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Sunday, October 30, 2011

Update: New Layout & Link Arts

Holy crap, an update! I know, amazing.

Anyway, I have something tangible to show, so why not?

A new system has been implemented into the battle system. They're called Link Arts. Which is based off of a similar mechanic present in Tales of Xillia. The functionality between the two versions are different however, due to one being a Real-Time battle system, and the other being ATB turn based. What they are in basic terms are co-op skills between two characters.



Link Arts are combination skills like those used in ToX. They contain elements and properties that the character may not have access to otherwise as well as have effects from both command skills involved in the link if applicable. Link Arts are the very last skills to be used in order. After a burst/ether skill, if a Link Art can be used, a message 'Chain Chance!' will appear for about a second. Hold Decision during this time to activate the available Link Art. Multiple Link Arts can be activated if the correct combination of Command Skills are active, but the command skills needed are different for each Link Art, so you also need to take heed of your entire party combination if you want to use more than one in a chain.

Link arts require a command skill from both characters to be active. Once a Link Art is used, the command skills involved in their activation will be ended. What makes Link Arts effective is the fact that the stats of both characters involved in the Link Art with be combined before the effect occurs. All passive effects involved in the calculation will be bolstered by the combined stats of both characters.

All I can say on the decision to include them is...fear not. They are really simple to implement and don't drag me down any. It took little effort at all. Though maybe I am a little biased since I know my own code....Hm, either way!

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You may also notice that the blog's design has changed, I decided to experiment a little and see if I could further customize my blog to make it more...'mine'. I think I succeeded. Maybe.

If you're curious about the art, then here. It makes for a good wallpaper actually! *totally using this as a wallpaper myself*

Art by Eredhen

Anyway, that's all from me. In other terms of progress. I've completely mapped and puzzled day 2 and 3's dungeons. I need to add puzzles to the first dungeon still, and I'm currently working on making tiles for day four's events. All I can say in regards to that is; when you're making a dungeon, PLAN THE HELL OUT OF THE PUZZLE YOU PLAN TO INCLUDE BEFOREHAND! Seriously, making a pile of maps and then going back in to add a puzzle REALLY does not work. It really doesn't. At all.

I hope to update sometime sooner than I did this one! But we'll see! Maybe we'll have a demo sometime in 2038, hah! 

Till then.

Thursday, September 15, 2011

Working Hard or Hardly Working?

Hello people.

I figured I'd type up a blog post since it's been....how long? A month? Two? I don't even know, but that's besides the point.

You come here to stay updated about SEM(I hope) And so I should do that! Now then, looking in from the outside, it may seem like nothing is getting done. And I personally would be inclined to agree, buuuuuuut....

...No actually. It's not true. Work is being done indeed! What? Well lets go through it all.

I myself have mostly been mapping, editing code, and wishing I could kill myself for having taken on the weight of nearly an entire SNES/PS1 Era RPG dev team alone.

But let's go into detail.


Will you be able to reach Rank 999? Me? I couldn't tell you! I don't have an endgame to gauge things by! Haha!


On the coding end of things, I've gone back and implemented Time Card effects into several party member's skills. What does this mean? Well basically, the Time Card system is now expanded and now more than just a select few characters can take advantage of it. I worked out the theory and Time Cards should theoretically be a very useful part of your battle arsenal once you obtain the use of them. Certain enemies/bosses will also make use of Time Cards, adding a new layer of strategy to the system. We'll see just what you can do with these to turn the tide, huh?


Not very effective...


That's more like it!


Another simple, but substantial edit I've made is that the battle algorithms have been altered. How? Nothing too drastic, I've merely reordered the chain of calculations, which resulted in the number scale of overall damage being reduced by a whole digit yet again. What does this mean? Well, it means that individual hits and damage from a single party member is essentially made ineffective. What now needs to be mastered are elements, hit count, and timing. Coordinate your attacks with your team mates to rack up devastating combo damage in order to win the day.


Day Two and Three actually take place in the same dungeon, but on different ends of the forest. So it's a new experience both times, I will try to ensure that I don't end up doing this kind of thing again, though!


There is much less to speak of on the graphical end of the development spectrum. But I'm doing my best. The current dungeon, which consists of 38 maps, is about half mapped at 20 maps completed. Once I finish those, I will need to create puzzle elements and obstacles and then I can call the dungeon complete. Which brings me to another point.

My approach to dungeons is going to change after this. One of my biggest dungeon inspirations is the Golden Sun series. But I've long since come to realize that I don't have the minds that Nintendo has, therefore, I'm going to switch it up. Rather than unique and specific puzzles, obstacles are going to consist more of field tool use. Figuring out which to use where. Sometimes it will be obvious, sometimes it won't. But use of field tools is going to take center stage rather than unique puzzles. This is easier for me, the developer. This game has to move, and if this helps it move, then so be it.

The others? Well, they're busy, but I do hope they can find the motivation to continue with their designated tasks. SEM will not die. I believe in my work and I hope you all can too! Thank you for your continued support and I will continue my work in the meantime.

Have some art to leave off!

Art by Lazcht
Annnnnd Skie signing out.