Tuesday, December 26, 2017

What's New - 12/26/2017

Now that the holidays are mostly over, I finally have the time to update this blog more often. It's been a while but I've made a lot of progress in the meantime.

*Mayor Nobles (or Noballs as Ami likes to say) has had his house in Sepious redesigned to be a little more aesthetically pleasing. Many of the building interiors and exteriors will be tweeked a little over time.




* The Forest of Shadows has also been re-designed. There's four "parts" to it in all, but this is the first one.



* Changed the animation displayed when the Warp Marker is used to set a location to teleport back to.

* After way more frustration than I could possibly write in words, I finally fixed the issue that was causing the king of Cordova to repeat his initial welcome speech instead of reacting to the party having a piece of the Fate Glass Mirror.

* Lowered the damage on the Frozen Rain spell from "45 + a.atk * 0.08 + a.mat * 0.08" to "25 + a.atk * 0.08 + a.mat * 0.08". This was done because the spell hits twice and leaving it at its original formula was doing much too good a job at mowing down enemies.

* Created a new character sprite for Vilogon that will be used for flashback scenes.

* The landmass where the Life Weaver's Temple is located has been tweaked slightly.











Tuesday, November 28, 2017

What's New - 11/28/2017

* Added a couple of new videos to the YouTube channel.

* The scene where Ami and Will get busted sneaking into the castle has been adjusted both in dialogue and in the movements of the characters.

* Music added to Kijan and Theos. It is unfortunately stock music but since I've already decided to make music the last thing implemented before the game is released, it may change.

* I just now realized that the "battle tutorial" has a couple of displayed images that I never removed, so that's been changed.

* First "real play-test" worked perfectly and covered from the very beginning where Ami wakes up in her bedroom, to getting arrested for breaking into Hirsheen Castle.

Tuesday, November 7, 2017

What's New - 11/7/2017

*I'm considering adding another floor or two to either Deslin Castle or the Astral Tower.

*Changed a little bit of the town of Megarah's design.

*Added several new NPC's to the towns because I felt they should have more people walking around to talk to.

*I'm considering adding a new side-quest but I don't know what to make it.

Monday, October 23, 2017

What's New - 10/23/2017

*Added short video to YouTube channel that shows the effects of using a Save Point for the first time. I mentioned before that all Save Points will now restore a small amount of HP and MP the first time you use them but after that, it just saves the game. I finally found a suitable animation for it and I've got to say I'm pretty happy with how it came out.


*Changed location of the Inn in Megarah, as the original location would interfere with a plot point that develops after coming to the town for the first time.

/*Added a little additional dialogue to some of the towns people of various towns/cities/villages.

*Stat enhancing "drops" can now be sold to shops, but you still cannot buy them.

Tuesday, October 3, 2017

What's New - 10/2/2017

*I've come upon an idea for a new weapon that consumes money and convert's it to attack power. I.think I'll call it the "Mizer Wand"

*I'm going to see if it's possible to just display an image of a towns name in stead of using the default method.

*Megarah has slightly been altered.

Sunday, September 17, 2017

What's New - 9/17/2017

 *Some dialogue relating to Ami's party meeting Brachia for the first time has been altered slightly.

*Fixed an oversight concerning Brachias involvement late in the game. If Ami chooses not to befriend him, he won't appear in later events.

*Almost finished reworking the icons for the THIRD TIME. Some of them are still in need of touching up but the majority are finished.

*Some slight redesigning has been done on on the placement of trees and plants on the Belsear map.

*The boss fight against Avina has been rescripted. I'm trying out the idea of setting her attacks in advance instead of leaving them randomly selected. This is mainly to correct issues such as casting the same type of debuffing spell numerous times in a row.

*Some enemies have had their HP/MP boosted to higher levels.

Friday, September 1, 2017

LifeWeaveR videos now on YouTube.

I have no idea why it didn't occur to me to do this sooner, but LifeWeaveR now has its own channel on YouTube under the name LifeWeaveR2017. As of today (9/1/2017) there are only 3 videos uploaded:

Ami vs Almighty Grogg

Ami &Will shell hunting

Pria's flashback

The next one will be either the boss fight against Avina, or the House of Siltory.

Edit: Probably would have been a good idea to include the link before publishing this.

https://www.youtube.com/channel/UC1BRE7LIHjpOHwDGs98Wmhg

Wednesday, August 9, 2017

What's New - 7/27/2017

It's been a while since I've updated this blog, but at least I was able to get a lot done.

