Friday, September 16, 2016

0.2.0 Release!

New release, with new content!

First of all, Link:


https://mega.nz/#!K90RgaoR!3DpNPCWygJnftETDus_KEMob_fck-R9cakjMw9IS0HI

Second of all, Patch notes:

-Next plot segment added; only a few maps since this bit takes place back in Trysnaak

-A couple of new unique enemy classes, and one new unique recruitable enemy

-Greatly increased TP gains across the board, because nobody was getting enough to actually use it

-Fixed a bug where the imps outside of the castle (on fire) might fail to recruit

-Made the abyssal claw limit break actually attainable this time

-Zhaleh can now deal damage with her damaging abilities

-Gwendolyn's Barren Gale should no longer permanently remove people from the party under certain conditions

-Gwendolyn's Barren Gale should no longer cause the mountans to continuously blink in and out of existence

-Gwendolyn's Barren Gale should no longer cause the game to hang if it defeats a party member with damage

-Seriously that spell was more trouble to get working than almost the entire recruitment system

As for the plan going forward:

The next couple of weeks are going to be devoted to polish. That is, I'm going to be working on icons, animations, balance, and so on for the content that already exists. Hopefully I'll put out a new release (with no new story content) around the end of the month (but again, not a promise). Any comments, complaints, bug reports, etc please comment. Thanks for playing!

Thursday, September 15, 2016

In spite of my best efforts I didn't quite make what I wanted to get out for wednesday; pulled an all-nighter but too tired to finish before sleeping. I expect it'll be ready for tomorrow assuming no major problems though.

Monday, September 12, 2016

As I was working on finalizing some skills for one of the new classes, I ended up suddenly figuring out a much better way to do the class, and scrapping most of what I had before and re-doing it. So, that's a bit of a delay. Have to love inspiration coming at completely random times. That said, I don't expect it will be a huge delay overall. Going to have to crunch to get this out by wednesday though, so here goes.

Sunday, September 11, 2016

Spent a bunch of time today putting together tons of facesets that I'd been putting off. Not super exciting to make 4+ sets for one character, but it's necessary. Also made the last new maps for the next version over the past couple of days, so things are going well so far. It'll take a push to get it out for the 14th like I hope, but I think it's possible.

Wednesday, September 7, 2016

My current plan, as of right now, is to hopefully try to get the next release out by the 14th (one week from today). That's not a promise or a guarantee, but I'm so far on good schedule to do so. Next release will be finishing up the Trysnaak part of the plot for now and hopefully introducing the next major plot point. I have a good portion of it done, so if all goes well I'll remain on schedule.

Sunday, September 4, 2016

RPG Maker thing that I would expect would be default functionality because it's so basic, but somehow not only is it not a base function, but there don't seem to be any mods or external resources for it either, #54389402389056209341: spells that can target one ally, but can't target the caster. It's not such a big deal for player spells since it's a pretty awful idea to use on the caster and the player will just choose not to, but the enemy continues to insist on self-casting most of the time in spite of my best efforts to make that impossible. So, I have to hard-code a bunch of nonsense where the enemy version of the spell actually has completely different functionality in the code in order to generate the same effect, but has a special-case for self-cast. Yay programming.

Saturday, September 3, 2016

Well, I logged on this morning to find out that Yanfly just put up a plugin for an in-battle status menu. Would have been convenient to have that before I spent however many hours on it, but ah well. That one doesn't show enemy status, so for now I'm sticking with the one I have implemented already.

Thursday, September 1, 2016

So, something I just now figured out that I can do: passive abilities on level up. So, been working on a few of those as well; hopefully they'll help the classes feel more distinct. They're grouped in with the rest of the abilities as normal, so a character will have access to them if they have the appropriate class or subclass set. Look forward to seeing some in the next update.