Thursday, December 29, 2016

What's New - 12/29/2016

*A new Key Item has been added and will be named the Warp Marker, provided I don't think of a better name. It was originally going to be called the Telemarker as a pun.
 What this item does is allow the player to select one location, then instantly be teleported back to that location.

Obviously the most practical use for such an item is when you're traveling from point A to point B, but will have to then return to point A again. I realize this item could potentially be abused by the player (I.E. setting the marker somewhere and using it to escape a scripted event).

To stop that from happening, a Conditional Bran TBch was added that prevents the Marker from being used (either to set a marker or return to one) if inside a dungeon.

*The Lightspeed Stone given to Ami when she first meets the King of Cordova has been altered slightly so that players have the option for it to return them to Cordova Castle automatically whenever a piece of the Fate Glass Mirror is found.

*The Magical Bookmark item that is used to give Amis party a Save Point inside Deslin Castle has also been slightly altered so that the player receives an error message if they try to use it in any location OTHER than Deslin.

Tuesday, December 27, 2016

What's New - 12/24/2016

*A "nomad merchant" has been added to Life Weaver. I think his name kinda makes his purpose in the game obvious but just in case, he is a merchant that travels Cascadia selling his wares.

He makes three appearances total: one in the forest, one in the tundra, and one in grassland. He sells items, shards, weapons, armor and accessories, all at a lower price than the shops.

Being somewhat of a gypsy, you can't just run down the street and buy from him whenever you want something. His appearance is triggered by specific events in the game. For example, speaking to a certain NPC in the castle town of Gardinia reveals that her sister noticed a tent being erected outside of Alistine right before leaving. Once you have this conversation, the nomad is switched on and will appear outside of Alistine.



*I've decided that characters will now regenerate some of their HP and MP but the rate is VERY SLOW. You will still need spells, items, or the Inn because the rate is far too slow to be completely relied on to replace standard replenishment of HP and MP.

Regardless of class, all characters will regenerate about 10 HP and 5 MP roughly every 100 steps.  As I said, it's not going to be enough to rely on, but if nothing else it may give you just enough MP to use healing magic, or enough HP to get you out of whatever dungeon you're in.



Tuesday, December 20, 2016

Achievements

An achievement system has now been added to LifeWeaver. I'm sure the majority of people reading this know what achievements (in the context of video games) are but just in case, the short version is that achievements are specific actions the player performs in-game that may or may not give a reward of some kind once completed.

A good example of this is found in Hyperdimension Neptunia Victory, which has an achievement (sometimes called a trophy or milestone) called "I Love Gravity". To get it, the player simply has to jump 10 times. The reward for it is, if I'm not mistaken, a 2 point increase in their agility stat.

As of today (12/20/2016) there are only 5 achievements in LifeWeaveR:

"Journey of 1000 steps" is gained after (surprise!) walking 1000 steps on the Overworld map.

"Bookworm" is gained after reading 8 of the in-game 'red books'.

"Zin Master" is given once the player interacts with at least 5 of the in-game pianos. This is 5 SEPARATE pianos, you cannot just play the same one five times.

"Uninvited Houseguest"  (Name may change at some point) is achieved by plundering items from at least 10 different homes. Note that treasure chests in homes do not count. Only items taken from dressers/bookshelves/closets/etc count toward the total.

"One Of The Flock" is obtained by speaking to at lease 7 different clergy members (either priests or nuns).

I don't know what the rewards will be yet, nor do I know how many other achievements will be added. There will definitely be more than 5, that's for sure.

Saturday, December 17, 2016

What's New - 12/15/2016

*I decided to scrap the idea of having a day/night system due to complications.  On the over-world map it works just fine, but the problem is that once you enter another location, leaving and going back to the overworld resets the cycle. In other words, walking into a town at night (and then leaving) instantly makes it revert to daylight.

*Originally I planned to have Ami change her outfit after a certain point in the game, but I decided against it because I discovered that it's a far bigger pain-in-the-ass than I expected because I'd have to insert If/Then events in literally every single map in the entire game for the sake of consistency.

*I'm very close to being finished with the script. I'll have to go back and proofread about a million text boxes but aside from that all I've got left to write is when Pria joins the party and the rest of the games ending.

