit Nature background sound effects (easy)
Add sound effects for character sprite (bit of work)
Add pushing sound effects (easy)
Create more Enemies for normal battle encounters. (alot of work)
Create battle areas for Cave & Jungle field areas. (easy)
HP System for Enemies (easy)
Death Chips for Enemies (might be alot of work, depends)
Targeter logic for when enemies aren't in a enemy spot on the battlefield (hard)
Game Over Screen for character death (easy)
Character Death Animation/Sprite for the battle system (Meh)
Logic that skips x character if she or he is dead. (hard)
Sound effects for going into caves (easy)
Additional save objects in current stat logic (easy but alot of work)
Foodsteps/SpeedSensor counter to trigger normal battles (Should be easy)
Character Sprite Animations for climbing/jumping/facing up/facing down (hard)
Character attachment to jumping logic. (might be hard)
Chest opening sound effects. (easy)
Attack damage on character weapons (easy)
Bug fixes to areas still. (bit of work)

The 2 I will have big issues with is the character sprite & the targeter logic for the battle system.

I would like to release the game without extra weapons or chests on the field areas. This is because the amount of logic I need to work on is alot. Putting aside the Auto-Upgrading logic for weapons, Merchant Shop and chests. The level is starting toget full and im not sure if it will store additional expanded logic (30 Weapons and counting) in it down the road when the level is done.

Pretty sure im gonna have to load in every battle screen with the characters with no weapons on them. Then add in the best weapon that you currently have when you load into a battle screen.

Also because of this snowball effect with logic im having with the game im going to delay the intro also.
2015-12-05 04:27:00

Author:
venat
Posts: 715


About 12+ hours of work was done on the game.

Sound effects for footsteps, sliding down.
Character sprite has up and down animations.
Character sprite for climbing & jumping on platforms is done.
Jungle/Cave/Beach Battle Arenas are being done.
Reworked Area Design based on new player testing feedback finished.
New Field Areas added on.
New zone addresses done for 3 extra field areas.
NPC walking around on the field maps is done.
X Button display for talking to nearby NPCs is done.
Character lighting display has been done for text.
Character Sprite has got a cape.
Character sprite jumps in the right direction.
Character animation is displayed correctly for climbing up and down.
HP system for Enemies has gone a overhaul.
Character Attack damage logic has gone a overhaul.
Bunch of bug fixes.
Redesign to field areas to fit climbing, jumping hit boxes.

http://id.lbp.me/img/ft/b1da3370eafcee8f69aa3ddd78cff61a1affa722.jpg
2015-12-06 09:18:00

Author:
venat
Posts: 715


Screenshot update.

old screenshot
http://i6.lbp.me/img/ft/a4678858431cf68dbfe322b63f2e37cc1a9e0ad7.jpg

new
http://i2.lbp.me/img/ft/ef2b6fd5769bc91b4def08f71a4506b31e808202.jpg

http://i7.lbp.me/img/ft/61788a18e5d10f2dd1344829506653eb97871f71.jpg

http://i8.lbp.me/img/ft/258bbf2996ddda0da0be997c59ff05f07cd41782.jpg
2015-12-08 05:32:00

Author:
venat
Posts: 715


Bravoo! This will become a unique level in a unique style! I'm looking forward to it! 2015-12-08 08:34:00

Author:
CuriousSack
Posts: 3981


Some work has been done with fixing a major character freeze bug & adding new logic for pushing objects into each other and also binding the character sprite after pushing objects for a few seconds.

Some work has been done with text display.
Some save data logic has been layed out for Chests & NPC dialog.

Thinking of adding in keyitems like Chrono Cross.
Been thinking of changing the Treasure Hunter System with more of a Cash trade in & also change few of the chests to give out gold coins instead. Still thinking of ways to obtain & use these keyitems before working on them.

Some work has been done for the Game Over Screen that appears after dying in a battle.

90-95% of the field areas are done. Item place/Adjustments to sound/some minor clipping issues with some background objects are left to do done for final edit to the game.

Need to make new characters, updates to the battle system, logic to trigger battles in x map areas, monster designs, enemy logic etc. Still a large part of the game left to be worked on. Most of it has to do with Health, damage, no targeting of empty enemy spots, death of enemies and players.

Will be doing some Alpha Testing of the field areas with some newbies for feedback. Once the battle system is linked with the field areas the game will go into beta testing, then final edits then release.