*Created the small forest down of Kijan, in which is the only item shop in the entire game that sells Demon Mist (darkness element damage) and Electro-Sphere (thunder element damage).



*Spell "Element Break" has been added. When cast, it causes anyone affected to take triple damage from element spells.




*Added new enemy "Vengeful Box". This enemy hides in select treasure chests the same way Magic Box and Demon Box do, but this one casts a suicide spell (Decimation) if it's HP falls below 10%.





Sunday, July 2, 2017

What's New + flashback cut-scene 7/2/2017

*Altered a bit of the dialog in the part where the party first learns about the King of Cordova.

*A few items have had their icon changed.

*FINALLY got the ending scene in the Throne Room right (after about 50 different tries).

*There's supposed to be a video uploaded showing the flashback scene where the Fate Glass Mirror was used to help a woman have children, but apparently it's decided to be difficult, so I'll try re-uploading it and see if that helps.



Tuesday, June 20, 2017

New Shoping System as of 6/20/2017

Have you ever had one of those "Holy shit I can't believe I didn't notice this problem before!" moments? Well yesterday I did while fine-tuning the prices of the shops in the town of Gildora. By default, RPG Maker VX Ace allows for 4 active (in battle) members at a time. Well, I installed a script to change that to 5 members a long time ago, and I just now realized that doing this will cut off the purchase information for the 5th member of the party. In other words, the + or - that shows whether a weapon or piece of armor will give an increase or decrease of ATK, DEF, etc... won't be visible for whatever character is in the last (5th) slot.

After a whole lot of digging, I found the perfect solution to this in the form of Yanfly's Ace Shop Options (https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-shop-options/)

I seriously can't believe I didn't even notice this script existed until just now. Here's a comparison between the default system (left) and Yanfly's (right):



A couple of the icons will need a tiny bit of touch-up but that's not because of the new system.

Friday, June 9, 2017

What's New - 6/9/2017

*The town of Holvington has been kind of a pain in the ass ever since I first started developing LifeWeaveR. Basically, I couldn't decide what I wanted to do with it, despite it being a key location in the game. After several tries, I've decided on a design that will (probably) be the last re-design I have for it.

When Ami and her party first reach Holvington in the early part of the game, it will look like this:


After the party comes back to search for the 6th Fate Glass Mirror fragment, the construction work in Holvington will have been finished and the town will now look like this instead:


*I was going to have a cutscene where Vilogon discovers that the fragment is a fake, but realized that if I did, it would basically murder the continuity of the game, so regrettably I'll have to leave that one of the finished game.


Thursday, June 1, 2017

What's New - 6/1/2017

*The "Avina" boss fight has been slightly re-written. Now, the exit to the room will be sealed off immediately before the fight begins instead of the party being surrounded by fire.

*Still trying to decide on icons for spells/states/items/weapons/etc... As much as I love the extended icon set, I can't help but feel maybe it's creator got a little bit carried away.

*The magic-enhanced weapon skills have been tweaked a little bit. Now, when a character receives or finds the "shard" (Ami's Razor Wind for example) the skill is automatically learned and applied.

Sunday, May 21, 2017

What's New - 5/21/2017

*A slight alteration to the events surrounding Ami and Williams arrival at Hirsheen has been made. Originally, to get to the arena where Ami fights Almighty Grogg, the player was transferred directly to the arena (see below):



That has been changed so that now the player passes through a short underground tunnel to get to the arena. This was mainly to provide an opportunity to have Ami's HP and MP restored at no cost, but also for aesthetic purposes.


On that note, there have been crowd laughing and boo'ing sound effects added along with slight edits to the text.



Sunday, May 14, 2017

What's New - 5/14/2017

*A re-designed version of the "Chance" spell from Dragon Warrior IV has been added and will be named Roulette. The animation for it was an absolute pain in the ass, but I'm happy with how it came out.

*A new icon set has been installed. It's roughly 5 times bigger than the default icon set that RPG Maker VX Ace uses, but installing it means that every single item, weapon, spell, state, and armor will have to have a new icon assigned to it.


Monday, May 8, 2017

What's New 5/8/2017 + new animations video.

*The last update detailed how the Cordovian Royal Scroll had evolved from just a piece of scrolling text to an actual image of a written scroll. Using the same process, I've created a new item for LifeWeaveR known as "Scrolls of the Ancient" also known in-game as just "Knowledge Scrolls". Unlike the Red Books that give EXP or some other type of bonus when read, these are purely for reading and give no reward for finding or reading them.

