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Soul Weaver *Updates*

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    Soul Weaver *Updates*

    Got a fair amount of work done this week. Put together the Map of Upper Merchant Road, and put together the town of Twilight Road. Just need to add some events and they will be complete. Here is a video of Upper Merchant Road and Twilight Road Merchant District.

    http://www.youtube.com/watch?v=x-TIyfboBm4

    #2
    Re: Soul Weaver *Updates*

    Looks pretty good to me! When it's made on RM2 I always look for a lot of interesting terrain changes, which I didn't see a lot of in that video, but I didn't miss them. I don't know if you ever played Skies of Arcadia, but those maps reminded me of Ixa Taka. To me they've got a nice jungle feel. Maybe it's all the plants?

    So what all do you have planned for those places?

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      #3
      Re: Soul Weaver *Updates*

      It looks like you have a good start underway. I look forward to seeing more!
      " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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        #4
        Re: Soul Weaver *Updates*

        Those areas are Sierra's home town. Right now I plan to have those area just for exploration and giving tips on how the game works.

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          #5
          Re: Soul Weaver *Updates*

          I've been working on some items when I came up with an interesting idea. Instead of buying items for battle, you have to find the ingredients to make them. There are no random battles in the game. Battles are restricted to certain areas. I was thinking that this would give the game more depth. Or do you guys just think it would be annoyng?

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            #6
            Re: Soul Weaver *Updates*

            There's no easy answer to those questions.

            Originally posted by Whataface2 View Post
            I've been working on some items when I came up with an interesting idea. Instead of buying items for battle, you have to find the ingredients to make them.
            What would this add to your game? I'm asking this as a purely open question. I absolutely love Item Creation systems when they're done right. But in some games they end up being a strictly unnecessary "extra step" you have to sit through to get what you need for a battle.

            There are no random battles in the game. Battles are restricted to certain areas. I was thinking that this would give the game more depth. Or do you guys just think it would be annoyng?
            Well, what do you mean by "certain areas"? Does this mean that you only get into a battle at certain points in the plot, or does it mean that there are simply some areas which don't have random battles? Can you get into a battle anytime you feel like it in the "certain areas"?

            And at the end of the day, what is the point of the battles in your game? You've got to be able to give an answer to that question that you yourself are satisfied with. If you can't, then it's time to rethink your system.


            How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

            "I live and love in God's peculiar light." - Michelangelo

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              #7
              Re: Soul Weaver *Updates*

              You would only be able to get certain items by visiting different areas. To me I think it just gives each area variety and a reason for the player to explore. Like you would only be able to get meat from Jacob's Farm, Veggies from Terry's Farm, and Herbs from Elvin Forrest. These are just a few areas, I plan to have more. Some items you will have to purchase and the others you can find on your own. There will also be a warping system to make traveling between the areas easier once you unlock them.

              As of right now you will be only able to fight when the plot dictates or in special areas like Elvin Forrest and Merchant field The player can always go just to fight. I'll have a better idea once Drew gets back to me with how to make a custom battle system. I plan to have the player be able to avoid battles if they want to, but if they do they will be loosing out on items they could get from them.

              Battles will be used to progress the plot, to add an element of danger, or to help the player get items to use in the creation progress.

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                #8
                Re: Soul Weaver *Updates*

                Well I have made some progress not much. I got a second map worked out but i might change it. It doesn't feel right to me. I have gotten all of my items written out with and partially have my forge system planned out. I plan to give the player the option to forge items or purchase them.

                Right now the Player will only be able to forge items once they have found the recipe and the items to do so. Secondly they will have to have the right Soul to do certain recipes.

                These are the different groups that the player can forge:
                -Food
                -Medicine
                -Healing Items
                -Damaging Items
                - Possibly weapons, but i don't plan to have many battles so I might just drop that option.

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                  #9
                  Re: Soul Weaver *Updates*

                  And here is a video of some of the characters for my game:

                  http://www.youtube.com/watch?v=mpcRXBi3k3c

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