MV - Vanguard Redemption

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Started by ATT_Turan 81 posts Page 3 of 5 View original ↗
  1. Anthony Xue said:
    I'm aware of the term's origins. I was more interested in possibly conflicting conventions (e.g. D&D vs FF)
    I understand - I'm not trying to imitate any other system's conventions :smile:

    By the way, what was the "flickering pointing square" you were asking about? Did you in fact mean the translucent system cursor or something else?
  2. I assumed it was the one on the map when you click a tile to move
  3. Robro33 said:
    I assumed it was the one on the map when you click a tile to move
    lol...I never play RPG Maker games with a mouse, so that's not even anywhere in my head.

    Yeah, I'd probably be inclined to turn it off even without an option setting; I don't see much use for it. Not a priority for me to implement, but I'll stick it on my list.
  4. ATT_Turan said:
    lol...I never play RPG Maker games with a mouse, so that's not even anywhere in my head.

    Yeah, I'd probably be inclined to turn it off even without an option setting; I don't see much use for it. Not a priority for me to implement, but I'll stick it on my list.
    That explains things :biggrin: yeah, I was talking about this device exactly. I'm usually a fan of keyboard controls as well, not sure what made me use the mouse here. But when I did, well, it sure did draw some attention.
  5. Big update today! I've provided a link to the entire game so far.

    This means it's gone from a small slice of demo to about 8 hours of gameplay in progress.

    If I recall correctly, all specializations through tier 3 are included. Some notes:

    - After the initial conversation, a woman appears in the back of the headquarters. This is the playtest goddess, allowing you to skip to several points in the storyline (I haven't updated her with the most recent few). Just talking to her, without skipping, also provides you with playtest items to disable encounters and teleport out of areas.

    - The dialogue indicates a branching storyline, only one fork of which has been implemented - Bressea to the south-west.

    - Once you defeat the chimera and complete that quest, that is all available content.

    I've made an effort to improve some maps, but they're still generally placeholder-y - particularly the last city is not fleshed out yet.

    That said, feel free to provide feedback on whatever occurs to you.

    0.3.1a Dev Log
    Added the T2 and T3 specializations Conjuror and Summoner. A player starting as enchanter or the newly-accessible Terillion can access these.
    Added the T3 specialization Shaman. This will be an advanced specialization, currently it's only usable by Iznok.
    Added the T4 specialization Archcleric. A player starting as spiritualist or Caltua can access it.
    More skill sequences added.
    Unique casting animations for each kind of magic, and corrected them on some existing skills.
    Enemy agility scores spread out a bit to reduce clumping, still working on battle order.
    Poison damage now applies at the end of the battler's turn.
    Adjusted game window height and battler spacing for less overlap.
    Fixed the exp gauge being misaligned in the party formation screen.
    Replaced the Cleric's Cleanse with a party healing spell. Cleanse will go to a higher tier class.
    Sting is now affected by blind and taunt.
    Characters not in the current party won't show their stats after battles when they level up.
    Made specializations not show up in skill learn until after they're story unlocked.
    Added items to every item shop to cure frozen and burning.
    Implemented a new windowskin for the UI.
    Fixed the order that party members cycle through when targeting skills.
    Modified TP gain so only the actor who lands the killing blow gets a bonus from an enemy's death.
    Started a balancing sweep! All actor and enemy stats and class progressions are overhauled.
    Changed Force Armor to cost TP
    Gave each non-player party member a unique skill.
    Rewrote the damage formulae for spells to make MDF buffs and debuffs more effective
    Over-reaching overhaul to all maps
    Started implementing a companion approval system
    On successful parries, actors gain the TP they would've from taking the damage
    Fixed hp gauges not fading out when battlers fade out during skills
  6. i-am-back-estoy-de-vuelta.gif
    Though last time my feedback was through PMs

    Heyas, I played the updated demo and I'm happy to say it's even better than last time! I did stop in Fort Garring, but that was mostly due to running out of time so I'll likely keep playing later on. :)
    Feedback
    I do need to start with a pet peeve of mine: don't use scrolling text for intros! It can be hard for some people (me, I mean me) to read it while it's moving, and since it's such a short intro it would work just as well as a message in the center of the screen. That way fast readers can skip ahead instead of having to wait for the text to finish scrolling and slower readers can take their time to process the story.

