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Making Astral Collision (An RPG Maker MV Project) Part 34

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I go over the updates to my enemy stats tool, now that I've finally gotten it into a solid place. I also go over some further new skills and other adjustments to the code, including a new preemptive/surprise attack formula. Finally, I go through the playtest notes, and talk about the many points I'd finished, as well as the new ones added from the most recent playtest.

The most recent playtest VOD at the time of this recording: https://youtu.be/3spbJ2oHQJ8
Twitch: https://www.twitch.tv/sientir

Making Astral Collision (An RPG Maker MV Project) Part 33

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I've finished updating enemies following all of the balance updates I'd done...only to realize that I still have more balancing to do to make things feel like they're in the right place! Lot's of discussion from the results of my most recent playtest, so you might want to check that out, too.

The most recent playtest VOD at the time of this recording: https://youtu.be/KjVfDQFgO9o
Twitch: https://www.twitch.tv/sientir

Making Astral Collision (An RPG Maker MV Project) Part 32

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I was unsatisfied with many of my skills, so instead of updating them, I've started replaced them (except for all of the skills I'm keeping and thus updating—I'm not changing all of them)! Alas, this process started too late to be able to run a playtest this week. Oh, and I updated my menus and several other bits and bobs!

Making Astral Collision (An RPG Maker MV Project) Part 31

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I continued to work on updating things following the massive overhaul of last update. Notably, I've gotten all of the equipment updated, so I go over that. I've also modified the Bestiary to be more user friendly, and I've begun the process of updating skills.

The most recent playtest VOD at the time of this recording: https://youtu.be/b2RDIDCn71k
Twitch: https://www.twitch.tv/sientir

Guild Wars 1 Codex from April 29, 2020 Stream

Making Astral Collision (An RPG Maker MV Project) Part 30

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The most recent playtest demonstrated a lot of underlying design issues that were making balance extremely difficult to achieve, which I've spent the time since working on addressing. As such, I discuss a lot of math and core design ideas. But first, I go over a change to how I'm present element rates for my Bestiary!

The most recent playtest VOD at the time of this recording: https://youtu.be/MwyRNs5OuUs
Twitch: https://www.twitch.tv/sientir

Making Astral Collision (An RPG Maker MV Project) Part 29

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The biggest addition this week was the bestiary, a complicated system involving items, meta tags, code, common events, and even an external tool I created for generating the actual bestiary entries. Overall, I'm really pleased with the system!

To go with this addition, I added text to the combat system to call out elemental effectiveness (kinda like Pokémon, but with more nuance because my system has more nuance, which has pros and cons).

I also got all of the overworld music in place, have added more (currently very empty) towns, and figured out some additional enemy lore planning for Evanshire.

There were also numerous small fixes and tweaks!

The most recent playtest VOD at the time of this recording: https://youtu.be/_bog7ID4I3w
Twitch: https://www.twitch.tv/sientir