Jett's reworked Intro Complete. Only 3 more to go... (although I might make the first flashback have him and Jei be young/children)
MV - The Last Chronomancer (OFFICIAL CHAPTER 1 RELEASED)
● ARCHIVED · READ-ONLY
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Demo 1.0.5
-Clyde is now a "Ninja" and has Throwing Stars. Testing required, but so far so good.
-Redid the Animation for Thunder 3
-Added more Pentam guards outside the West wall + more dialogue about the situation. Also provided feedback on why they have to head to Westwell.
-Added a 'pop out of bed' motion for all heroes @ the Pentam Inn.
-Customized Lowercase Font manually (rotated 'd' to face vertical alignment, modified 'g' because it seemed to throw everyone off, ajusted the 'k' to look less like an 'h', removed accent marks for 'v' and 'y', lifted 'f' to not appear cut off, changed 'w' as well)
-New Font selector added to the Options menu
-Modified the Emperor Fight/sequence. Now with Mob and camera focus.
-Modified the distance/eventing for the first Mob fight in the ThroneRoom.
-Fixed the window placement for the 2nd floor of Pentam Inn (I always thought it looked a bit off, but nobody else said anything about it. Now that you have, it's DEFINITELY change time.
-New Theme for Shae, Pub, Time Crossroads, etc. (will go through the game to update accordingly)
-Created a Grandfather Clock
-Moved Antidote as Lvl 1 Ranger Spell, also gave a Wind spell in place of MMissile, and modified Spell Gain rates.
-Added a Move/Description for Defenders and Monks describing their Passive Skills
-New Start and Stop animations added for Shae
-Every heroes Intro re-worked.
-Created a proper Throwing Star Icon
-Modified the Steal items from the first False Party fight
-Formation popup added before Kobold Fight
-Cleave animation redone and modified for Kobold General Sequence
-Kobold Sgt added to the first battle
-Kobolds slightly resized to look less blurry
-Orc Battler created
-Customized Jacques Mustache, Keegan's neck, Nolan's stubble, Gregors face/sideburns. (added some distinction for the mustachioed men)
-Added an MP regen trait for Maces to encourage Front Row combat with Johan.
-Battle Aftermath and Spoils added
-Increased difficulty of the first Dungeon and lowered Exp as well.
-Made Menu screen more similar to FFVI
-Reworked the first Nightmare Map
-Increased Rose and Chain mob dmg slightly
-Changed Jacques' chairs
-Gave Skeletons a Fireball attack for ranged dmg
-Goldmill Witch face and char redone
-Added dialogue while on board ship prior to Pirate Attack
-Modified Post Nightmare dialogue
-Proper camera move after Pyramid Camp out
-Modified the Intro for each hero. No more scrolling Text.
-Modified the Title Screen Cursor (looks more like a Clock Hand now)
-Reworked Talsa's face, now smaller/more unique
-Added a line indicating Talsa's Dwarfism early on
-Implemented a Tent System for Dungeons and reworked the Save/Restore Points.
-Dual Wield system added
-Changed Captain Don Char/Face
I'm sending the Demo off to a Playtester/Streamer. If there is not too much MAJOR issues detected then I will release this patch publicly for a wider pool of feedback. I don't know if anybody is keeping an eye on this thread, but if you are, thank you for your patience! -
I do hope you are doing the rest of the game in 2d and not the 3d 'look'. Personnaly I think it's a nifty feature but with MV's current recources it looks ugly/out of proprotion/weird to me. I feel like they tried to copy smile game builder but those recources are made in a way they look proper in a 3d 'look'.
ps. hit me up with a link to the video from the tester, I really want to see your game in it's current state! :popcorn: -
I tried to only use the 3D effect for more of a cut sequence or a special moment/scene. I used to find it "ugly" as well, but I found that over time I actually kinda liked the way it looked.I do hope you are doing the rest of the game in 2d and not the 3d 'look'. Personnaly I think it's a nifty feature but with MV's current recources it looks ugly/out of proprotion/weird to me. I feel like they tried to copy smile game builder but those recources are made in a way they look proper in a 3d 'look'.
ps. hit me up with a link to the video from the tester, I really want to see your game in it's current state! :popcorn:
Regardless, I think I shall use it sparingly.
I suppose the same effect/scene COULD be done with more hand drawn assets and pictures. Hmmm....that might be a good idea actually.
Thanks for the feedback as usual Dutch. I'll let you know when I get another feedback Vid. -
In the middle of a Re-Work based on feedback that I was provided.
-Added Shadows to all the Chars (should be complete, but needs a few run thrus to confirm)
-Removed "stepping" from all the stationary Chars.
-Moved all dead bodies to a "Same As" level. Multiple testers disliked being able to walk on dead bodies.
-Added a slight fade effect to the Windows (very slight)
-Spaced out the dialogue timing quite a bit. This will likely be a bit of an ongoing process.
-Still have to re-work the Pentam Tunnel map/sequence to make it feel more organic and allow for the dialogue between the heroes to be spaced out more.
