MV - Yggdrasil Chronicles - A Record of Valkadia (Demo, In-Development)

● ARCHIVED · READ-ONLY
Started by JamesRyan 209 posts Page 8 of 11 View original ↗
  1. Below is the preview of monsters' skills in the Extended Sanguine Ocean (will have a different name, but will still be a part of Sanguine Ocean)
    • Ocean Liquid:
      • Headsmash: Normal attack
      • Liquefy: Turn an ally into liquid, nullifying all physical damage taken for the duration
      • Water Shell (Passive): Taking physical damage has a chance to reduce the attacker's HIT
    • Fighting Shark:
      • Ravage: Consecutive attacks (6 hits in total)
      • Pumped Up! (Passive): Dealing damage to an enemy increases damage dealt by 5% each hit
    • Dreaming Mermaid:
      • Dazing Blast: Damage all enemies with the Water element and paralyze them for 3 turns
      • Healing Aura (Passive): Recover HP of all allies (excluding self) at the end of its turn
    • Frost Jellyfish:
      • Frost Nova: Damage all enemies with the Ice element. If the target is frozen, it has a 50% chance to shatter immediately
      • Mist Cloud: Raising all allies EVA & MEV by 25%
      • Frost Shell (Passive): Taking physical damage has a 35% chance to negate the damage taken and freeze the attacker for 2 turns
    [embedded media]
  2. Dev's update: The Extended Sanguine Ocean has been done. Time to set sail again!

    Also, I have updated the names of two areas inside Sanguine Ocean:
    • Sanguine Ocean - Crimson Sea (From Seagull Port)
    • Sanguine Ocean - Azure Sea (From Shiroyuki Town)
    Serene Island, which is our next destination, can be found somewhere in the Azure Sea. It's a calm and mysterious island where the elves - masters of magic- live. Lots of unresolved issues will be revealed here.

    1770379696620.png
  3. Dev's update: I have started working on the new maps now. Below is the preview of WIP Serene Island Outskirt called "Verdant Meadow". This work might take a while :frown:

    Verdant Meadow.jpg
  4. Dev's update: The Verdant Meadow has been finished. Below is its preview and the new monsters living there. There is still quite a lot of work to be done, especially in the design of the main town of Serene Island, called "Serenus Town". But I can guarantee that the story here will reveal lots of interesting and tragic incidents.

    21.Verdant Meadow.jpg
    1771244018081.png

    P/s: It's Lunar New Year Holiday here, so I can take a short break from my work and focus on working on this game. Truly want to say thanks to those who have been helping me with the development of this, as well as those who are spending time trying this game even though it is still in early access. You are the best motivation for me to not give up on this! I could never go this far without you guys! :biggrin:
  5. Dev's update: I have been working on the new skills and drops for new monsters over the last week. This will take quite some time to do. Will release a new build for this for players to experience the extended Sanguine Ocean and Verdant Meadow once it is done.
  6. Dev's update: Skills for all the monsters on Verdant Meadow has been done, but the drops are still in development. I will focus on the event in this map first before returning to design the drops and new equipment for Senerus Town.

    A new build to experience the new event, maps and monsters will be available this weekend.
  7. Dev's Update: The new build 26031401 is now available. You can download via the Download Link in the original post, or grab it HERE. A few changes in this build are worth mentioning:
    - Two new maps: Sanguine Ocean Extended and Verdant Meadow
    - Eight new monsters in both maps (Four each)
    - A few new steps to the story, which end before you could reach Serenus Town
    - Old save files are still fully compatible

    I have been quite busy lately, so there's not much to explore in this build. The next target will be a big event happening inside Serenus Town. It might take quite a while to do, so please bear with me. Thank you!
  8. I can't battle the Fighting Shark. Every first attack by that shark is the Ravage skill and it crashes the program with this error message

    Type Error
    Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': The provided double value is non-finite.

    So far, it's not been a random crash, it's been every time.
  9. Lady_JJ said:
    I can't battle the Fighting Shark. Every first attack by that shark is the Ravage skill and it crashes the program with this error message

    Type Error
    Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': The provided double value is non-finite.

