View Full Version : Rincar: My RM 1 project
Guarionex
03-27-2008, 02:04 PM
This is the game I'm working right now
Demo release date: Out Now! *Check my sig)
Full game release date: Sometime in 2009
Memory cards: Possibly 3
Bill is a man who would be an average Joe in a normal world. But in a normal world, an average Joe doesn't have one of many possible abilities, like throwing fireballs, teleporting, super vision/speed/strength, morphing, call down lighting, shoot beams of light, talking to animals, summon goblins, talking telephatically, or.. well, you get the idea. He is the only one who can't do any of that.
But in a seemingly random event, Bill enters the realm of one of the four great Rincars, who grants him his powers. Now Bill must find out more about his task (finding three medallions) if he wants to save part of the world of Koralia
Inspiration:
One of my favorite RPGs is Suikoden, and I definitely like how many characters that series have. And I also liked how in Radiata Stories, there was this big town where you could see that each character had their daily routines. And you could also challenge them to a fight and convince them to join you.
I originally planned to make this game in RM 3, where you would HAVE to fight every citizen to advance the story.
And the whole, people with super powers might remind some of Heroes. And while I like that series, I didn't even know what Heroes was about when I start developing this game idea.
Some features:
Collect books read about (play as) other citizens as they embark on their own crazy adventures, and get access to new areas.
In order to get stronger, you must get to know your neighbors, as keeping them happy will earn you rewards, like better armor and weapons (which can't be bought)
Passive/Rush Mode (Temporary name)
Passive mode is basically your normal dungeon exploring and puzzle solving
Rush mode is like a mix of a cut scene interrupted by several battles, ending in a boss fight. Usually there's no break to save and heal after you enter rush mode.
Puzzle solving
Instead of gaining items that will help you on your puzzle solving, you will have to get help from your neighbors to do so.
Example, initially, to hit switches from afar, Bill has to throw his wife's cat to hit it, and then find a way to get the cat back. Certain neighbors can break rocks or lift heavy objects, while others can lit torches with their fire abilities.
The field map:
It’ll be “Zelda style” to incorporate the use of the citizens abilities to clear paths in the field to get access to more areas.
The battles:
There won’t be random battles, to fight, you must touch an enemy
Character development:
Every character will have it’s spotlight in the game, either by being an important story character, or as a "tool" to solve puzzles or clear paths.
Side Quest and Mini games:
One of the aspects of this game is collecting books, which will allow you to play optional dungeons with other characters. After clearing it, Bill might then gain access to that dungeon, or learn of the location of a special item, or maybe give you the chance of adding that character to your team.
Mini games will put your neighbors abilities to good use.
HP, SP, and attacks
I also wanted to give battles a “Zelda style” but still turned based, so there aren’t level ups in the game.
Each character has between 30 and 60 HP (think each 10 HP as a heart) and can be raised by finding certain items (No, it won’t be collecting 4 heart pieces)
Attack and defense stats are also set. Attack will vary among characters but defense will be the same (with exception of one or two characters who can “nullify” some damage)
Magic will come in two forms, Source and Use HP
With Source, you’ll be able to use offensive and support magic, at the cost of Source Points. Each magic will cost 1-2 SP and characters will start between 4 and 8 SP
Offensive magic can be used with the Use HP option. For every SP that the magic use, it will drain 10 HP instead. (For those feeling lucky, desperate, or plainly stingy with the Sp recovering items)
Intro of the game.
This was done like, half a year ago. The annoying beep is gone and so are the most obvious typos like grampa, (Is "English is not my native language" a good excuse? Because it's not my native language) But it'll do for now.:lol
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Guarionex
03-28-2008, 12:04 PM
I spent quite a few hours playtesting, and everything is working just fine. While not demo worthy, I'm willing to send my game file via e-mail anyone who is interested in seeing what I have done so far, in hopes of getting some feedback on what could I change or improve. Just PM me if you are interested. (It's only 14 blocks, so only 1 MC is necessary)
Update
System wise: The second main dungeon is already built. I need to make the "field map" that will lead to it, tho.