With some pre testing on some newbies I have found out it took around 9-14mins for them to explore everything pre expanded areas. (Which means I added more maps after they did the test) So roughly added 3mins of gameplay on top of that. So this isnt including reading text or doing any random battles or boss battles. Would roughly add 40s to 1min per battle and longer for boss battle. So the final game would roughly take 10-25mins to complete and 13 to 33mins to do everything.
2015-12-11 00:34:00

Author:
venat
Posts: 715


Could use some feedback on these photos.
You can access this from the MENU section in field area. (Will plan on menu system logic)

This is a section in the menu system where you can check on Monsters, Key items, Characters, Places, Weapons.

http://i9.lbp.me/img/ft/c39bedaedb0dbd8655f2a06ba414cdd10acc0bfa.jpg

http://i6.lbp.me/img/ft/016878ef99440318f7f07d9ca1b335127f600020.jpg

http://i9.lbp.me/img/ft/b39d535e75a9e49209ef593f5b4eae22535b52da.jpg

Very low cost in thermo & time in creating these. The menus are lined up next to each other. I would like to include extra details into this from other chapters. Also been thinking of including Mini Slideshow video that will play to show off weapon special attacks. This might be hard to include enough frames & to size them to correct size when placed.
2015-12-12 00:52:00

Author:
venat
Posts: 715


Wow, venat, these menu picks are all looking so amazing! Let me guess! You're creating day and night and the word "sleep" is an alien concept to you! Nearly can't wait to play this!

Many greetings and a Happy 3rd Advent weekend, Jürgen^^
2015-12-12 03:01:00

Author:
CuriousSack
Posts: 3981


Right now the menu system is kinda getting big in thermo. Don't know yet cus all the pictures are out at the moment. At roughly 27 menus right now and there is at least another 20 or 30 more left. I want to add a bit more extra detail to weapons such as what rank they are, attack power etc. The main menu is working roughly for it.

So far the menu selection is this:

Story
Characters
Monsters
Weapons
Areas
Key Items
How to play

I might be cutting out the Story part because all the enemies, character, weapon, area bios explain a ton and it feels like im starting to repeat myself.
I got a bunch of monsters, weapons mostly listed in the book. Which is still unknown if I will be using in Chapter 1 or later on.
I might be creating another boss for chapter 1.

The female character will have the book at the start and will be explaining a bit of it at the start of the game so players can check out the games lore and details in the book from the get go.It the boom gets too big though I might have to include it in the title menu instead of the character menu.

edit:
this is just a small look at it. might change the design if i think of something better.
http://i0.lbp.me/img/ft/b8005c4af0f0a127b96caaca06ec4705d9096c62.jpg

another page look
http://if.lbp.me/img/ft/6ffb9ae5048992258f67122a1249a032f9a24eea.jpg

Text Menu has some big adjustments to it now.
Characters move there mouths and light up if its there turn to talk.
X button is displayed on the text. X button can skip to the next text.
Skip for O is now close for O.
When Reading a text box the character sprite cant move until the text box closes.
After reading the last text the text box deletes.
Text size adjustment.

http://i7.lbp.me/img/ft/827bd7b42b60815cfa94470f1f1ac87c93d1c002.jpg
2015-12-12 21:31:00

Author:
venat
Posts: 715


Alot of menu work has been done on the info book. 90% of weapons are done, 90% of key items, 80% of enemies, 70% of How to play, 20% of characters, 20% of Areas.

Actually main issue is that I cant display everything in the book cus its not created yet or refined for the game. Got a good 10 enemies I cant add in just for that reason.

Its like 5% thermo so far for like 70 pages of info. Thats including the menu system. Pretty huge mess of wires to add in all that data. Menu has been changed to eat less thermo and look cleaner. I might remove the Story part cus it seems kinda pointless. Also most likely all the weapons display in the info book might not make it into the game. Its like 32 weapons. Also wanted to get rid of some of them for other types of weapons like bows, guns, great swords etc. Still in there for viewing pleasure. Most of the things I had I didn't have a purpose for in the game yet. So I had to make a backstory on everything.


http://i0.lbp.me/img/ft/b4080670819d53c6ac0682b05eff265dda1dcd14.jpg

Looking for someone to do spell & grammer checks before releasing. I'm still working on many pages of the menu system right now.

- - - - - - - - - -

Just showing you the guys the type of stuff i deal with. lol

http://ib.lbp.me/img/ft/a2bde4883c08779978b140fa2231f2964a31b570.jpg
This has been patched.
Also fixed a major zoning bug that was over looked.
Menu isnt fully done yet but working in the swapping camera logic with the menu in the game running.
Patched a few issues with the textures in all the cave areas in play mode.
Nature sound effects are all done.
Area soundtrack is adjusted to loop better.
Save logic has been done to 2 chests.
Chest logic is done for earning gold.
"How to play" Menu screens are almost done.
2015-12-15 08:30:00

Author:
venat
Posts: 715


More logic has been done to chests and bunch of areas we're patched in play mode. Sorta finished or started the chest logic for obtaining weapons. Right now all it does is confirms that you obtained x weapon from the chest.

Running into a lack of story/lore to tie the characters together. Also been thinking of changing the story a bit.
I will be removing the enemy nation I think. Making the hero be part of it. Instead the hero's nation will be battling a huge creature.
The creature will be dead before players even will get to fight it. But the whole area will take place on the creatures body.