    The options menu is nice, having a choice for whether the character slides past corners or not is really helpful for navigating some of the maps. Speaking of maps, you know I love visuals so I have to bring up the fact you could spend a bit more time prettying up your maps. Play around with more tints (the one you used in the tomb worked great!) even in outdoor maps to help set the mood, and maybe tweak empty areas in maps to have more to look at, such as some buildings in the main town that can't actually be entered. The foothills maps could have some stairs and slopes so players go up and down a bit instead of just walking between cliffs too!

    I do love the little farms and towns you added to the world map, they make the world feel more alive. It could be fun if you added in some short events to some of them where the party could talk to each other a bit so players can get to know them, or have farmers offer some items (for free or for sale) so your players learn that interacting with places can be rewarding.

    Combat is where this game shines! The battles are challenging without being unfair, and the different classes all feel nice and unique with all their skills. Guard offers up enough TP that it's worth using it, so I did have to think during battles if I wanted to hit for a little damage now or save up for big damage later. I do wish there were a few more cooperative skills though, mostly the ally-based skills focused on buffs. Having a warrior enemy use a skill that knocks an enemy off balance and then following up with a ranger skill that does extra damage to off balance foes would really make planning out what to do each turn even more interesting! Balancing a bunch of cooperative skills would be a lot of work, but it could add even more depth to the battles.

    Equipment and items could do with some reworking. I didn't find myself using items all that often, especially early on since I could run back to the base and heal. If there were some MP healing or TP boosting items I know I would've spent all my gold on them since they would make it easier to absolutely wreck enemy troops. Equipment did its job, but I wish the starting town's weapon's shop sold some more things so that I could save up for a stronger weapon. Right now it only sells the starting weapons, and the start of the game is a bit slow since it takes time to level up and finish the early quests so I spent a lot of time walking past the weapon's shop to buy a few armor pieces at a time. The weapons don't have to be super powerful, they just need to be there to make the player think a bit more about what they want to spend their hard-earned money on.

    There were minor bugs and some smaller things to think about:
    • At the start of the game talking to Whyn across the desk doesn't start the officer training cutscene, you need to approach him from his right side. Otherwise he just gives a short line about going to visit the graveyard
    • Why is Flee listed in the Skill submenu?
    • The font's '+' sign is a bit hard to read, it looks more like a cross than a plus
    • The Bandit boss can die via Confusion, while nice for the player you may want to see if you can keep him from offing himself for the story
    • When the Flee skill fails it says "0 failed to flee", not the party name
    • Error when talking to Whyn after the skeleton attack, talking from the front of his desk sends the player up into the green chairs and softlocks them
    • Exiting the tomb puts the player a few tiles to the left of the doors
    • Can't seem to go up the stairs in the tomb's lower floor
    • Can walk under the fountain in the upper right corner of the Bressea map
    • A marker on screen for when the party is increasing or decreasing encounters would be helpful
    • Caltua's Inner Light doesn't seem to work properly, he still is gaining TP instead of MP when he guards or attacks. It just heals a bit of his HP
    • Ilnaris can't equip accessories when she's a Sniper
    Overall, great job tweaking and improving the game! I still think you should show your maps a bit more love and have more fun with tints, but I get that the story and gameplay are your main focuses. Battles and improving my party is a lot of fun, and I think as you polish it more it will be even better.
    Good luck with your project! :ptea:
  7. Thanks so much for playing and giving such thoughtful feedback! Some of it is just stuff I'm working on or can fix, but in the interest of dev log-ish stuff for any other interested people, I'll include responses.

    hiddenone said:
    I do need to start with a pet peeve of mine: don't use scrolling text for intros!
    Yes, that is absolutely a placeholder. I intend to replace that with a little sepia tone montage with still text on it, I just haven't made myself take the time for it yet.

    hiddenone said:
    you could spend a bit more time prettying up your maps.
    That's also for sure on my list, and I appreciate the specific recommendations.