    So far, it's not been a random crash, it's been every time.
    May I have your save file again to debug? Maybe something is not right with its skill :frown:

    Edit: I think I found the root cause. I have uploaded a new build to fix this. Please redownload the build 26031402. If there are any other issues, please let me know as soon as possible. And sorry for the inconvenience from the previous build :frown:

    Also, I'm not sure if the new monsters are too powerful. Please share your feedback after your experience. Thank you! Tag you again in case you did not see my edit @Lady_JJ
  10. New build fixes the Ravage skill crash. My levels are low 70's. I think the increase in battle difficulty is a good thing. Up until now, I could pretty much wipe out enemies in the first round, and I seldom had to do any healing. Now it takes me 2-4 rounds, I have to think about healing, and one or more of my characters have actually died during battle. That makes me pay attention more, so I like it.
  11. Im gonna play it, but this doesn't look good as one not knowing rpg maker
    know what it is or if its even possible!
    achiev.png

    aside from that, for the difficulty, there is:

    Normal, [hard], death wish, don't hurt me, piece of cake

    I know piece cake should be plain easy, but what about don't hurt me or death wish?.
    does it mean death wish is hardest or don't hurt me?

    why isn't it in order from easy to hard as this looks mixed up?

    if don't hurt me is weaker:
    dont hurt me, piece of cake, normal, [hard], death wish seems more fitting.

    also, the clock you see at the beginning goes ON and OFF a few times.
    either disable till you can move when player can move or keep it on.

    as flashing looks really weird.
  12. ShadowDragon said:
    Im gonna play it, but this doesn't look good as one not knowing rpg maker
    know what it is or if its even possible!
    View attachment 362696

    aside from that, for the difficulty, there is:

    Normal, [hard], death wish, don't hurt me, piece of cake

    I know piece cake should be plain easy, but what about don't hurt me or death wish?.
    does it mean death wish is hardest or don't hurt me?

    why isn't it in order from easy to hard as this looks mixed up?

    if don't hurt me is weaker:
    dont hurt me, piece of cake, normal, [hard], death wish seems more fitting.

    also, the clock you see at the beginning goes ON and OFF a few times.
    either disable till you can move when player can move or keep it on.

    as flashing looks really weird.
    Thank you for spending time to try this. As I stated, this is just a very early-access build, so lots of things are still placeholders or in progress. The achievement system is one of them :biggrin:

    I will try finding a way to hide the clock during the transition between maps. The difficulty actually follows this order: don't hurt me > piece of cake > normal > hard > death wish. The Normal one is the default, and in the third place, so things might be a bit messed up. I'm truly sorry for the inconvenience :frown: The game surely needs more polishing, but it is not the top priority at this moment.

    Lady_JJ said:
    New build fixes the Ravage skill crash. My levels are low 70's. I think the increase in battle difficulty is a good thing. Up until now, I could pretty much wipe out enemies in the first round, and I seldom had to do any healing. Now it takes me 2-4 rounds, I have to think about healing, and one or more of my characters have actually died during battle. That makes me pay attention more, so I like it.
    Good to hear the issue was fixed. I was really hesitant to boost the monsters' power, as it might make players feel frustrated when grinding for crafting materials. But the game is about to reach the end of the story (Should be about 75% now), so the monsters need to be more powerful as well. Serenus Town will most likely be the last town before reaching the "point of no return" in the story, so I will have to take care of its main event carefully.
  13. JamesRyan said:
    I will try finding a way to hide the clock during the transition between maps.
    its not during transfering, but during cutscenes.

    this hides, shows, hide, shows lots between message and balloon.
    this should be hided during it.

    I think you could fix it during a guard in the plugin.
    I believe its only for gameMessage, but should be entirely blocked
    (probably block it by autorun events.)

    also, when wanting to check on the stat allocation, it is very slow, hard
    to navigate through it.

    another point is that "Loading" comes up a lot (which isn't the big deal),
    but remove the black background so only "loading" shows, with background.

    just to make it a bit cleaner.

    I stopped at seagull port to find the anti-servant-organization for next time
    I continue the game.

    but for I did, it looks really nice, love the story so far (playing in death wish).

    but I think, difficutly order can be like you said, just set normal as default.
    depends on the plugin (like difficulty 2) if its based on switches/variable/array.

    so you have it correct.

    but I like your title screen that change the text when hover over.