Chapter 1 will stay the same. A'Sola Beach/Jungle Area. Events at the intro/after chapter 1 will be a bit different. Quicksand Desert that was gonna be chapter 2 will be much small area design I think.

New characters are in the works to be designed for Chapter 1. Working on a Captain.
Going to make another area for Chapter 1 that will be used as a boss room. Needed to make a purpose for some keyitems given to the characters in the game. Key will be given to open the boss room that will trigger a cutscene then followed by the boss battle. A special door has been created for the boss room and new zone pathways have been added. There is 13 Areas now.

Will be doing some tests with the dynamic thermo with the area emiter to see if I could cut out way more thermo.

The UI for the character menu needs to be displayed better or changed.
Right now its Triangle to enter & exit the menu. X to enter a menu and O to back out of that sub menu.
Glitch was if you left menu but you didnt back out of the sub menu before you did it didnt delete the menu that it spawned.
Just need to change it a bit so it doesn't feel confusing.
2015-12-18 04:54:00

Author:
venat
Posts: 715


Menu System is done, well at least right now enough where I don't need to add anymore until I start making more of the game.

Will be looking for voice actors I think soon. Either do reading from some of the text boxes or at least the intro of the game & key points of the story.
2015-12-19 07:41:00

Author:
venat
Posts: 715


Its slowly coming together. Theres alot of readjustments to include new features, fix bugs and add more content. There is alot of testing thats done to make sure things work correctly and dont bug out.

Boss area has been made for the last chapter but it could use a bit more work.
Ship area has been redone a bit.
The game is getting closer and closer with getting complete.
Battle system logic might be redone to include attack damage display and use of numbers in attacks & hp display for characters.
Also with the person im working with we might be able to add armor into the game now to increase HP.
I already have a few armor designs done. But I would need to update the current menu system once hes done.
Also hes looking into player attack damage and enemy hp logic. Once that is done and game over is added in I will start working on the battle system hardcore and the game will be ready to launch at that point. Meanwhile doing alot of field testing and adding in missing pieces like extra characters, extra character text, boss areas, improving field area gameplay, patching field areas so they work with the new menu system, adjusting controls with the menu system, fixing layer display bugs in play mode.

I might be giving away my battle system logic so other people can finish it. If I dont get the game done in time im gonna be swapped by rl stuff.
2015-12-22 10:23:00

Author:
venat
Posts: 715


Before was talking about treasure hunter system and had some basic layout for its menu. Scrapped the idea though. Heres a pic of it.
http://i3.lbp.me/img/ft/973e690096bae4f764ed6519f220e0fb5a573dd1.jpg

Started making a shop
http://ia.lbp.me/img/ft/6fa025500e290572c1a54a17b7bd1446eb4d65d1.jpg

Main side NPC was made
http://i3.lbp.me/img/ft/0d3c694a29025c992d59816a12bf48a8739cb1e3.jpg

Layout for map area 8 was changed and new Npc was added
http://i2.lbp.me/img/ft/752a2ba37e6126cb73125ffb67c4a5c24f7c8bb0.jpg

Pre alpha layout idea for equip menu
http://i5.lbp.me/img/ft/a0569a2c144637dc75736b11af6074e50e961b54.jpg

Shops and basic equip system for weapons we're always intended to be in the game but armor wasn't. Logic for armor/stat increase has been on hold for awhile. This logic will be the same case until its logic is done.

Redesigns will have to be done to the lore menu. Removal of some items. increase the amount of off screen save data, add save data for active equipped items. Save data for returning to the last zone for the player to retry after dying. (You may lose a bit of gold each time you game over)

Game Over Music & screen is being created.

Crafting Gear will be delayed for other chapters & selling Materials will also be delayed.
It will require a keyitem to craft equipment. Players will able to find materials in battles/chests and use them for crafting or selling for extra gold. You will not be able to sell armor or weapons.


Updated

http://ic.lbp.me/img/ft/efc946746d9eef60bdc9b7cbe44168f6fc49043b.jpg
2015-12-26 12:22:00

Author:
venat
Posts: 715


Nothing really anything new to show. Mainly its just been alot of work on logic and somethings on the side. I almost lost everything from a coreupted profile.

Gold Logic for all the chests need to be updated.
Gold logic history & display is done. Some shop stuff is done also.

http://i0.lbp.me/img/ft/650618556a465d9a6186e9579a65650c15bcf42f.jpg

Was working on the side on making credits/special thanks to people that helped.
I might of forgot you. Please say something.

http://ic.lbp.me/img/ft/ccc22258bf7d71a6a2048fe52b55a3e0399fbafa.jpg
2016-01-03 03:16:00

Author:
venat
Posts: 715


Quite a bit of work was done today on the RPG.