They DO however explain some of the games lore in better detail though. In game, the scrolls will have transparent backgrounds and will have to be shrunken a little bit to fit the screen, but will still be readable.

*Some of the dialogue in the latter part of the game has been changed slightly.

*Some of the existing spells have been re-worked slightly. While ATK and DEF buffing spells already existed (ForcePlus and GuardPlus) these only increased physical ATK and DEF. An upgraded form of these two spells called (respectively) Overload and Barrier, have been added that increases both physical AND magical attack/defense. Many of the buffing spells in RPG Maker VX Ace have pre-set limits, but for the majority of LifeWeaverRs buffs, this limit is removed until either the battle ends, or the effect has been voided by spells such as Nullify.

*Now that I've found a screen-recorder that half-ass works (Icescream Screen Recorder to be exact), I can start making short videos to go along with screenshots and pictures. The video below is off a few of the recent additions to the animations. In order, they're the animations for Stasis (time-freezes enemies), Decelerate (slows enemy movements), Accelerate (speeds up ally movements), Barrier (boosts one allies DEF and MDF), Overdrive (boosts one allies ATK and MAT), and Sunlight (Holy element damage to one enemy).




Bear in mind that the animations will look slightly different (mostly in terms of size) in-game. Barrier, for example, when used by an actual enemy, will look like this:



Saturday, April 29, 2017

What's New - 4/29/2017

*The Cordovian Royal Scroll is a Key Item obtained by Ami when her party meets the King of Cordova for the first time. This item is classified as a "Key Item" because most of the individuals "entrusted with Fate" (those who safeguard the pieces of the Fate Glass Mirror), will stonewall, evade, play dumb, or out-right bullshit you if you ask about the FGM. Therefore, the Royal Scroll is
necessary for gaining their cooperation.



Also, I've changed the scrolls appearance. The original is on the left, the new one is on the right.

Edit 5/1/2017:

I decided to change it again, this time to a still image instead of a background image with scrolling text.

Monday, April 24, 2017

What's New - 4/24/2017

I decided to go ahead and purchase the 'Quantum 2' animations. Because I couldn't get the damn demo to work right, I had to create the animations frame-by-frame myself. Still, I think it was worth it. I've only made two so far: Accelerate, and Decelerate.



Decelerate is for slowing down the enemy, Accelerate is for speeding up Ami's party.


Wednesday, April 19, 2017

What's New - 4/19/2017

*I'm currently in the process of browsing through some of the available assets offered by the developers/publishers of the RPG Maker series. At first I kinda ignored them, but the Animation Assets included in their Quantum II series look really nice, plus they're inexpensive.

*Added new item: AE (Anti-Enemy) Burster, which is basically a bomb that's used in battle to explosively damage monsters.

*Added TimeFreeze spell (stops all enemy movement for between 3 and 5 turns. Since this works by adding a "state" to the enemy, some of them will be immune to its effects (either partially or entirely)


Saturday, April 8, 2017

What's New - 4/4/2017

The laptop crashed again a few days ago, but it looks like things are back to normal for at least the time being.

*Some of the script for the games final boss fight has been altered a little.

*Teleportation animations have been changed a little. If the player (or an enemy) uses a Lightspeed Stone, there will be a brief flash of white light. If the player steps on a Travel Door or a teleportation tile (such as the kind used in mini-games) the original teleport animation will be shown. This was done to increase consistency.

*As of this update, a dead characters image in the menu will become darkened until they are revived by means of either magic or items.


Also, the characters sprite will be changed to that of a semi-transparent "ghost", as shown below.




Tuesday, April 4, 2017

What's New - 4/2/2017

After numerous delays, I can finally begin updating this blog on a regular basis again.

*I'm​ in the process of creating what (in my opinion) is one of the most unique and creative spells used in RPGs. I'm calling it "Bypass". Here's how it will work: An enemy casts it, but there is no immediate effect. When the affected character attempts to use healing magic, it is diverted to the enemies instead of allies. It's not fully bug-free but shouldn't take long to complete.

*A map item has been created but at this time it's only for Lyzera Tower. I may decide to make ones for.other dungeons.at some point.

Saturday, March 25, 2017

System crashed

Development of LifeWeaveR has been a bit delayed due to a laptop crash. Luckily, I have backups, so I only ​lost about 4 hours work.

