Saturday, January 23, 2010

I come bearing randomness

Hello peoples. I'm not really updating with SEM in mind this time. This is a random blog post mostly regarding other stuff!


I got back into Mabinogi. It's an MMORPG. This is probably a kiss of death in regards to progress, but I couldn't resist! I had fun with Mabinogi back in the open beta, so I came back to it. We'll see how long this stint lasts!

Right now I'm a level 14 Elf focusing on Melee combat. I want to learn some magic, but everything costs an arm and a leg! >:V


Sands of Destruction(Or World Destruction as it's called in Japan.) came out the other day, so I acquired it. It's actually pretty fun so far. It's a pretty normal RPG on the DS and not a stupid SRPG, thank god! The battle system reminds me the Xenosaga/Xenogears what with the sparse menu combat. I'm still trying to understand the game since the game doesn't even bother to give you a tutorial rundown on the battle system and menus. You just get thrown in. I managed to pull off a twelve hit combo with one of my characters and I have no idea how. I was just pressing buttons! It must have something to do with timed button presses.

Storywise, it's interesting so far. Your party is out to destroy the world rather than save it. But the protagonist is the typical country bumpkin who somehow ends up being central to it all in usual RPG fashion. I am curious to see how 'destroying the world' works out.

For a game about destroying the world though, the characters are all fairly lighthearted so far, I've found myself laughing a bunch of times. Makes me wonder how this will turn out with a walking comedy sketch of a party like these guys.

My one issue with the game so far is that I'm about 2 hours in and I have yet to have any real freedom. The events have just been railroading me from place to place for the most part. I want to move around and truly be free already! Don't be another Suikoden V!


In Sacred Earth news, I've been working on some sprites here and there. Have these.

Saturday, January 16, 2010



So I've been doing stuff.

It's kinda dragging on now I have to admit. I'm only about halfway through my to-do list in regard to reaching the goal for actually getting to create the game.

Hell, I'll even put it up for all to see.

----- To Do List -----
- Outline story and characters at base level (DONE)

- Create starting party sprites and add to battle system. (DONE)
- Design and Create Base Menu. This menu is a lite main menu. It shows the party, their Next EXP and and other stuff. There only 3 menu options; Status, Advance, and Exit to Title. It also shows quest objectives for the forgetful.(DONE)

- Finish main menu. This means other functions such as ACT/WAIT changing and Stat Focus changing.(DONE)

- Finish spell effects. Earth, Air, Water, Healing, and other MISC effects needed.(DONE)

- Balance out the numbers in the battle system(DONE...?(not))
- Start and create custom spell and element system(DONE)
- Add elements to OBs and Melee EXLs(IN PROGRESS)(DONE)
- Intergrate the locks on EXL/SW for the Rank system (DONE)
- Create the Status Menu (IN PROGRESS)
- Create the Soul Evolution Menu

- Create Final Map sprites for NPCs, and party characters.

- Finalize all characters in battle. That means finish OBs and SWs, make sure they can target all possible enemies, etc

- Perform final battle system checks to make sure everything runs together as best as possible. Also, check balance. I am worried about spells. They may be too good.
- Perform final menu system checks to make sure everything is running smoothly.

- Start Mapping some areas to start.
- Begin game creation in earnest. <-- THIS IS OUR GOAL

This is going to take forever. I wish this could get done faster. =A=


In other news, I finished the custom spell and element system. Spells now follow the same algorithms as Strike Chains, Outbursts, and Exceed Limits. They also have the benefit of being elemental as well as having the same passive effects as the aforementioned classes of attacks.

Have a video.

This video showcases the new Ether spell method as well as the main menu and the battle ranking menu.


And with that, I'm off!

Saturday, January 9, 2010

Annnnd back to work

Art by Jimmyly

Okay, I think I'm gonna take a break from Nocturne Rebirth. I learned a good deal from playing it, so I hope to improve the quality of my gameplay even more.


First order of business is the menu again. I have two menus left to make. The status menu and the Soul Evolution Menu. I'm gonna do Status first, then Soul Evolution.

I'm using the same design as SEB2 for the status menu. So If you must see it;

Though Exceed and Burst Blocks will not be shown. To prevent stockpiling, I'll be resetting those values after each battle. Hoho~


On gameplay related matters, I've made some decisions. Well, two actually.

First is that Ether Spells will now be custom instead of based on the database. What does this mean? Well they can hit more than once now, and I can apply my custom algorithms to them so that it's more balanced alongside all those overly fancy Burst and Exceed skills. Plus, I can give spells Exceed Limits too! That automatically increases their usefulness. The drawback? I'll need to create a custom elements system so that custom spells are more or less effective based on the enemy. But I have a good theory on how to handle it. I think this will be great. :3

The next gameplay related decision? I've dropped the field HUD and the encounter bar in favor of touch encounters. Touch encounters are simply easier to manage than the encounter bar. I'll save the encounter bar for SEB2 or something.

And lastly, have a video.

This video shows some new enemy actions. The big one is the new Counter/Reflex abilities. Some enemies have a special ability that allows them to automatically react to a party member's actions. usually in the form of a counterattack.

Some abilities I've come up with are...

- Chain Counter - Enemy will crush Strike Chains and counter with own attack.

- Ether Counter - Enemy will counter the use of Ether Spells with their own spells.

- Burst Counter - Enemy will crush OBs and counter with their own Burst Attack.

- Exceed Counter - Enemy will crush Exceed Limits and counter with their own Exceed Limit.

- Sacred Counter - Enemy will crush Sacred Wills and counter with their own Sacred Will.

- Focus Crush - Enemy will punish focusing characters with an attack.

If you guys have any ideas, feel free to let me know!

Also there IS a difference between 'Reflex' which is shown in the video, and 'Counter', which is not.

Reflex immediately crushes your action and damages you.

Counter will allow you to take your action, but then you will be countered afterwards.

One is more severe than the other but you pretty much don't want to get caught by either. 8D


We're getting closer to finishing all the systems. Once we do, it's all just a matter of actually making the game for real. Gotta keep trucking.

To leave off, have some art.

And away I goooooooooooo