Attack Logic for this guy halve done.

http://id.lbp.me/img/ft/36d75598d6d91ecbf3f60357400509c927366e31.jpg
(Just a random encounter enemy)

Worked on all the items I created. Giving them a rank & making them a equip icon.
There is 53 equip items created. (There is 24 Weapons here. Will be 26 once I add in the final weapons)
32 more still need to be created. Mainly all body armor & hats & 6 rings.
This doesn't need to be done right away since the first chapter already has all its Rank 1~4 items created
Also I had to bring over a bunch of stuff from my PS3 profile. Also brought alot of scenic objects and special effects to be used.

http://i7.lbp.me/img/ft/577921dc4f4c966b37213202b6595cbcc4f108b0.jpg

Male Hero was off a weapon to break even with the female character so I created a Buster Sword.

http://i9.lbp.me/img/ft/dc9a022a2292025056da24ff5020dec752b064fb.jpg

https://upload.wikimedia.org/wikipedia/en/9/9e/Cloud_Strife.png

Was also able toget some stuff from my other profile to be used for a Wind Summon that uses a bunch of weapons. Maybe at random or all together.

Shop Menu Logic works now.
Removes Gold after buying.
Shop dont sell any Materials now.
2016-01-04 06:54:00

Author:
venat
Posts: 715


Omg! Venat, thats looking all fantastically! Wow, all that little details, and all that work that you've put in your project!

Many greetings, Jürgen^^
2016-01-04 12:26:00

Author:
CuriousSack
Posts: 3981


Looked into my LBP past from far.. back. Near the launch of LBP1.
Wanted to show you guys my first creations.

Fantasy Platformer/Paintgun shooter.
(Forget the name and the level is deleted)
For its time its was a really detailed

http://i9.lbp.me/img/ft/369f6e9529ad87fa8a2c9e717326310cbff33dfc.jpg
http://ia.lbp.me/img/ft/01acd528480a9b09b46928ff70b0c2f1cb39d700.jpg
http://ia.lbp.me/img/ft/c2a146ea5656a28937dfbfc8136b0ace80db6553.jpg
http://id.lbp.me/img/ft/67db65da7725a7f0e912ccd77eb5ee181640733c.jpg
http://i2.lbp.me/img/ft/c028941218e23c63ee385f27714182a064cc37a8.jpg
http://i7.lbp.me/img/ft/ce73ccb2f159c9c430f09f11d3c285bc0aac3c1b.jpg



By lbp.me it says these photos we're taken in 2012.

The first idea/project I used Gyscop Chip movement. This was in LBP2.
I knew this could be done. The monster here does alot of jumping around in the arena. This was never finished but I have this saved.
Im going to use part of the animation logic here to be used for the summoning animation for this summon in this game.

http://i1.lbp.me/img/ft/e316908dc8e60e076590114dba2ee6875652cd2c.jpg
http://i1.lbp.me/img/ft/8b1f15d83148ad4d9bbbfea0cc8fb14e077df00a.jpg
2016-01-04 23:36:00

Author:
venat
Posts: 715


+And again wow! Cool pics! The 3D dragon above is phenomenal! Now you've fueled expectations, but I'm sure that you will more than satisfy them!
Many greetings, Jürgen^^
2016-01-05 19:29:00

Author:
CuriousSack
Posts: 3981


Another day of porting over content.
Added some new hats & armors.

http://i2.lbp.me/img/ft/ad2aa9c39734e3a4084ddf74909de808aa80f55e.jpg

http://i7.lbp.me/img/ft/17712c499a53950db890efa694082c25d0e60534.jpg
Worked on the summon a bit.

http://ia.lbp.me/img/ft/9ea7094d1d8f34457e0f5a73b1e624242223960e.jpg

Got the final weapon designs off of my pc and added them to the game.
Also started giving stats to all the gear.
2016-01-05 23:14:00

Author:
venat
Posts: 715


A LOT OF WORK, I want patient like this2016-01-06 14:22:00

Author:
Sharfik1995
Posts: 167


Looking into the crafting requirements to make next tier equipment.

Also might add replay value to chapters if players wanna get the next tier weapons.
For the first chapter there is gonna be 3-4 Weapons.
Weapon you start with, Weapon you find in a chest, Weapon you can buy. 4th Weapon will be obtained by crafting.
Materials will drop off monsters and come from chests.
Now back to the replay value. When you open a chest & already have that piece of equipment it will give you a material instead. This Material being rare in the current chapter. Next chapter it will be more of a common material. This way players can earn a better weapon in a chapter that they are in by replaying it and reopening the chests that used to give out weapons. Once the game knows you already have X equip from that chest it will give out a material instead.