I need to start thinking on the first optional dungeon (I have the theme for it. I just need to... well built it in an unique way)
Scenario wise: I have already work on almost everything that will (or can) happen before you go to the second dungeon. I need to start setting up the events that will link the rooms of the second dungeon and make the puzzles work.
Changes so far:
Decided against house customization
Weapons and armor (and accessories) cannot by bought. In order to get stronger weapons, you must meet certain conditions that will allow you to trade (or upgrade) your weapon/armor for a stronger one.
Ωbright
03-28-2008, 03:43 PM
Man, you're making me want to get back into RM1 again. I like what you've got so far, especially the use of NPC's to help solve puzzles. That automatically adds interest to solving those puzzles, because you're dealing with people. I like Suikoden too, and that's one of the main reasons why I do.
I also like the optional dungeon idea.
Why did you scrap the customizable house thing?
Oh yeah, and are you making all custom sprites, or some of them, or none?
Guarionex
03-28-2008, 04:32 PM
I'm just using regular sprites (well, except for one that's on anime maker)
But I'm not discarding the possibility of using some more.
To be honest I scrapped the house customization idea because I was kind bummed out at seeing beds weren't one of the objects that could be set as events. :lol
Also, the hero's house is kind of small. I'll have to rework on his house, so there could be room for customization. And the poor town has been torn apart and rebuilt so many times that I decided I'll focus on other things (like building other dungeons and fields) before laying my hand of wrath on Porico (the town) again.
About the optional dungeons, their main purpose is to see the point of view from other characters, so the player will end up playing that dungeon with a character other than the hero. Doing so may allow you to add said character to your own party eventually.
The thing I'm considering is if I should allow the main party to access these dungeons after clearing it the first time, but taking a different path inside it, to keep it fresh.
Guarionex
03-31-2008, 02:57 AM
Progress
Had a little problem setting up the events for the second dungeon, but all the switches that will make the puzzles work are properly set up (Also did a test run to verify how would they work if I did things in a way I didn't expect someone to do it)
My "24 switches estimate" for that dungeon was a bit of tho, I ended up using like 55. But I'm happy with the result so far.
Guarionex
04-01-2008, 12:14 AM
Progress
I went back to what I previously had, and decided to add a bit more life to it. Since I want to focus on character interaction, I added more conversation to some dungeon parts, which would also help making clear the objective of the dungeon. Thanks to that I'm already on my tenth block of scenario data.
I also had a big map with, like 9 houses interiors in it, so I ended up giving each house a separate map and my system data usage dropped a couple of thousand bits Laughing
Anyway, right now I'm working on Rush mode's battle scene, but I'm not too sure of how to make it and keep it original, since this is the fourth active cut scene in the game. I have an idea of what I want to do, tho.
On another note, I'd like to use a couple of custom sprites for my game. I figure it'd be better that I take care of that now instead of later (Since I'll have to backtrack quite a bit to change some sprites, if I decide to switch now)
Guarionex
04-02-2008, 01:02 PM
Progress
System wise:
Compared to scenario data, I've fallen behind in this area. I need to start creating monsters I haven't made to many changes. But I did add a mini dungeon (optional)
Sceneario wise:
I'm already on my tenth block. The events that lead to the end of the second main dungeon are already in place. I also finished adding the optional mini dungeon.
I wanted the optional dungeon to be longer initially, but I think that at this point, it might distract too much the player from the main objective. But at the same time I thought it was necessary to add the dungeon so it would explain some things that would set up for some other optional quests
Things to do so far:
Set up monsters for the second dungeon
Add some treasure events and other small details to above dungeon.
Obviously, test and balance monster encounters for said dungeon.
First scenario is coming to an en end! I'm hoping I can speed up the storyline a bit, and try to make citizens inter actuation a more vital part.
Depending on how things go (in my mind) the game may cover 1 or 2 additional scenarios.
But then again, I thought I wouldn't even had to use a second scenario data when I started making the game, so who knows? :D
Guarionex
04-03-2008, 02:08 PM
Progress
I finally added the monsters for the second dungeon, so I'm almost done with it. I finally understood how is damage calculated, so battle testing was far easier. And I just hit my 11th scenario data block :D
Guarionex
04-07-2008, 07:30 PM
Progress
I'm kind of stuck. There's this big event I want to put, but I'm trying to look for the best way to approach it.