    hiddenone said:
    I do wish there were a few more cooperative skills...Having a warrior enemy use a skill that knocks an enemy off balance and then following up with a ranger skill that does extra damage to off balance foes would really make planning out what to do each turn even more interesting
    That's a good idea - very Dragon Age-y, and it helps with what the skills to flesh out some of the classes could do.

    hiddenone said:
    items could do with some reworking. I didn't find myself using items all that often, especially early on since I could run back to the base and heal.
    So I don't, like, instruct the player to do this in the game, because people can play however they want - and doing that is perfectly valid. What I consider master-level playing for the game :cool: is you balance your MP/TP usage and spend those healing items when you get low on MP so that approximately every dungeon map you gain a level and fully restore. I usually only use an inn once or twice in a playthrough.

    hiddenone said:
    If there were some MP healing or TP boosting items I know I would've spent all my gold on them since they would make it easier to absolutely wreck enemy troops.
    There are some MP items but they're only in chests. TP stuff is a good thought to add some variety in loot.

    hiddenone said:
    Equipment did its job, but I wish the starting town's weapon's shop sold some more things so that I could save up for a stronger weapon. Right now it only sells the starting weapons
    Yeah - it's basically there for a bit of starting options. Like a player Skirmisher starts with knives but could use swords; a Fighter could use sword, axe, or lance, if you get Kearik or Blonun in your party they have skills that can work with a few different weapon types.

    I consider getting to the next kingdom the first weapon upgrade, but I might ponder having the first shop sell a sort of in between level, also.

    hiddenone said:
    At the start of the game talking to Whyn across the desk doesn't start the officer training cutscene, you need to approach him from his right side. Otherwise he just gives a short line about going to visit the graveyard
    That's weird, it doesn't do that for me. I'll see if I can find the logical error, but just walking to across the desk starts the correct conversation on my end.

    hiddenone said:
    Why is Flee listed in the Skill submenu?
    Can you clarify this one? It should be in the actor command list, because I don't want to use the fight/flee battle command window (and this is a much more traditional JRPG setup). Is there an actor you actually saw it inside their skill list for?

    hiddenone said:
    When the Flee skill fails it says "0 failed to flee", not the party name
    That I can fix :wink:


    hiddenone said:
    A marker on screen for when the party is increasing or decreasing encounters would be helpful
    That's a good idea.

    hiddenone said:
    Caltua's Inner Light doesn't seem to work properly, he still is gaining TP instead of MP when he guards or attacks. It just heals a bit of his HP
    I'll just have to have a word with him about that.

    hiddenone said:
    Ilnaris can't equip accessories when she's a Sniper
    Well, she's not a very fashionable lady.

    Thanks again for all the comments, and I'm glad you enjoyed it!
  8. ATT_Turan said:
    So I don't, like, instruct the player to do this in the game, because people can play however they want - and doing that is perfectly valid. What I consider master-level playing for the game :cool: is you balance your MP/TP usage and spend those healing items when you get low on MP so that approximately every dungeon map you gain a level and fully restore. I usually only use an inn once or twice in a playthrough.
    That's fair, but I found the items like Antidotes and Dousing Solutions to not be too useful since states end at the end of battles (which I do love, definitely nice to go into the next battle fresh!). Caltua's restoring skills worked well during longer fights and I was able to manage his MP later on so that I just didn't think much about those items. Personally I found selling the items to buy better equipment was more helpful to me than actually using the items.

    ATT_Turan said:
    There are some MP items but they're only in chests. TP stuff is a good thought to add some variety in loot.
    Ah, I never came across an MP item in a chest, but maybe that was just my luck.

    Speaking of loot, it would be nice if the normal enemies dropped more than just money. They all seemed to only give money, but I don't know if that was just my bad rng luck or if they really don't have any other possible drops.

