Showing posts with label Astral Collision. Show all posts
Showing posts with label Astral Collision. Show all posts
Sunday, March 1, 2020
Making Astral Collision (An RPG Maker MV Project) Part 22
I did a lot of playtesting this week, which produced a ton of useful information about what things are important to my game to make it fun to play. There was a lot, some of it balance oriented (like increasing the number of weapons each character can wield), some of it very practical (like adding the ability to sit by a fire to advance to the part of the day cycle you want). Taken together, I feel like there was a lot of progress made this week!
Sunday, February 23, 2020
Making Astral Collision (An RPG Maker MV Project) Part 21
I finally finished the first draft of all of the weapon damage formulas! I spend a bunch of this video discussing them. I also updated the way the weapon comparison display was being generated to better accommodate the way I calculate weapon damage.
I then discuss the character class detailed design work I'm just beginning to embark on, particularly the need for it and why what I've done on it up to this point hasn't been enough.
Sunday, February 16, 2020
Making Astral Collision (An RPG Maker MV Project) Part 20
As I was looking at weapon formulas, I began thinking about the fact that I'd want to balance the various weapons against each other as I worked on the game and got more of a sense of where balance should be late game. I also thought about how much work that tweaking was going to be, as I'm going to want to add more weapons to the game.
Then I had a realization: I could move the damage and critical hit multiplier formulas into functions in a separate file!
I go over that thought process and what I did about it in this video.
Sunday, February 9, 2020
Making Astral Collision (An RPG Maker MV Project) Part 19
Now with more webcam! I'm still a bit inexperienced with being on camera, so please be patient with me as I get used to it. :)
As for this episode, I finished plans for non-weapon equipment specs and fleshed out a couple more weapons, but my specific focus was on the early game experience—how does the game feel when you first start it up? What should that look like in equipment, goals, and skills? I generally figured out the first two this week, but while I've got a philosophy for that last one, I still need to hammer out the details.
There's also some smaller tweaks that I made and some other general concerns I want to keep an eye on. Overall, there's a lot to cover in this episode!
Sunday, February 2, 2020
Making Astral Collision (An RPG Maker MV Project) Part 18
The rest of life was really busy this week, so I wasn't able to get much done on Astral Collision. But "not much" isn't nothing! So let's talk about the things I did get done: Finishing the enchantments (I review 'em all); a new, additional necklace design; and a new Ninja skill!
Sunday, January 26, 2020
Making Astral Collision (An RPG Maker MV Project) Part 17
This week, I worked on fleshing out more details of the Adventurers' Guild. In particular, I worked on the Adventurer Ranks system and the Adventurers' Guild's headquarters building.
Sunday, January 19, 2020
Making Astral Collision (An RPG Maker MV Project) Part 16
I chose to focus on weapon and equipment design stuff this week, rather than continuing map making work. I've made a lot of progress in this regard that I want to discuss, both in actual details and design philosophy.
Sunday, January 12, 2020
Making Astral Collision (An RPG Maker MV Project) Part 15
In today's episode, I go over the first parts of the narrative (as far as I've planned out so far); discuss plans for crafting, the palace in Kendara, and world progression; and cover some more implemented mechanics.
Specifically, I discuss some new states, a new weapon, and the Divine Monuments. There's even some quick debugging!
Saturday, January 11, 2020
Religion for Games X Astral Collision: A Practical Example | Part 5 (Finale)
In this final episode of this subseries, I hammer out the details of the lore immediately following the Astral Collision. This forms the basis of the state of the world as the game begins.
Sunday, January 5, 2020
Making Astral Collision (An RPG Maker MV Project) Part 14
This week, I've finished the maps for the residential district of Kendara, gotten more details put into the center crossroads (which then spills over to the roads themselves), and begun working on the maps for the Palace. I've also done some planning for a resurrection item.
Saturday, January 4, 2020
Religion for Games X Astral Collision: A Practical Example | Part 4
In this episode, I finish getting the pre-planning for the various worlds done. Next up will be the events of the Astral Collision itself!
Sunday, December 29, 2019
Making Astral Collision (An RPG Maker MV Project) Part 13
This is a brief update, as I was pretty busy with other projects, which meant I wasn't able to make as much progress as I would've liked this week. That said, I did do some updates to the interior maps as per my thoughts last week on the matter. I also added a few new interiors and an enchantment state or two.
Saturday, December 28, 2019
Religion for Games X Astral Collision: A Practical Example | Part 3
In this video, I continue the process of fleshing out each individual world that I'd started last time. However, the sheer number of details I needed to work out for some of the worlds means that I was only able to fit in the next four. All of this work should help me make a way more compelling game!
Sunday, December 22, 2019
Making Astral Collision (An RPG Maker MV Project) Part 12
In this episode, I show the houses I've made so far for the residential district in the first major city of this RPG. It's the sort of thing that takes a lot more time to create than demonstrate...
Saturday, December 21, 2019
Religion for Games X Astral Collision: A Practical Example | Part 2
In this episode, I begin to turn the base states I'd created last time into something I can more actively work with for the game itself. This is a process that takes long enough, I'm going to have to do it over two videos.
Sunday, December 15, 2019
Making Astral Collision (An RPG Maker MV Project) Part 11
In this episode, I go over map making work that I've done as I build the first major city of the game. It's the sort of work that takes a lot more time to do than one might think, and that also gets reviewed pretty quickly...note that I also go over a technique I used to make transfers between long edges way less tedious to do.
Saturday, December 14, 2019
Religion for Games X Astral Collision: A Practical Example | Part 1
I decided to conclude my Religion for Games series with a practical example. This works out well to do, as Astral Collision, the game I've been making on Let's Make a Game, has really needed this sort of worldbuilding work done for it. There's a lot to do, however, so this is necessarily a multi-parter!
Sunday, December 8, 2019
Making Astral Collision (An RPG Maker MV Project) Part 10
In this episode, I make the rest of the building maps for the starting village, begin the process of creating the maps for the first major city, create a new state type (which includes the design concept for it), and make a few more skills.
Sunday, December 1, 2019
Making Astral Collision (An RPG Maker MV Project) Part 9
In this episode of Let's Make a Game, I primarily go over the work I've done on the next tier of enemies. I also cover some balance stuff and game design philosophy with regards to creating my characters, as well as a few other miscellaneous things.
Sunday, November 24, 2019
Making Astral Collision (An RPG Maker MV Project) Part 8
My work on Astral Collision continues, as I begin creating unique skills for the various classes, preparing the world map for music and more enemy encounter regions, and fill out the Sage class.
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