-Just finished re-working the Overlook Path fight with the Kobolds. Now the player can choose to help out in some fights, or just leave them. Sometimes the guards win fights, other times they lose. You still get about the same amount of fights in, but better set up for them. It also allows for the player to get some interaction with Stanton, Lox, and Gregor prior to the Pub scene.
Before and After comparisons of the Path Rework... -
Got bored and decided to make some new tilesets. Now the Overlook looks much less "boxy". Definitely got some FFVI vibes while I was doing it, which always makes me feel good.
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@Guld, wow your mapping skill and editing skill are amazing. As two review video said, you need to explain stuff to players what is going on.
Why happen if great evil is not being stopped?Six Heroes in their Journey to stop the oncoming Great Evil.
I do not a concept of Good vs. Bad is a bad thing. I think people want to know more why characters join the time wizard instead of doing something else. What is to gain from joining this heroic crews?Even though this sounds very generic, I promise you that the story will have many twists and turns and will stray from the whole "Good vs. Bad" concept. -
Thanks @Kupotepo !@Guld, wow your mapping skill and editing skill are amazing. As two review video said, you need to explain stuff to players what is going on.
Why happen if great evil is not being stopped?
As far as the answer to your question.... The Time Mage tells everyone that "Time is Ripped asunder" and that there will only be "Destruction and Death".
Even she is unable to see past that point in Time, and there is only one way to find out for sure...
1) Go and face the Great Evil and defeat it
or...
2) Allow the Great Evil to be victorious, and see for yourself how bad it could be haha. -
To be honest, most of the heroes don't really believe the Time Mage, or don't really want to go on the quest. (initially)I do not a concept of Good vs. Bad is a bad thing. I think people want to know more why characters join the time wizard instead of doing something else. What is to gain from joining this heroic crews?
As the story unfolds they often question her, and some even choose to leave the quest.
She doesn't feel the need to convince them however, as she is confident that they will make it to the point in the future because she has already seen them there.
The Concept of "Good vs Bad" isn't a bad thing. The Characters, and most people really, strive to be good. I can't reveal too much obviously without spoiling the Story, but this Story strays from a strict guideline of Good vs Evil, but I think the player will always feel as though they are playing/fighting for the right reason, and it should have a VERY satisfying ending. -
@Guld, thank you for answer questions. I just make sure everything are planning out. I will play your game to see more.
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@Kupotepo Thank you for your help. I will try to have a new (better) version for you to try very soon.
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Did up an Image for Keegan. Could be used for Title Screen, Credits, or maybe even just Promo/Concept.
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Been hard at work adding new content. In the meantime, I also got some work done on another Hero for the intro Splash...
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New Splash Screen, Title Screen, and some new WIP map areas for my next patch. Still a fair bit of work ahead of me, but figured I'd share...
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Patch 1.0.6
-Added bone/scary noises for Mor Skeltons
-Modified the Skill descriptions for Ilir as well as making Crystal Cross a solo target skill now.
-Added a 3rd Light effect for the Crossroads of Time for consistency with the rest of the Braziers.
-Evented the bodies/blood/path for first Voras Fight. Also reduced Sova's Reign to once every four rounds. Also provided "Baby Mode" Tutorial pop-up for players that are unable to make their way thru the Voras sequence.
-Improved MainMenu Cursor
-Added a 25% mana regen on "Defend"
-Added MagicMissile IV for Sova
-Added shadows to all chars
-Removed Stepping animation for everyone not moving
-Remapped so that the hero/target is almost always center of the map (some intended exceptions)
-Dialogue timing and changes
-More Blood/cast off
-Rework of Intro screen
-Added a target selector to Battles
-Reworked the Menus
-Tunnel rework complete
-Overlook Battle and Map Rework complete
-Dead bodies are now "same as" level
-Upgraded the plugins + added yanfly desktop optimization
-Made a new Animation + Skill for enemies who defend.
-Smoothed out the Intro Splash + Command options
-Made a Talsa and Jacques embracing char
-Added a custom Defend Animation
-Created an Enemy Defend Skill + Mirrored State Animation
-Rebalanced stats for all heroes and tested through against enemies. SHOULD be balanced now.
-Colored Dmg fonts
-Cleaned up the menus
New link available upon request. -
@Guld Hey! I've download your game just now and played for 2 hours straight, until the Fallfel village, one of the most beautiful maps I ever seen in a 2d RPG. I found a lot of good stuff in your game, and I wish I could play a little longer, but I'm in my work now, and it's time for me to go home an work on my own RPG Maker project. :D
Even so, there is somethings I would like to say about this gem. I will put in spoiler for those that are losing time and not playing your game yet.
Spoiler* The battle system is neat! I had seen some people using this plugin that makes the enemies act like human battlers, but its the first time I see someone using it properly. Maybe I need to play more RPG Maker games, but whatever. You nailed it. I know its a demo, and maybe you are already aware of it, but my only complain is that the battle animations must be a little lower. The animations always are played above the enemies.
* Once I sought that FFVI was one of your inspirations, I imediately checked all the clocks looking for elixirs. A Hi-Potion is good enough. :D
* The sounds are very good too. The hammer and fire in the blacksmith, the birds in the cleric's town... I can see that you give importance to the details.
