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I do plan on updating the first page when I actually release something. I'm severely disappointed I didn't get one done before this year ended, but I did put out a few very short alphas this fall to get the ball rolling. Hopefully, 2022 is a great year.
 
Tried the demo. Glad to see we're back in Zalran and battles seem to be working well. Didn't find any bugs or crashes, hopeful to see where we go from here.
 
Speeding up game with normal MV confirm key hold will softlock game when entering Bogworts house. Not an issue on your part, but a warning to anyone trying to speed up movements. MV needs to fix that crap.
 
Yep, I did find out about the speeding through the cutscene in Bogwort's house issue after release. I will tweak the movement route just slightly so that it can't happen. One good thing is now that the introduction portion of the game is done, I should be able to cut down a little on those types of cutscenes. It just made sense to me that the first time Aylia comes to a village she's going to get lots of introductions to people and places. Now, it's time to start living!
 
After playing the demo:
Will the campfire scene with Bogwort be updated to allow the dress slip like the old demo?

Wouldn't the Eliandre having few children mean they had a declining population?

Yes, the campfire scene has variations, but there will be multiple campfire conversations with Bogwort throughout the game. It will be one of the ways their relationship grows.

As for your question about Eliandre children. It was more in relation to other races. Goblins for example have many children, and humans tend to have quite a few. So, in comparison, the Eliandre had very few, but their lifespans were much longer. Pretty much in line with much of fantasy and elves.
 
Thanks for the feedback. Yes, I meant the variations where her dress falls down are saved now for future events. There are more variations as well, but her dress slipping and exposing a nipple is one of them.

One the mechanics, I appreciate the feedback. I am tweaking the battle system and balancing things took a lot of time. The default RPG Maker system has a chance to miss the attack and a chance for enemy evasion. I've removed the attack miss chance altogether and the weapon you use has no impact on hit rates, as hit rate is 100% all the time. The only factor in the system is evasion now, which is based on a base evasion rate and enemy/character AGI. The bats are meant to be evasive so they have a base rate of 15% + 6.4% from their AGI score. So, an evasion rate of 21.4%. I'll keep your comment in mind during future testing and see if this strikes me as too high.

For the prologue enemies:
Rats evasion: 6%
Bats: 21%
Snake: 4%

I also believe that Bogwort's fizzleboof spell should be a guaranteed hit, so that might be the best way to remove bats. His Dirt throw skill has a 75% chance to hit, but 100% chance to blind for 2-3 turns (Unless the enemy has some form of blind resistance, which I have not implemented yet).
 
Luck increases chances of a critical hit. It also will impact drop rates for rare items. In the current game, enemies only drop common items and they have a 100% drop rate for things like rat teeth and bat wings.
 
BattleTeaser.PNG

Just a quick status update. Got the peasant dress battle portrait and exploited variation done and working. Finishing up battle cut-ins now for the first h-enemy (munchkins). Aiming for a patron-only beta release at the end of this month. If all goes well, there will be another public release at the end of December which should have 5-7 chapter 1 quests, 2-3 h-enemies with battle cut-ins, and other miscellaneous events. I'll try to update here when I post publicly on Patreon.

Thanks!
 
Give it 2yrs... to b playable..(by then most ppl would probably forget this game again)
Just hope this game update faster & not snail pace...
i suggest u make it Monthly Update & another month for public update so u can pull more patrons... no point making this if everyone forget about this game again
 
Give it 2yrs... to b playable..(by then most ppl would probably forget this game again)
Just hope this game update faster & not snail pace...
i suggest u make it Monthly Update & another month for public update so u can pull more patrons... no point making this if everyone forget about this game again

I mean, it's not even a big deal anymore. This game looked like the mona lisa by 2014 standards, but now? I really doubt anyone is going to lose their shit over it almost an entire decade's worth of higher standards later.
 
Give it 2yrs... to b playable..(by then most ppl would probably forget this game again)
Just hope this game update faster & not snail pace...
i suggest u make it Monthly Update & another month for public update so u can pull more patrons... no point making this if everyone forget about this game again

Not sure I understand what you're saying. It's already playable. I don't plan on taking years off this time around.

I mean, it's not even a big deal anymore. This game looked like the mona lisa by 2014 standards, but now? I really doubt anyone is going to lose their shit over it almost an entire decade's worth of higher standards later.

That's why the entire game was redone in higher resolution, new tilesets, improved artwork, etc. I enjoy these games and I still don't see very many games with quality stories and good artwork. What games are you playing that make this game look old?
 
Not sure I understand what you're saying. It's already playable. I don't plan on taking years off this time around.

Already played it... its just that.. the game is gud but when dev suddenly go MIA.. thinking"such a good n it stop updating...such a shame.." the game is still in its Early prologue n knowing the genre is corruption & the long journey Aylia has to go(script)..the pain of waiting on such a good... (sigh)...

That's why the entire game was redone in higher resolution, new tilesets, improved artwork, etc. I enjoy these games and I still don't see very many games with quality stories and good artwork.

i don't have a gud eyes for quality.. so i don't notice so much about improvement

Edit:sorry..i'm not at Eng...
 
Well, the first thing is the original game was in 640x480 resolution, the MV version basically twice that. Then you have artwork like the following:

AyliaBattle_Comparison.jpg

I've also attached a couple comparisons between original artwork and the MV version below. Everything has been redone for MV's much higher resolution. The maps are completely redone in higher resolution tilesets.
 

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I see... more polygon... when i zoom it, finally notice it..

More polygons=larger file=more time consuming..
If this a 1 man team... if will take a long long time to finish the game...maybe u should consider hirimg some1 to lessen your burden.. oh also remember to make a backup... a lot of good games were lost to various reason like pc getting infected or HDD getting old making data corrupt or sudden power interuption, etc

Good luck
 
I don't care about the technical stuff. I can play a game even if its 20 years old. If the game is fun to play with good story, It's ok for me.
 
10 fucking years....

I'll be a grandpa before this game is finished.
 
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