Relics & Armor will increase HP & ATK. First tier of equip will only increase the HP. Towards the end of the game you will want to have highest tier equipment to have max stats. Some monsters beyond that point will have like 100k-1mil health. Those weapon stats on the items are just the base. It will be something like... 8000+1000+999=9999. Thats just for the special attack, normal attack will do 3200+1000+999=5199. These aren't the final numbers and they can always go higher then 9999. Also stats will really spike up around rank 5 & rank 10 weapons.
2016-01-06 17:08:00

Author:
venat
Posts: 715


I dont like RPG etc. but i want to play in this level2016-01-06 17:28:00

Author:
Sharfik1995
Posts: 167


Throw bit of a update out here,

Still working on equip menu logic. Side menu is nearly done. Still quite a bit of work to be done but its in the last stages of that.
Some idelling animations for 3-4 normal enemies are done. Crab, Crawler, Bat & a giant mob.
8 items have been created. Omega Ring, Void Ring, Demon Armor, Skull Mask, Dark Matter, Light Matter, Umbral Ring, Atma Ring. (Porting over & coloring of half of these need to be done)
(Trying to finish off some of the rest of the equip slots so its easier for me later.)
Equipment Icons have more into attached to them, such as Rank, Attack, S Attack, HP. (S Attack is Special Attack)
About 30+ Equip icons have been placed into the equip menu emitters. (Remember there gonna be like 80ish equip items)

Its alot of tedious hooking up logic & placing x icon in x emite and x changing tag names. I have been doing that lately.
I will be changing the way I do the equipment art. Mainly to save time. The equipment will be at very high detail though and might be little off putting from the drawn style I been doing.

http://if.lbp.me/img/ft/33f42b0ec06ea616fc22bbd2499abf8210d469b9.jpg

http://i6.lbp.me/img/ft/ee63399244ce0ce7dc33ddcb330dc4235470776c.jpg

http://i8.lbp.me/img/ft/4c81a8edcb55c6ce9b3df0770d6188639e40d9f2.jpg

Special Thanks to koltonaugust for helping with logic.

Also to Curious Sack. I might be changing the music track. I had music stored from my other profile I had and im not sure if I wanna remix it or use it as it is. Some really nice parts I like in it. Would you like to remix it? Irish bits I would like to replace.

http://if.lbp.me/img/ft/1ff568418849cb7f133d080c9ea978a8e27beb52.jpg
New items added. (As for the other items, they still need to be ported over to lbp and colored)
I draw on photoshop or from my vita. Have to use a playstation eye to bring it out into the game, really annoying stuff. PC/Vita=PS eye=PS3=Publish from lbp2=lbp3 copy, cut picture into parts, color in the parts using sticker panel color editor, black the background, take a photo, cut around the object again in the photo. Alot of steps.
2016-01-08 04:23:00

Author:
venat
Posts: 715


http://i8.lbp.me/img/ft/888fdfe57a1f92982e544d8363d0b5c03844b2c7.jpg
Did some more work with the credits. Might add in more websites at the bottom. (Fix the urls & add in Rising Fire at the top between my name & Credits.)

Getting closer to finishing the equip menu. Basically need to do final hookups, selecting bugs and update the emiters.
Readjustments of the equip side menu's will need to be done to emite the side menu's for crafting.

Crafting system changes/update.

Crafting system will be removed from shops & added to the main menu where you can equip items.

2 Options per equip item that say Craft & Take Apart.

If you have the materials you can craft the item.
If you have the piece of equipment already you can take it apart.

Taking apart reverses the crafting process and gives you back the same materials used to craft it.
Equipment earned in chests & bought in shops with gold will not have a option to craft them. You can break these pieces of equipment into materials if you want.
Before taking apart equipment it will tell you what materials you will be getting after taking it apart.
In Shops there will be an option to sell materials for gold. Don't expect the same return rate in gold.
Later on around Chapter 3 shops will sell Materials for gold.

Okay now for Drop rates for Materials.
Each material has its own rank for each chapter.

Rank1 Feather
Rank2 Iron Ore
Rank2 Insect Husk
Rank3 Mythril Ore
Rank4 Undead Bone
Rank5 Monster Vine
Rank6 Divine Water
Rank7 Demon Tail
Rank8 Black Gem
Rank9 Dragon Fang
Rank10 Crystal Shard

With each Chapter/level of the game new materials will be added and older materials in newer chapters will have increased drop rate.
In boss fights the drop rate for that chapter is doubled. First chapter is pretty forgiving. There will be 10% chance to earn a Mythril Ore from any battle in chapter 1 and is used to craft the best weapon in chapter 1. In chapter 2 the Mythril Ore drop rate jumps to 50%. Chapter1 will be the only chapter will you earn as much new equipment as you can by crafting just because of the wide range of materials you can earn in that chapter. Rank1 to Rank4 weapons and gear, (20 pieces of gear)

In this photo you can see what materials you get by taking apart these weapons.

http://i3.lbp.me/img/ft/79356c7b822c059cb670e8323165d55f7d75cd74.jpg

Alpha Version of the Crafting/Materials menu.

http://ie.lbp.me/img/ft/3fe5c2c73d58f34803d337d28d4658d6c5282def.jpg

I been planning for the future chapter of the game. There is many options to craft these weapons.
Finding materials in chests, battles or buying them. Can see how much gold it takes to buy one. By the last chapter of the game the player will earn a lot of gold each battle. Roughly like 50k-250k in materials and like 50k in gold. These are just the shop prices. Its much easier to farm most of it in battles.

http://i0.lbp.me/img/ft/e60351ecebab971a9a17870fe4c96679e2586b63.jpg

Background option in the menus changes the background for the menu system. Don't know if this option will be added in the end. Depending on level thermo. (Lighting of the pic will be lowered slightly so the text is easier to read.)

http://i5.lbp.me/img/ft/6a578d64f332f9c39b14df67201eb3c90d9dff82.jpg

Attack & Idelling Animations for Rock Lizard enemy is done.
Rank2 Armor "Fur Coat" has been drawn.