I decided to tweak some things while that strike of genius... strikes.
Anyway, there were a couple of things I was worried about, and was unsure if I should tweak them a bit to make them easier. The preview was very helpful in that area so...
-Did some very necessary balancing in half the battles I've set up so far. Monsters have less HP and hit a bit less harder. This didn't take too long since I finally know how damage is calculated.
-I also tweaked some of the the magic attacks. Character's magic deal a bit more damage. And it does a big difference this early in the game.
-Now you can't die in the intro dungeon. I realized I made it a bit too hard for an introductory dungeon, so in addition to rebalanced monsters, I took an unnecessary pressure of that particular dungeon
-Made the main objectives clearer. I initially wanted the player to have to fully explore the town. Story wise, they won't have too. But they can get weapon/armor upgrades and other items if they do.
There's a phone (Or Talking Message Box :D)on the game that allows you to remove party members. I add the option to hear messages. This might hint to some of the side quests, or tell you where to go next
Also, most of the houses have a sign with their residents name. So navigating the town is easier.
-Did a few changes to the first main dungeon. The animal I think is easiest to miss is still in the same spot, but I added a mini event that helps not missing it. Also noticed one of the events lead to the wrong room, so I fixed that too.
-Redid the currency. Instead of Stones (Don't ask me why Stones. I just wanted Gold out) I switched it to Tokens. Yes, Tokens.
Monsters will drop only a few of them, with which you'll be able to buy food (restorative items)
Things I want to Do:
Expanding the deal with tokens
I was thinking of charging the player like 20 tokens to recover to full HP after losing a fight, and 30 to recover HP and SP(MP) to either continue the fight or appear at the beginning of the dungeon with all earned exp.
And maybe adding the option to flee before entering a battle (since all of them are event battles, you can't run from them) at the cost of some tokens.
Custom Sprites:
I'd really like to try some custom sprites for some characters, but I SUCK BADLY at anime maker. I'm still going to give it a try before running back crying for help.
I'll possibly just tweak a few of the default ones to get something closer to what I want.
Hmm.. this sounds like I did a lot of work today... odd...
Guarionex
04-25-2008, 02:12 PM
Progress None :(
I am feeling SO unmotivated to even touch the Playstation right now. But I'll force myself to even touch it. Maybe once I give that first step, everything else will go better.
I'll probably end up redoing a bit of latest portion of the story I made. That might help me pick up interest. And working on the "Pay to Flee" system. I don't think it would be hard to code. But the though of readjust all the battle events that have been put already to fit the new system is just "Ugh"
On a side note: (and according to wikipedia)
Ugh is an onomatopoeiac representation of an aspirated sigh or gasp, used as an interjection to express repugnance, annoyance, aggravation, irritation, disgust, boredom or horror.
Other forms of the word include urgh, ungh and ergh.
Guarionex
12-19-2008, 10:05 AM
Progress
Being away from the game for so long. I took some time to get familiar with what I have done already. Play testing here, fixing error there. It was quite fun, until I got to the part that I haven't play tested before. It really needs some rebalancing.
Other than that, I've changed some dialog, so it can reflect the changes I made to the story, created the help center for the first portion of the game.
Next on list, create a mini dungeon, and set up the battles for a side quests. After that I'll rebalance the fights for the 3rd dungeon so I can start with the new stuff.
Guarionex
12-21-2008, 08:34 AM
A progress is me!
I just finished Test Play and I'm happy to say that all the battles are finally rebalanced.
Play Time took about 2 hours, and that was me going straight were I had to go, taking only what I needed, so I guess it should be higher for another person who hasn't played it before.
Now I'll be able to continue with the new stuff, I think I have enough space to finish my first scenario card with a last dungeon and a very flashy cutscene. At least that's what I'm aiming for.
Guarionex
12-22-2008, 10:19 PM
Progress(?)
I spent most of the day setting up a cut scene that would lead to the final part of the first scenario card.