    If I find more issues, I let you.
  14. ShadowDragon said:
    its not during transfering, but during cutscenes.

    this hides, shows, hide, shows lots between message and balloon.
    this should be hided during it.

    I think you could fix it during a guard in the plugin.
    I believe its only for gameMessage, but should be entirely blocked
    (probably block it by autorun events.)

    also, when wanting to check on the stat allocation, it is very slow, hard
    to navigate through it.

    another point is that "Loading" comes up a lot (which isn't the big deal),
    but remove the black background so only "loading" shows, with background.

    just to make it a bit cleaner.

    I stopped at seagull port to find the anti-servant-organization for next time
    I continue the game.

    but for I did, it looks really nice, love the story so far (playing in death wish).

    but I think, difficutly order can be like you said, just set normal as default.
    depends on the plugin (like difficulty 2) if its based on switches/variable/array.

    so you have it correct.

    but I like your title screen that change the text when hover over.

    If I find more issues, I let you.
    Thank you for your feedback. I will note them down to fix them during polishing phase, or when I have more time to spend on.
  15. @ShadowDragon @Lady_JJ One more thing I want to ask you two: Do you think the on-screen Clock and Gold HUDs are necessary? Or just let players view the time and their gold in the menu only?
  16. personally, clock = is okay, but hide during autorun events.
    gold is best for inside menu only as there is where you want it.

    show when it needs too (like shops, or idk where).
  17. I like both the on screen clock and the on screen gold. I haven't seen the time or day play a critical part in this game, but I do like its aesthetic effect. Gem crafting takes a lot of money and I do craft a lot, so I really appreciate the gold being on the main screen. I never noticed the appearance/disappearance of those images during cutscenes until @ShadowDragon pointed them out. Now I can't UNSEE them! :)

    The Circle of Acknowledgement doesn't show up in the inventory, though you can use the Q/W keys to cycle it in the Tool Window. Shouldn't it show up in the Tools inventory just as the pick and axe do?
  18. Lady_JJ said:
    I never noticed the appearance/disappearance of those images during cutscenes until @ShadowDragon pointed them out. Now I can't UNSEE them! :)
    Sorry, but your very welcome.
  19. Lady_JJ said:
    I like both the on screen clock and the on screen gold. I haven't seen the time or day play a critical part in this game, but I do like its aesthetic effect. Gem crafting takes a lot of money and I do craft a lot, so I really appreciate the gold being on the main screen. I never noticed the appearance/disappearance of those images during cutscenes until @ShadowDragon pointed them out. Now I can't UNSEE them! :)

    The Circle of Acknowledgement doesn't show up in the inventory, though you can use the Q/W keys to cycle it in the Tool Window. Shouldn't it show up in the Tools inventory just as the pick and axe do?
    Actually, there are two "Circle of Acknowledgement". The first one you receive directly from Einhart is a tool. And after that, its effect expires and becomes a key item instead. I forgot to add a notification for that. If this is the case you mentioned, it should be expected :biggrin:

    I did not even think you could reach level 70 at this point in the game. I have a plan to give some XP and gold or even JPs for side quests/activities later, but it seems I have to think of having a plan B for that, or players could reach 99 before the story ends :eek: Maybe giving out equipment or reinforcement crystals is not a bad idea too

    ShadowDragon said:
    personally, clock = is okay, but hide during autorun events.
    gold is best for inside menu only as there is where you want it.

    show when it needs too (like shops, or idk where).
    Based on the opinions from both of you, I will fix the clock and gold HUDs step by step when I have more time. Not sure if I will miss any events, but I will try :frown:
  20. JamesRyan said:
    I did not even think you could reach level 70 at this point in the game. I have a plan to give some XP and gold or even JPs for side quests/activities later, but it seems I have to think of having a plan B for that, or players could reach 99 before the story ends :eek: Maybe giving out equipment or reinforcement crystals is not a bad idea too

    There were times in between builds that I just kept battling for the sake of battling to get gold so I could craft all the gems. It was just killing time. I don't think my levels would be this high if I were playing the finished game. My characters were about 60, at most low 60's, when they completed their awakening trials. That's probably a better place to gauge them.