Somethings may need to be cut out to make room in the level for stuff that needs to be in the game.
Extra dialog saves,
Character Sprite emiter, (Wasn't really needed)
Intros/Endings cutscenes inside the level, (Can be linked to other levels)
Boss Room (Boss will be placed closer to the ending)
Key items (80% of the keyitems turned into equipment)
Lore Menu needs to be shorter/removed.(Help stuff will likely stay around)
Summons (Might just be hard in the end to add them in) (Might end up being a boss instead)

How the battle system gets emited will go through a huge overhall. Enemies, Characters, Menus, Arenas will be loaded up in pieces instead of full thing to save on major space. This may let me do more types of enemies that can appear in a random battle. Right now I can only set about 4 battles.
2016-01-11 05:25:00

Author:
venat
Posts: 715


www (dot) Redit / LBP
you mean Reddit? double D?
2016-01-11 14:34:00

Author:
Sharfik1995
Posts: 167


Gee, I imagine this is a logic nightmare. But it just seems to be getting bigger and better.

8D
2016-01-11 22:35:00

Author:
Spaceraoul28
Posts: 175


Gee, I imagine this is a logic nightmare. But it just seems to be getting bigger and better.

8D

It is.
Im looking for more people to help out with just creating logic and finishing logic halve way threw.
Right now im stuck with alot of the tedious logic hook ups and managing alot of things then I can't handle by myself.

I need roughly 5 logic people to help with the game. Just a butt load of stuff I need to work on and I lost all the people I already was working with. Kinda need people, smart people to work in there own pod on the logic.
2016-01-12 04:59:00

Author:
venat
Posts: 715


Hey, sorry I'm coming and going with that equip menu. My schedule is just a nightmare right now but should be sorted out really soon. I am super confused about why the equip menu is freaking out as much as it is as logic that was already placed and working is malfunctioning and I'm not entirely sure of each microchip's functions but I have no doubt about it getting fixed. The inverted up/down was really weird though 2016-01-12 05:03:00

Author:
koltonaugust
Posts: 1382


Hey, sorry I'm coming and going with that equip menu. My schedule is just a nightmare right now but should be sorted out really soon. I am super confused about why the equip menu is freaking out as much as it is as logic that was already placed and working is malfunctioning and I'm not entirely sure of each microchip's functions but I have no doubt about it getting fixed. The inverted up/down was really weird though

The Material Selector was still linked to the side bar menu so it might of been glitching out the side bar menu because there was 2 tags lite up for the cursor at once. I have the hat logic hooked to work with the sidebars but there is an issue where the hat logic stays active. This maybe caused by not having all the wires hooked up. I can't really work on all of it because only you know hows its all layed out to work.

In terms of your schedule whats it like?

Even with you I still need good number of people to work with all the time. Also I need logic feedback on doing things this way or this way for example based on how you guys designed your logic.

I want toget this menu system done so I can start working on other major aspects of the game. Which will require alot of help still from many of you. I need to make sure the save system works with the equipping gear & obtaining/spending materials and it splits out the stats & weapon when you going into battle.
2016-01-12 05:14:00

Author:
venat
Posts: 715


Roughly 90% of the Equipment of the game is done.
Last few design choices need to be done and changes to current names.
From roughly rank4+ all body armor is chest pieces instead of stuff like boots or gloves.
Going to replace Darksteel Spear with a Greatsword instead.
Also the order of some equipment from rankr5~rank9.

I will need to rename tag senors & menu names and update all the equip icons.
2016-01-13 05:36:00

Author:
venat
Posts: 715


Equip System through side menu system work is done. Also all the equipment has been created for the game and added as equip icons.
There is some small bugs still with the equip system still. Will be going into creation of Crafting system logic & Save System for equipping and adding all the armor stats together for combat.

http://ie.lbp.me/img/ft/51e8f189a2cf070d9335d1366570105bf9f0fdd1.jpg

Following Equipment has been added:

http://id.lbp.me/img/ft/dad5083ff2825e0df7ea757ff34f80afa24028da.jpg
http://i3.lbp.me/img/ft/6e34a2057174bffdd5775dd48f982a4d11bfefcf.jpg
http://i4.lbp.me/img/ft/db425a2ec87a49a02859607cd9d66a97dc38a639.jpg
http://i4.lbp.me/img/ft/3a419adc9178cc42f519469429f537f2b2064b71.jpg
http://i4.lbp.me/img/ft/dd4d3b17ef778435d9ae07f78721668db6239069.jpg
http://i8.lbp.me/img/ft/0b8db08f9573e1c6ead3ad996e6fe11eb46e9d3f.jpg
2016-01-14 06:53:00

Author:
venat
Posts: 715


Thanks for reaching 1000+ views on this forum.