After everything I've gone through to make this game, if I had no backups and lost literally everything, I'd say "fuck this" and cancel the whole project. I started developing LifeWeaveR almost two years ago and have put a ridiculous amount of effort into it. I really don't know if I could take doing it all over again.

In any case, the problem is fixed and development has resumed as normal. I'd like to be finished before May if possible.

Monday, March 13, 2017

Saint Ingrid's Island

A new area has been created named (surprise!) Saint Ingrid's Island. This area is completely optional and is not necessary to complete the game. The reason it was created is three-fold:

The first reason is it is the only area in the game that sells the Seagull Feather accessory, which nullifies all water damage for whoever has it equipped. Visiting this town is a suggestion made by Pria just before the party sets out to enter the Great Ocean Cave.


The second reason is because it is probably the only "money farming" opportunity the player has in the entire game (aside from Goldfish hunting and good luck with that).

Ami and Will shell hunting.

The twinkle of light indicates the presence of a hidden sea shell. On St. Ingrids there are two types of shells: White, and Lylac. Selling these will only get you about 150-300 per shell, but the Lylac shells can be opened to check for the high-value Raindrop Pearls that may or may not be inside. The way this works is as such:

The twinkling light isn't actually a shell until the player picks it up. When they do, there is a 50/50 chance of whether it will be White or Lylac. If it is in fact a Lylac shell, there is a 1-in-5 chance of it containing a Raindrop Pearl.


There are six shells on the beach at a time, and they auto-erase when picked up. When the player leaves the beach, a special state is activated. If the player enters the beach while this state is active, none of the shells will appear. This state will only expire after the character has walked 500 steps. The reason for this should be obvious: to stop the player from going from "broke" to "rolling in it" in mere minutes.

If you are, however, patient enough to continuously walk around until the shells re-spawn, there is literally no limit to how many you can find.

The third reason is it gives a little more backstory on Ami, specifically about what it was like growing up in a similar environment (Vhespia is in fact an island not much bigger than St. Ingrids)

The view from Ami's room at the Inn


Monday, March 6, 2017

What's New - 3/6/2017

*As of this update, Save Points ("podium and open book" type) will now heal a random amount of HP and MP the FIRST time they are used. After that they will simply save the game like they normally do. HP will use a number between 50 and 1000, MP will use one between 25 and 300.

*A "Battle Tutorial" has been created and will be offered to the player at the start of the game. There is no EXP or coins awarded and whether or not you choose to view it doesn't affect anything. I just thought it may be nice to have in cause someone new to RPGs decided to give it a try.



*Several new enemies have been created,

*The 3rd floor of the Astral Tower has been altered slightly. There is now a hole the player can jump in that will lead to a difficult-to-obtain treasure chest.

*Fixed a minor issue with the Clairvoyance Gem where the red aura from booby-trapped treasure chests remained even after the chest was opened.

Saturday, March 4, 2017

What's New - 3/2/2017

*Created new enemy spell called Nightmare. When cast, it instantly kills any party members who are asleep.

*Added special item "Clairvoyance Gem" that shows which treasure chests have hazards in them.

*Enemy HP/MP gauges now display the enemies HP with numbers in addition to the bar.


Wednesday, March 1, 2017

New Feature: Enemy HP/MP Gauges

As of this update, a gauge will appear over an enemies head to display their HP and MP plus any status ailments or buffs in effect.

Slime-B is asleep in this example.

For "Boss" fights, this same Gauge is displayed, only much longer than for regular enemies.



The Ruby script for this (VTS Enemy HP Bars v 2.02) has been provided by Ventwig and is gratefully accepted. The only thing I'd have preferred he changed would be adding MP to the Gauge, as the letters HP are already displayed. I may remove the HP in the future and may possibly re-configure the script to display the enemies remaining HP as a numerical value in addition to the bar.

Time will tell, but either way he's done an excellent job and I'm thankful for the work he's done.

Sunday, February 26, 2017

What's New - 2/23/2017

*I've come to the conclusion that I'm simply not going to be able to go back and check every single text box to be sure they all have the exact  same marginal spacing. They'll all be very close but probably won't be the exact same as the "1 space between text and right side of the box" style that I prefer them to be.

*At certain times the player will see a cut-scene depicting events unfolding between Vilogon and his followers. One such time is after the second piece of the Fate Glass Mirror is given to the King of Cordova. In this one the player sees Vilogon being told that the second piece has just been handed over.