Hours modifying events, and duplicating the town (I reached the max event limit, so I needed a town with less events) but I'm done with that bit.
Now I will take it down since I thought of a better way of doing it without the extra town. There goes my plan of finishing it before Christmas. Yay!
Karr Lord of Chaos
12-23-2008, 12:26 AM
i hate when that happens. you wish your brain was working sooner so you wouldnt of spent all that time doing something you wouldnt even end up using.
Guarionex
12-23-2008, 10:34 AM
Yeah, it really sucks. What made me discard the idea is that I just ran out of events, and had to limit myself to a toned down "puzzle" and I didn't like that.
Even replicating the town so I could removed past events didn't help, as the town has tons of decorating events that I don't want to remove.
And I really wanted to finish it before Christmas, so I'm kind of struggling with leaving the toned down puzzle or just thinking of something else, and take a few extra days.
Guarionex
12-24-2008, 01:33 PM
Progress: Ok, I noticed that must of what I do, I do it on impulse, and if something doesn't work out as I planned, I get horribly confused and lose direction.
I have sorted my mess out, and I think I'll finish the first scenario card before 2009.
This is a preview of the scenario card.
Chapter 1
Unaverage Bill
Desperate to find a birthday gift that will calm down her pyromaniac wife, Bill gets tangled in a trial that will change his life forever.
Chapter 2
Leafy Forest
Eager to put his newfound abilities at use, Bill decides to look for a girl at the Leafy Forest, taking his poor wife’s cat along with him. That cat will never be the same.
Chapter 3
Rincar
Bill’s misadventures lead his odd company to a Factory that was closed centuries ago… with all it’s employees inside. Will Bill be able to survive the angry undead workers?
Chapter 4
The truth?
Tension forms around the city, as each citizen sides with one of two groups with totally different goals. But which goal will truly be the one that saves them?
Now, I was thinking that I could release the game by Episodes (the first scenario card being the first episode) or simply release part of the first episode as an official demo.
Any thoughts on this?
Guarionex
12-25-2008, 08:27 PM
Progress
While I started that first episode will have 4 chapters, there was no chapter indication in the game. It has now.
I finally started making progress with the story events AND I didn't delete them this time. This is good since I'm now on the Dungeon creation phase.
If I manage to finish the dungeon by tomorrow, that means that there is indeed a good chance Rincar Ep1 will be released before 2009.
Also, I'll be updating my other topics with new/updated information about the characters, features and places.
Guarionex
12-27-2008, 02:56 PM
After giving it some thought, and as much as it pains me, I won't release the game in Episodes. :(
Not for story reasons tho. I just thought that if I release it in Episodes that can be played individually, I'd have to have a system file for each one, and there's no way to transfer items or money collected that way. And I don't like that idea.
I'm still planning on finishing the first scenario before 2009, and I'll see if I can get a demo out of it.
Progress: I've been working out in the last dungeon of scenario 1 and I'm liking how it's turning out.
After that I plan on reworking the battles. There won't be level ups, or exp gained in battles. That way the player can switch between characters without worrying. Stat bonus can still be gained by doing sidequests or beating bosses
Guarionex
12-29-2008, 12:01 PM
Progress
The "last"dungeon is just taking me so long to finish! It has drained at least 2 blocks of memory. And it has drained most of my mental energy.
I need to take a break. Not a long term break. I'll keep working on it today, but I'll just keep myself busy with something else while I clear up my mind.
So, my overall status so far
3 dungeons created
6 playable characters (not switchable during this episode tho)
Working on 4th one
Scenario data: 13 blocks
System data: 6 blocks
Things to do
Finish last dungeon of this scenario card
Recheck the other possible 9 playable characters. (Who will be optional? Who will I drop in favor of another character?)
Rework the whole battle system
Rework characters abilities
Rework quest
Play test and be horribly nitpicky until I stop caring.
Debate if it's really reasonable to do all of this in 2 days, so I can release a demo on the 31th.
Draygone
12-29-2008, 12:13 PM
Release dates are an obligation meant to be broken.
Guarionex
12-29-2008, 01:33 PM
Yeah. It seems so. Heh.
