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Showing posts from April, 2020

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

Making Astral Collision (An RPG Maker MV Project) Part 28

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This week I finished sorting the enemy sprites into regions. This led me to begin thinking a lot about the general lore behind what enemies are in each region, as a number of them need this badly.

I've also begun putting together Cyndire!

Of course, there have also been other additional tweaks and changes here and there.

The most recent playtest VOD at the time of this recording: https://youtu.be/trR0VLZgZ4w
Twitch: https://www.twitch.tv/sientir

Making Astral Collision (An RPG Maker MV Project) Part 27

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In this episode, I discuss a number of additions, including places, skills, and enemies. I also go over some work I've been doing to prepare for new regions, specifically, the standard NPC sprite sets.