Update

Save System that keeps stats active for what equipment is active works. (Some extra work will have to be done to re-emite active equipment on the equip menu)

There is a HP, Attack, Special Attack display that works in the Equip Menu when you change equipment, it changes the stats.
All the equipment for each character now combine with each other in any order and the stats add up together. This works wirelessly for equip menu so far but it will work wirelessly for the battle system.

Issues:
Battle System logic right now is a mess and been looking into making the battle system that reads stats more simple where I can understand it and is less thermo heavy.

After some feedback it seems I may have added some of the store signals for the stats that go above 1000 were set wrong. Dont know if I wanna fix this issue or rebuild the logic so it will work without it.

Also the last 3 Relics or so seem to be over powered by a bit. Either I will adjust all of these or just add a extra bonus to the final relics. The last 2 tiers of the relics are kinda the same where they cap your stats regardless. Final relic might get a AP+1 bonus. Which will be something like you gain a extra AP after each round.

Also I have over looked the HP recovering used by potions with the change of numbers with the HP. Potions might have to cure by % of max HP or I might have to add extra stats to Relics or Hats to boost the power of potions now.
2016-01-20 06:35:00

Author:
venat
Posts: 715


It's incredible the amount of effort and detail you've put into all your projects, especially this. I hope the rest of your development goes steady and that your project gets the recognition it deserves! 2016-01-23 12:28:00

Author:
EDGE_ELITE
Posts: 23


It's incredible the amount of effort and detail you've put into all your projects, especially this. I hope the rest of your development goes steady and that your project gets the recognition it deserves!

Thanks. Its been really hard to keep it steady lately.

- - - - - - - - - -

From some help from people from LBP Network I was am toget some help with the title of the game. This is just concept work right now, its still being worked on in game. Once I get my hands on the font level I will be working on the title screen.

https://i.imgur.com/mhy5nVF.png
2016-01-24 15:19:00

Author:
venat
Posts: 715


Working on a small mini game right now. Expect it to be out soon.

You play as a Black Dragon using attacks to destroy enemies as they come in. Goal is to protect your eggs from getting hit or stolen.

http://i7.lbp.me/img/ft/757e03141e8b90439d6164d6cfe3beb2138504b1.jpg

Its not really part of the main game but its just bonus content using some assets from the main game.

Logo text designs are done.

http://i9.lbp.me/img/ft/2294ca7010b2429d7efa8558ce21dac0f5f9dbf4.jpg

Expect title screen to be worked on next.
2016-01-27 14:21:00

Author:
venat
Posts: 715


Some more workings of the start up screen.

http://ic.lbp.me/img/ft/1dc56a29616b1920eb7200847bc9e02062ea6b06.jpg

Also had some help with the japanese and it might be off by a 2 letters.

Anyone got any opinions of the text/background. Not quite sold on everything quite yet.
2016-01-28 22:49:00

Author:
venat
Posts: 715


I think that this start up screen is rather cool! Great work!

Have a fine weekend and many greetings, Jürgen^^
2016-01-29 07:38:00

Author:
CuriousSack
Posts: 3981


I like the background. Is that static? If it is, I think it might have a hair too much cyan in it; if it is smoke, keep it as is. Also, maybe ease the red into the E - I don't know the best way to do this, but there is a clear line on the E where the red starts and looks as though it's coming from nowhere.2016-01-30 03:29:00

Author:
koltonaugust
Posts: 1382


I like the background. Is that static? If it is, I think it might have a hair too much cyan in it; if it is smoke, keep it as is. Also, maybe ease the red into the E - I don't know the best way to do this, but there is a clear line on the E where the red starts and looks as though it's coming from nowhere.

Background was static for the photo but I have 3 layers moving back and forth kinda like in a waves at a beach.
Japanese text is wrong also by like 1 or 2 letters so I need to redo it or junk it. The person I been talking that did the font design knows japanese. Asked her if she would do translation to japanese but she passed. I have no idea how to even get japanese text into the game without like a japanese keyboard or something. Also google translate doesn't always work.

Improved the credits screen for the title screen.

Also because how I have to send damage amounts to enemies I need to change how Attack Bonuses work on armor & relics.
I could but it would require more data storage. I can only send out set amounts. Also there is a cap on how much normal & special attacks you can do on a single character. Each weapon has to hold set damage amounts for each turn that character uses a attack, each attack swaps to a higher value, example: Jake hits 100attack, next round he hits for 200, next round hits for 300. (Hes actually just hitting 100 each round)

Also need to change the stats each weapon attacks for since the max hp cap for enemies is probably gonna be alot smaller now. (Was at like 10mil). Gonna lower it to 10000. Probably lower the strongest weapons to like 400-700 attack.