Better to take my time that release something rushed.
I just don't want to take it TOO easy, or it'll take me 7 more months to start taking it seriously again.
Guarionex
12-30-2008, 01:10 PM
Progress
Not much of a progress, but I've been thinking about the battles in my game, and I was thinking on doing this:
Remove experience from game
Each playable character will have set stats, and 3-4 abilities they can use.
Special attacks
For example, the main character would start with only 5 SP, with his basic special attack consuming 1 SP. There would be a way of double the SP as the characters get their stronger attacks.
Remove 3 characters
I was planning on having all 15 playable characters, but I reduced them to 12.
8 regular characters
4 hidden/optional characters
Types of characters
I've already talked about the source (magic system)
Of the regular party there will be 2 of each one, and two special ones
The first "special class" would be the hero, which will be able to switch to any of the sources as he gets medallions. When changing sources, his specal attacks and stats will change accordingly (I'll manage this using the 3 remaining main character spots. That way the hero will "forget" his other abilities while using a different class.
I already have it figured out how to set up the monsters, so they can get harder considering there won't be level ups per se. But I was wondering what do you guys think about this. (If any of you actually read my updates :lol)
Guarionex
01-02-2009, 03:18 PM
Progress
OMG! Long post. Sadly, it doesn't necessarily mean a huge update. But it could be if I make up my mind.
OK, I'll be honest, I'm not liking too much the direction that game has taken. Not that it's bad, but I noticed I haven't implemented much of what I wanted to put.
I want to rethink a little bit if I want to keep it that way or if I should tweak some stuff before keep going. In fact, that's what I've been doing for the past few days.
I've said that I want to get rid of leveling up. I think that's one of the things I'll definitively do, but I still plan on having a way of powering up he characters.
The stats
HP: I kinda wanted to make the HP as close to hearts as possible. So each heart will equal 10 HP. 50 HP will kinda be the average, but for some characters, it can go as low as 30 or as high as 70
SP: Or MP. Average SP is 5. Special Attacks usually cost 1 SP, but some of them costs more.
DEF: Will be almost non existent. So every character* has the same def (10 def) Enemies will usually hit for 10 HP**
* Some characters has as a special ability Def UP, which basically means they enough Def to negate 10 additional HP than the rest (And yes, I got it all figured out)
** I know that despite the damage formula, damage can range a few HP more or less than 10, but it'll do.
Ways of powering up:
Special Attacks
With no level ups, special attacks will remain useful as the game progress, but each character can learn more special attacks doing certain quests or finding certain items.
While a character must visit gradually a weapon master, another one must find music books scattered or buy them from NPCs, or fight certain mini bosses or mini games(Kinda like Shadow Hearts)
Raising Stats
Raising stats won't happen to often, but it might happen after clearing special trials. Stats raised would be mainly SP, and HP. Currently debating if it should be separate trials for each character, or a shared trial.
Playable characters
There are 8 story characters, and 4 hidden/optional characters
Aditionally, the Hero can switch class, changing his stats and special attacks (via the other 3 character slots)
Here are the story characters
Name: Bill
Skill1: Vessel
Source: Normal
Ability: None
Attack: Slash
Support: None
At the beginning, Bill is a pretty average character, his main advantage is that he doesn’t draw his powers from any source, so his attacks will do full damage to anything it hits. His special attack, Slash, is pretty weak compared to other special attacks, but it can hit groups. He learns stronger Slash attacks from Zoke the swordsmaster.
Skill2: Beastmaster
Ability: None
Source: Fera
Attack: Tackle
Support: Sniff
With Fox’ medallion, Bill draws his powers from the Fera source, allowing him to talk to animals. He uses this ability to call forth different animals to attack for him. He doesn’t have a special ability, but his whip can damage groups of enemies. Also, he can raise speed while sniffing. How does this works out, the world might be better off not knowing.
Skill3: Spearmaster
Ability: Critical Hit UP
Source: Energeia
Attack: Thrust
Support: None
With Bowen’s medallion, Bill draws his powers from the Energeia source. During this mode, his critical hit rate raises. He can use a powerful Thrust that does massive damage but drains most of his SP, he can use HP instead if his SP is too low.