Once the script is finished, my next objective is creating and assigning enemies to troops, then figuring out where I'm going to put them. I deleted all the troops when I installed Yanflys regional battle back script but I'm now in the process of re-organizing them.

*I've finally got around to finishing the Archive Scroll. This item is received at the beginning of the game and serves as reference material.

Monday, December 12, 2016

Title Screen (work in progress)

LifeWeaveR finally has a semi-decent title screen instead of the stock ones RPG Maker VX Ace comes with. It's not official but it's a start.



Here's an alternative title I'm considering.

Treasure Chests

I've decided to modify the contents of the treasure chests (but only the ones found in dungeons) into something a little more creative than the normal/usual way items are found.

Here's how it will work: The color of the chest itself will reflect what is inside it. Red will be for "basic" items such as potions, magical waters, or money. Blue will be for the more high end items like Speed Drops or Elixirs, and also for "Shards". Tan is for armor and accessories, green is for weapons, metallic chests are for rare items like CollectaBears or Crystallized Wisdom as well as Key Items. The "old style" chests will  be used only for pieces of the Mirror. The small jewelry-box sized chests will now only be used for money.

Also, the contents of the red colored chests will be randomized. The game will select a variable between 1 and 10, and whatever number is selected will determine what's inside the chest (For example, 1 may be a potion, 2 may be 30 coins, 3 may be an antidote vial, etc...) Only red chests will be randomized, the contents of all the others are intentional.

Tuesday, December 6, 2016

What's New - 12/6/2016

*An optional boss has been created and can be found inside a church in the middle of a small cross-shaped island South of Astral Tower. If defeated, the player earns roughly 70,000 EXP, several rare items, and a large amount of coins. An item called the Church Tower Key is required for entry but I haven't decided where it can be found.

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*In addition, an optional side-quest has also been added than can be done by visiting the Kik La'Quay tribal camp. The nutshell version is that the Chief is depressed because a rival tribe has stolen the vitally-important Nivolea seeds (Nivolea being an important source of food as well as a profitable cash crop). The characters decide to help out and go get the seeds back (It's an RPG, what did you think they were going to do?)

But rather than typical dungeon crawling, this part of the game must be overcome with stealth.



I'm aware that stealth and RPGs might not exactly go hand-in-hand, but several well-known RPGs have included stealth elements (Dragon Warrior 4, Final Fantasy 7, Persona 4, etc...) In this part of the game there are no battles to fight or enemies to defeat. Your only objective is to find the stolen seeds and escape unseen (If you are spotted after you've gotten them, the game progresses the story to the next morning. This is to prevent having to start over even though you accomplished your task).

In the morning, the Chief gifts a powerful weapon to either William (spear) or Cecelia (bow and arrow) as thanks for recovering the Nivolea Seeds. If Cecelia has not joined the group yet, it will go to William. If she has, the game essentially flips a coin and gives it to one of them via random variable. You will also receive 5,000 EXP as a bonus.

Enemy lines of sight.


What's New - 12/1/2016

*I've decided to add what could be considered a "random outcome" spell or item, similar to the "Chance" spell from Dragon Warrior 3 or the Silver Tarot Cards from Dragon Warrior 4. Im not sure yet if it will be an item or a spell however.

Either way, it will work like this: when it is cast or used, the game will select a random number between 1 and 10, or possibly even as high as 15 or 20. The numbers will correspond to an action. For example, 1 may correspond to instantly killing the enemies, 2 may correspond to all allies being put to sleep, etc. When a random number is picked, the game will simply apply the action associated with the number.

I want to include the party being instantly teleported to a location, but am concerned this may interrupt the flow of the story (being teleported in the middle of a boss fight would clearly be a problem).

To resolve this, I basically did the same thing that I did with the evacuate spell. A switch called BossFight is turned on immediately before a boss battle, and is immediately turned off as soon as it's over. With the switch on, the variable linked to teleportation now performs an alternative action, but reverses itself once the switch is on.

*Added several new animations, including another attack graphic for Ami and an animation to replace the boring screen flash that occurs when the Astral Gate is activated.