    ATT_Turan said:
    Yeah - it's basically there for a bit of starting options. Like a player Skirmisher starts with knives but could use swords; a Fighter could use sword, axe, or lance, if you get Kearik or Blonun in your party they have skills that can work with a few different weapon types.
    That was my problem, I didn't play as a Skirmisher so I never really had a chance to switch out weapons and see how different they were.
  9. Thanks to bug reports from @hiddenone (and an old one from @werzaque), the current version has been updated to 0.3.1b, incorporating the following fixes:

    0.3.1b dev log
    Fixed the Flee command - no longer shows in the skill menu outside of battle, and properly displays the actor's name on a failed attempt.
    Characters now properly walk out of the door from the tombs, rather than appearing in the middle of the graveyard.
    Boss enemies are now no longer susceptible to confusion.
    The stairs in the tombs have received a stern talking to and now actually take you between floors.
    The fountain in Bressea is now made of solid stone.
    Snipers now have sufficient fashion sense to be able to wear accessories.
    Inner Light now functions as intended.
    Corrected player positioning in conversations with Whyn.
    Corrected a graphical glitch with enchanter and spiritualist character sprites.
  10. I like the fact it's inspired by Suikoden.
    It really seems to be in nowadays (heck even I want to make a game inspired by it).

    Are you going to have a "refuge" or "camp" system in which people you recruit to strengthen your powers will help to make it grow with additionnal functions? (such as quests, private/unique ressources, custom shops, etc...)


    I'll give it a try :D
  11. Artille said:
    Are you going to have a "refuge" or "camp" system in which people you recruit to strengthen your powers will help to make it grow with additionnal functions?
    That's a hard maybe.

    It's something I think is cool in Suikoden, but it's also something I basically never used in Suikoden (except the blacksmiths, which were the only way to get your weapons fully upgraded; and, of course, the inn to heal).

    So if I get the free time after actually making the rest of the game, and have good ideas about how to go about it.
  12. Blessed Surge is OP in my opinion, its TP cost should be higher or the healing lowered.
    It's about 65% healing power of Mend for only 15 TP but on all allies.

    Just my opinion though, but this skill makes it too easy.


    Kearik's skills lack TP or MP info
    img
    1721831218178.png
  13. @Artille Thanks for the suggestion!

    I usually find that by the time I can save up the TP for it the team members have taken more damage than it heals, so it's only "free" restoration if the enemy attacks were luckily spread out.

    But I'll definitely keep an eye on it in my next balancing pass. Thanks for trying the game!

    As far as skill info - yes, they do display. But Chivalry is a passive skill, it has no TP/MP costs. So that display is correct.
  14. I've started working on the skills for the next levels of classes. First is the fighter branch:

    Magnafortus (tier 4 of the Knight path):
    Perfect Brace: Take no damage from physical attacks for one turn.
    Allied Guardian: Passive chance to intercept attacks aimed at allies (substitute)
    Armored Charge: Add your Defense to damage dealt by Charge.
    Eldritch Defenses: Passive that makes Provoke also taunt magical attacks. 5% of Defense is added to Magic Defense.

    Rager (tier 4 of the Warrior path):
    Bloody Clarity: Passive - after getting hit for 15% of your max health, your next attack is an automatic critical.
    Metabolic Furor: Toggle - while active, gain a substantial increase to Agility but lose health at the end of each turn.
    Devastating Finisher: If Finishing Blow fails to kill its target, the enemy is stunned.
    Exposing Strike: Make an attack and lose all buffs. Every buff removed contributes a multiplier to the damage.

    Now to actually make all of them!
  15. Am I the only one who has trouble unpacking the new demo?
    I tried on multiple devices, but it always says can't be extracted, unknown error :(
  16. @coucassi works just fine on my end without any errors, should work.
    maybe it got corrupted during download?

    @ATT_Turan I'm gonna replay the latest version to give some report or throw
    bugs if you can catch them all! :D

    Just kidding, good job on the progress :)

    as a small issue for now... see spoiler

    No Match!
    as the letters doesn't match for the input, the it does show correctly
    inside the menu, but not in the message again (for message I could understand)
    but shouldn't the name input be the same or made it like that on purpose?
    noMatch.png
  17. @ShadowDragon I think you're pointing out that the two windows aren't using the same font - none of the letters match.

    It would probably make more sense for me to make them both the same, but you're the first person to notice :biggrin:

    @coucassi I think it's you? I haven't seen anyone else have a problem. But here's a zip version you can try.
  18. OMG loving the new avatar with the Magil Guile mask! is it because of halloween?
  19. Did you draw it yourself, looks more elaborate than Guile from Cross?