Skill4: Blizzard Wizard
Ability: Half SP
Source: Natura
Attack: Icicle
Support: Snoflakes
With Sorce’s medallion, Bill draws his powers from the Natura source. While his HP and attack drops quite a bit, he gets the ability to use Ice Attacks, and it’s the only of Bill’s skills that can heal.
Name: Mint
Skill: Singer
Ability: Double Strike
Source: Fera
Attack: Notes
Support: Healing Notes
Mint has very low health and power, but is among the fastest characters, and can hit twice in a row (Which is useful against enemies with no defense) She can learn notes from music books, which she can use to attack or heal.
Name Gina
Skill: Lil Amazon
Ability: Treasure Finf UP, Defense UP
Source: Energeia
Attack: Rock Throw
Support: Tantrums
Gina has high Power, is easily distracted (Her distraction makes he slower, but finds items after battle easier) and is such a cute little girl, that enemies try to go easier on her (Physical attacks deals 10 less HP than usual) Her special attacks consists on her using her supernatural strength to pick and throw a rock at her enemies, but at the cost of HP. Her tantrums tend to raise the power of physical attacks too.
Name: Larry
Skill: Werewolf
Ability: Drain HP
Source: Fera
Attack: Bite
Support: Howl
Larry is a somewhat average character statwise, which can drain HP while attacking. His Bites attacks can drain SP or inflict status ailments, while his Howls can raise defense.
Name: Jess
Skill: Cook
Ability: 2x magic damage
Source: Natura
Attack: Flames
Support: Food
Bill’s wife has a nice amount of SP (or MP) that she can use to burn groups of enemies with her Flame attacks. They do moderate amount of damage but can occasionally hit twice as hard. Jess is an excellent cook, but uses her failed recipes to lower an enemy’s speed (Can’t move to fast with an aching tummy, can they?)
Name: Phoen
Skill: Foreigner
Ability: Battle Heal
Source: Normal
Attack: Shots
Support: Ray
Phoen is equipped with a gun that can target and attack groups. While he can’t draw powers from any source, his gun can. His Shot attack comes in each source, and his Ray attacks can heal some damage to the group, making him a Jack-of-all-trades.
Vivi
Skill: Maid
Ability: 1st strike
Source: Energeia
Attack: None
Support: Potions
Vivi is the fastest character in the game, but also among the weakest. While she doesn’t have a special attack, her normal attack hits everything in sight. A weird mix of Ninja/Maid/Nurse, Vivi can uses her speed to cure her allies with Potions.
Name: Chicken
Skill: Chicken
Ability: Critical Hit UP
Source: Natura
Attack: Eggs
Support: Feather shield
The chicken has the highest SP in the game, and among the fastest, but is tied with Vivi in lowest HP and power. The chicken uses it’s powerful explosive Eggs to damage enemies, and can use its feather to halve the damage of special attacks, which it will need if it wants to survive.
Anyone still reading? Well, what do you think? Too confusing? Too simple? Interesting idea worth giving a shot to see if actually something good comes from it?
_________________
Guarionex
01-06-2009, 10:12 AM
Progress I've been kind of stuck on how to continue the game, and I realized that there still so much I have to do (mainly system data related) so I'm focusing on that.
There's something that I really want to add (Kind of inspired from Abyss of Vinsaga and Suikoden 3)
I already stated that I'll go for chapters in the game, but the story really doesn't allow me from doing many things I'd like (LIke being able to switch characters ) So this is what I have planned:
More about Books
Books where supposed to be items that allowed you to view/play as other characters in a mini quest. Now they will be integral to the game.
You'll start the game in a special library with only one book, that contains the first chapter of the game. Once you beat the chapter, you'll get the book for the next chapter and be sent back to the Library.
Some books will still feature a different character.
The Chapters will be pretty linear, won't allow you to use anybody you want. You might not be able to explore freely the world.
For that, there's "Free Mode"
Free Mode
You can choose this option after finishing the first chapter. Here you don't have a specific objective. You can engage mini games here, get special abilities, or access bonus dungeons.