Attack on equipment cant stack with the weapon stat anymore. Needs to be like a strength bonus that gives out free damage or something.

- - - - - - - - - -

Update:

Was able to change the logic with the attack/hp system and that issue with Stacking stored circuit is no longer being used. I'm able to add & double the amount of damage now each round. Also got some interesting new UI elements being added into combat. I will share it once the battle system is more worked on.

Begun reworking the battle system right now. Currently working on adding some new logic to replace the old and will be spawning in parts of battle system by itself. That way the emiters store less data then emiting the whole thing a bunch of things.
2016-01-30 20:48:00

Author:
venat
Posts: 715


Sorry but I been busy with real life lately. Regardless im still thinking about the game and slowly working on logic.

I talked about a crafting system for the game but I also wanna add a Gem attachement system into the game. Also been thinking of tossing out AP system since I have to redo it anyway. Also might be removing unique special attacks from all weapons. Instead having a random limit break kinda system. Basically like FF8 where you would get a random limit break.

Also been thinking of adding in "GP". Basically a form of currency earned from all battles in the game. Use of it will work exactly like Gold but it will differ on what you can buy.

Also about the gem attachment system. You might be able to attach gems on your equipment or character giving you bonuses to stats/traits.
Something like... Attack+, HP+, GP+, Gold+, Drop rate+ and others. This requires a great deal of work to add in and might be added later on.
Basically each equipment will have 3 slots where a custom gem can be added or character will be able to hold a few slots.
To add in that kinda logic requires a ton of save data/logic layout.

Also gems might given randomly like materials in all battles.
Also been thinking of adding in a Bird Summon as the first summon of the game. As of what element of the summon it is I don't know. Could be Thunder, Wind, Water, Earth. The summon look has already been picked. Also considering players equip summons and instead of gems the Summons can learn skills/traits and the characters can use them. This way players could EXP the summons up as they battle.
2016-02-12 04:56:00

Author:
venat
Posts: 715


So, I know this hasn't been posted in over a month, but are you still working on this? It was REALLY far along and I would hate to see it stopped. Good luck either way with what you are doing!2016-03-17 12:42:00

Author:
koltonaugust
Posts: 1382


So, I know this hasn't been posted in over a month, but are you still working on this? It was REALLY far along and I would hate to see it stopped. Good luck either way with what you are doing!

More or less stopped working on it. Took a break from the game. Had other things come up such as real life Work,School and other hobbies FFXIV, Fallout4, Darksouls3, Bloodborne etc. When thing go back to slowing down ill come back. Also was pretty far off still and needed more help from people to do alot of busy work. Menu's, music etc.

Last thing I recall I was stuck on and working was trying to create Enemy HP to go past 10000. There wasn't really a way to do this without just making the players attack damage lower. It ended up being the same amount I think. Someone said there was a lbp2 glitch that let you do it but I never got around to trying it. I know my free time will open up alot more in the next 2 months so I might be able to dig in deep and get stuff done.
2016-03-28 04:55:00

Author:
venat
Posts: 715


Considering coming back to the game to work on Rising Fire.
Thinking of working on the lore/game design more right now.
Also may change everything to make things more simple on my end or keep it the same.

Issue is the game has alot of limitations for the changes or fixes I wanna do so i'm still considering alot of things.

http://i.imgur.com/0kGc9Mf.png
2016-04-09 05:06:00

Author:
venat
Posts: 715


I was unhappy with what I released too soon to you guys with version 2 world map.

Version 3 World Map.

http://i.imgur.com/cjgSDlU.png

Expect another 2 or 3 more version updates to this. I want to add more landmarks and the main city. Still looks a bit plain to me. I'm still deciding on designs for the giant monster area and the main city. There will probably be another world map just for the Ruined World below. Wyvern invested areas and ruin cities. Some of these core enemies will still be around on the normal world map and it will be your job to slay them.

I think I might cut out all advanced movement from the battle system cus its alot of work to add those in for weapons and enemies. I think if I make it old school kinda turn based like FF1-FF6 i should be able to release my game sooner and save of level memory and probably release more enemies also.
2016-04-22 05:38:00

Author:
venat
Posts: 715


I like version 3 a lot more! I think the cacti need work, but everything else is quite pleasant to look at. Also the square is a little weird and abrupt around the edges. Often these maps would be uncolored but if you want to add color, either fade the blue's opacity or don't put the blue color and just use the texture2016-04-22 19:13:00

Author:
koltonaugust
Posts: 1382


Added a little to it.

http://i.imgur.com/Sfi5XvW.png
2016-04-24 06:40:00

Author:
venat
Posts: 715


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