* The cleric's mother (I think the cleric's name is Johan) is sick, and the son seems to be looking for a cure. It's amazing how you put a simple side quest like that, and now we know that Johan is not only a womanizer, but is also in a noble quest to save his mother. I don't know if I get it right. Like I said, I played only for 2 hours, but I like this part.
* The scenes are very well made too! That camera "approach" and the mode 7 gives your game an unique aspect!
* The main plot seems very good. I like the fact that the three mercenaries that we killed in the tunnel gave us no information at all about who were they and what they wanted, and a little time later, the kingslayer mention that he hired three people to get him the blue stone. That's how you tell a story. Again, it's a simple thing, but we don't see things like that in all games.
* I can see you are a talented man who manage all areas of your game. I see you choose good music, made a lot of original NPCs and your mapping is first class, so I hope it don't becomes a very hard task, especially for you alone, because I think your game has a lot of potential. I really hope that you can push this project foward, and I will sure play all your demo next week, once I come back to my workplace.
Oh, by the way, I think I've found a little graphical bug. In Johan's village, when the captain wake us up, instead to go to the port, I leave the village. When I entered it again, a "cross" that I believe is from the world map bacame stuck in the screen. After I go to the port, this bug disappears.
I will sure be looking this thread for updates, and once I finish your demo I will write more things about it. Congratulations on your amazing job! -
@Guld Hey, there. I downloaded your game with the new link you send me, and starter all over again to see the changes, and I think I've found a bug. In the opening I choose to follow Talsa's river of time. In her scene, Talsa says that she is going to the annual kobold hunt and then the gate don't open. The game freezes. If I find another bug I will tell ya. :D
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I appreciate finding the bugs. I will correct those ASAP. (I just got back from vacation) Thanks @SolonWise !
EDIT: Already fixed both.
-The Map Point cursor now disappears when entering/exiting Westwell during the late night ship escape.
-Talsa's Intro is fixed. It was an issue with Tileset passability. I'll quickly test all the other heroes to make sure none of them have the same issue. -
Patch 1.0.7
-Fixed bug for Talsa intro
-Fixed bug for Map Pointer on Westwell during Ship escape
-Fixed some tiles in Pyramid (final map)
-Moved dialogue boxes to the top during Raven's intro.
-Light added to Westwell Inn exit.
-Added waterfall sound effect to fallfel bridge
-Fixed Tree tiles near Fallfel Well
-Removed stepping animation for the Water Temple Priest at Goldmill
-Adjusted HP for Kobolds (starting zone should feel easier)
-Added an Armed Lox Char sprite for the Pentam Pub
-Added a very basic post fight sequence after the Mud/Slick/Blaine fight.
-Modified Pentam Tunnel Jump to be same level, so you can jump back and forth without taking a step away.
-Changed Opacity on Shae during Sardsahrk fight. (more visible now)
-Added a better "Row" description
-Redid the Mountain pass maps with angled tilesets.
-Added waterfall sound effect to Water Temple
-Modified Table for Mosquito meeting
-Found a way to set Z-Axis for Animations. Set the Shield animations to level 2, so ground spells like Quake and Flood will be under it, but others will be over. -
@Guld Hey! I have played the demo again. Actually I started all over again, and I like the changes from my the first gameplay, like the new battlefield in the Kobolds hunt, and the new underground path underneath the first town. Now, there is something that's bothering me. Again, I will do it in spoilers.
SpoilerFrom the most part of the game I see no difference between the equipments at all. Maybe I am a little too demanding, but only because I see a huge potential in this game. At the first two hours of gameplay, I found some equipment in chest or stealing from enemies, but it was always something I already have, and the selling price was not so high. There is an average number of weapons and armors, and that's good, but I would love to see more difference between them, for me to choose the ones who fits my battling style better.
By the way, I think I saw some inconsistencies in the equipment too, like a Bandana giving more physical defense than an Iron helm, and a Banded cap giving the same physical defense than a Mythril helm.
Last thing about equipment. In the Johan's town, there is a store who sells elf-crafted equipment, so I'd brought a lot of armors and weapons. But in the next town, Fallfel, I found a store selling Mythril equipment. I don't know, maybe you should reformulate all this equipment part of the game. Again, maybe I am too demanding, but this is my honest opinion. :)
The battle animations are still showing to high from the actual monsters.
Speaking of that, there are monsters who dies and leaves a corpse, while others don't. I know your game are still in development, but sometimes it feels strange.
I think there is a graphic error in this part of Fallfel. The trunk is above the leaves.
I found a lot of dialogues like this during my gameplay. There is still plenty of room in the phrase, but you put a paragraph. Is this on purpose?
I had to stop in Fallfel again, but I intend to continue playing. There is a lot of great things in this game, I can see you put your heart in a lot of details. The owls in the tree, the beehives, there is a small fish in the port, like the one Celes have to take to feed Cid in that small island. There is humor, there is love, there is hatred, and a cold villain who I want to kill. I really hope you don't give up this project, even if it becomes too big for only a person to handle.