Initially, you are very limited in the places you can go, but as you complete chapters, you'll get characters book that will allow you to add said characters to your party, or summon the to clear obstacles, expanding the areas you can visit.
I'm not sure if this is TOO ambitious.
I was thinking I might even split the Library and Free mode in a single scenario, and the main story in another scenario card. That way I might fit the actual story in a single card.
I kind of wish the Free Mode card would be too big so I could fit it in the same card as the system data, but I have a feeling that might not be possible.
Guarionex
01-07-2009, 03:07 AM
Yikes! I never it would come the day when I would say this, but the overall story of Rincar is finished. At least on paper. No longer will I say that I don't know where I want the story to go because it is DONE! (Yes I stayed the whole night working on it. I'm not sleepy!)
It seems all I needed was to take some time to REALLY think, and I'm quite satisfied with what I have.
With that out of the way, I know what dungeons I want too, so I'll be working on them next. But now I'm not entirely sure who will be playable characters (As most of the citizens can potentially be party members)
Guarionex
01-07-2009, 04:29 PM
Progress
The game will be divided in 9 chapters. But some of them are really, really short. (I just didn't find it appropriate to just add those chapters with another one)
Chapter 1: Unaverage Bill
Chapter 2: Leafy Forest
Chapter 3: We are Rincar
Chapter 4: The truth
Chapter 5: War among fishes
Chapter 6 To the Edge of the World
Chapter 7: The other side of the Shield
Chapter 8: Remember our vows
Chapter 9 (Insert Cliche Final Title Here)
And I'm REALLY considering using that last title in the final game. :lol
Each chapter will start with a super brief scene (Like, 5-10 seconds) featuring random villagers that doesn't have to do with the story at all. I just thought it would be fun to add.
Guarionex
01-08-2009, 04:20 PM
Progress
Went trough all the battle events and simplified them. Originally, when you touched an enemy, you'd face one of 3 monsters combinations. Got rid of that. Each battle events is fairly different than the others tho, so it's not like you'll fight the same monster combination during the whole dungeon.
I also saved some memory in the process.
Modified monster stats to reflect the changes in the characters stats.
Also, I feel ready to release a demo. The game will not be too long, and I already have about 25-30% of it ready.
Guarionex
01-09-2009, 06:17 PM
Progress
Began working on chapter 4
Fixed some switches errors and typos.
Also, I'm eagerly awaiting for someone to download my demo. :D
Even if you don't play it, seeing at least one view will give me that warm feeling you get when... you are warm or something.
Guarionex
01-10-2009, 03:18 PM
Progress
Still working on chapter 4. Having a whole town whose citizens says something different every chapter (and that are not always on the same location) consumes time. :P
And my demo has gotten between the mag and the pav a grand total of 1 download! Way to go me! :lol
In another note, I believe the first scenario card will consist of chapter 1-5, and second scenario data will consist of the other 4.
Guarionex
01-11-2009, 08:29 PM
Progress
Well, no progress, but I've thinking, for those of you that played the demo (yeah, the 2 of you. That's right! the download count just DOUBLED between the mag and the pav :thumbs ) you might have done the arena thingy, where Bill's father pits you against illusions of the neighbors. And these are standard fights. But I'm trying to think of funner/different ways to do it.
Here are my alternatives
1. One on one duels, Suikoden style: It would work in sort of Rock, Paper, Scissors, where Special beats Attack beats Defense (beats Special),
The opponent would say a line hinting what he/she might due, and you must try and counter with the appropriate move
2. Some sort of "tactic" match. But I'm guessing that would take a lot of memory
3. Some sort of match, mini game style. Where the onjective would vary according to who you fight.
I'm leaning for 1 or 3 so far...
Guarionex
01-12-2009, 08:50 PM
Progress
It took me a while to get motivated today and work on Rincar, and when I finally did, I noticed I forgot to transfer my scenario data back into my Memory Card (And I can't plug the dexdrive to my laptop)
So much for my plans on finishing chapter 4 today. :(
Also, please, play my demo. Tell me it sucks or something (which I really hope it doesn't BTW). Anything! At least view it once! (OK, I'm done with begging)
There must be at least 1 person who plays RM1 games once in a while...
