Sunday, October 31, 2010

Not dead yet

It's been a while since the last update. So I'm just updating to say that no, we are not dead.

What's been going on then? Well I've been working on refining some of the old systems and tightening up the battle system a bit.

First order of business; There is a new system in place to replace monster hunting quests. It's called I.D.E Detection System. How does it work? Well when you're on the field, if you get close to a designated I.D.E Zone, then this setup will appear.

With this information displayed, you can choose whether to face the I.D.E or turn back. Some I.D.E's may activate when you try to access side paths in areas, so it may be necessary to defeat some I.D.E's in order to get to them.

I.D.E's are categorized by levels between 1 to 10 in order to signify difficulty. Of course, a Level 1 I.D.E will still be challenging in the beginning. So the player must use their own judgement to decide whether or not they want to face an I.D.E. . What does I.D.E stand for you ask? Ohohoho, guess~

On the battle end of things, I made a small adjustment to the way enemies work. All enemies now have 100 EP max like the party and they regenerate alongside the party. I figure that it wouldn't be fair if enemies didn't follow the same rules as the party a bit.

Another planned change I want to make is to phase out having a walkable town. Instead there will just be a panorama and there will be symbols on it to show available quests, an NPC comment, or story events. The world map already does this, so it is not a hard change to make. I just need to get a town pano is all.


And to leave off, have some art!

Sunday, October 10, 2010


Sorry, no meaningful updates on my end, so have some music from Troy Grant!


And to leave off have some art.
Art by Nessiah