Is there? :|
Lausen
01-12-2009, 09:38 PM
I would, but I don't have a Dex Drive. If it gets transfered to ps3 format you can expect to hear from me.
Guarionex
01-12-2009, 09:48 PM
Well, there's the mission GameLegacy, but they are concentrating on full games first. It'll probably be a while before my demo's turn :(
Guarionex
01-13-2009, 02:56 PM
Today's Progress
Finished an Optional cut scene. It won't be hard to miss.
Did a major portion of the dialog for chapter 4, (of the non optional kind) so I'll soon be able to work on the dungeon itself. (Which is half made already)
Tried to modify a sprite to give it a werewolf look. Failed horribly. Very, VERY horribly There should be a werewolf sprite already made somewhere, should it?
Things to do:
Finish chapter 4 dialog.
Draw a world map. Seriously, I need to do this to see how will I link each place, instead of doing it randomly.
Bribe/blackmail/threaten someone into playing my demo.
Guarionex
01-14-2009, 04:40 PM
Today's Progress
Well, I worked on the dialog/scene I developed yesterday. I tend to just do something in a very simple manner and then tell myself "I can do better than that!"
Speaking of which, I feel that I should be able to do my Field Map better that what I have, so I tried visualizing the whole of it, draw it, and create it on my game. Still stuck on the visualizing phase.
I could use the regular Field Map, but... I don't wanna. :(
Or I could have the map, but have to select and clear paths before getting to the next place.
Guarionex
01-16-2009, 11:01 AM
Progress: I will not be working on Rincar!
Not for a long while
Reasons:
1- My motivation has completely died. I know it's a lame excuse, but I don't see a reason to keep working on it if nobody is actually interested in playing it.
2- I start my internship in 4 days. And I'll have to work in addition to that. I doubt I'll have time to work on it even if the motivation was there.
So... maybe I'll have time (and motivation) when I'm done with my internship... in 5 months.
I really wish I would have gotten a dexdrive when I got RM (Many years ago) but oh well...
Good Luck to the other developers!
Guarionex
01-18-2009, 11:16 PM
So... I figured I'll try to take advantage of my last few days before busyness gets me
Today's Progress
Still on chapter 4. The dialog is pretty much out of the way. (Yay!) I decided to things a little bit different for this chapter. For the dungeon part, the player won't be controlling the main hero. That'll give me the chance to give this dungeon a different focus. (And I hope it ends up being fun)
I'm not sure if I said this already, but there's a possibility chapter 4 marks the end of the first scenario card instead of chapter 5. That'll give me enough space to give the first past the extra polish I'd like to give it, in addition to side quests and other stuff.
Guarionex
01-30-2009, 09:13 PM
This week progress:
Well, I haven't been able to touch the game. I started my internship two weeks ago, and that's been consuming most of my time. I'm not even sure I'll have time this weekend to do something with the game. :(
But I haven't forgotten about it.
Guarionex
04-18-2009, 01:00 AM
For those (if there's any) curious, I'll be resuming my work on the game in a few weeks. And by a few weeks I think I mean a month. >_>
My internship is coming to an end (yay!) so that means I have summer to finish it (And I feel that if I don't, then that's the end of it, and I don't wnat it to end that way :( )
salamander
06-08-2009, 03:47 AM
Are you still working on Rincar? I hope so, because I am looking forward to playing the game. Sadly, I don't have a dex drive yet, but when I do, your demo will be the first thing I play!
Guarionex
06-26-2009, 04:27 PM
I haven't been working on this... but I plan on finishing it... when I have time. :|
Guarionex
08-16-2010, 06:24 PM
I'll try to update weekly...
Progress! I finished playtesting the game so far, and I'm happy to see I had already taken care of many of the event problems. I've been salvaging all the info I could from my own game forum, since I lost all my other written stuff. Sadly, I couldn't find anything about the complete story, so I will have to remake some of it (Finding the intended chapter titles helped)
Will I try to remake it as faithfully as I had planned, or will I take a drastic turn? I'll fins out as I start writing again. :D
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