There is another one that plays after the fourth piece is recovered that shows Vilogon sending Avina to guard the fragment at the top floor of the Tower of Illusion.

*A second floor has been added to Turrean Manor.


Friday, February 17, 2017

What's New - 2/15/2017

As of this update:

*The "Archer" class has been renamed "Hunter"

*Destroying the barrier at the Holy Tombs now causes an actual animation instead of just a screen flash.


*Hirsheen has been altered to give it normal grass instead of the darker, emerald-colored type it was originally given.

*Warp Marker has been modified. There are now three locations in the game that will give an error if the player attempts to use the Marker while inside them.

*The cut-scene of Ami and Will encountering the enemies who have raided Hirsheen Castles Throne Room has been re-written.

*All of the "Magical Learning" centers are game-ready. There will be an additional mini-dungeon the player can sign-up for if desired. In this dungeon, players can opt to take only one of the routes, but will earn more EXP if they explore both. It should be noted that a pretty difficult boss fight will ensue at the end of the second pathway.

This fight will involve an enemy, known as Voskoli, who can transform into an alternate blue form (the default being red). While red, he has very high resistance to physical attacks. When blue, it changes to high resistance to magical attacks.

If the player defeats Voskoli they will have half of the 20,000 coin tuition fee refunded in addition to each character automatically gaining two levels and a couple of additional prizes that I haven't decided on yet.

The interesting thing about this last course is the instructor actually comes with Ami's party to the dungeon, but player access to the "Party" settings are disabled to prevent her from being used in combat.

Thursday, February 9, 2017

What's New - 2/9/2017

*The cut-scene that happens after Ami and Will are caught breaking into the castle has been slightly altered. Now, Will will claim that the idea was his and that he forced Ami into it (which the King will promptly call bullshit on). Ami is hostile to Will from the moment she meets him, but loses much of that hostility by the time they share a guest room in the castle.

I realized that there was no transition to her change of attitude. Now that Will has tried to take the entire rap on himself, it provides a good reason for why her opinion of him changes. Also, Vilogon's arrest flashback has been modified to show how Tysessor got his facial scarring

*Holvington has been modified so that when Ami and her party first arrive, there's a good deal of construction going on. When they return to find the last FGM fragment, the construction will be finished. Also in Holvington, the party has the option of listening to the priests sermon.

*Mayor Nobles of Sepious, who quit out of protest to Ami winning the Terror Tower event, has relocated to Megarah sometime after the party began collecting mirror fragments.

*Lyzera Tower's boss fight has been redesigned. In the original, the fight was mandatory for getting the first piece. Now, the Mayor of Lyzera will tell you a special word that will put the dragon into a state of hypnosis. When you reach the top, a long list of very similar words appears, and the player must select the correct one. Get it wrong 3 times in a row and the party will be forced to fight.

*Added a shard shop to Gildora. It's the only place in the whole game where shards can be bought for less than 10,000 coins.


Thursday, February 2, 2017

What's New - 2/1/2017

*After a great deal of irritation, frustration, and screw-this-shit'ation, I finally fixed the issues I was having with using the upgrade system. The biggest one was I could buy a weapon, upgrade it, then immediately get the "Sorry, weapons can only be upgraded once" message.

The problem was that I was having the newly upgraded weapon be auto-equipped. Since there's only one upgrade per weapon, the game was treating it pretty much like I was trying to upgrade a weapon I had just upgraded.

 Now, when an upgrade is purchased, the game simply removes the equipped weapon and exchanges it for the upgraded version, which the player must now equip themselves.

*It is now possible to gain EXP, stat increases, and even level up through "schools" that will be opened in select locations (starting with Holvington). Obviously, a way to "buy" increases to EXP and stats has the potential to be heavily abused, so there will be a limit on the number of times you can.attend. 

Once the limit is reached, the school closes and moves on to the next city. Visiting all of the schools in the game gives the player the "Wandering Scholar" achievement. It's worth noting that at some point in the game the school in Holvington will re-open for a limited time to give the player another opportunity to gain EXP, parameter changes, or entire levels (thus reducing the amount of time spent grinding).

Wednesday, January 25, 2017

What's New - 1/25/2017

*Made a few more slight alterations to the Overworld map, but nothing especially noteworthy.

*As of now, the game has no music, on account of I'm still not sure what I want or where I want it from (the default music that comes with the software vs. either self-composed or 3rd party). I've been experimenting with the default music and had an idea: In town, the music plays at normal volume, but when the player enters a building, the volume is lowered. If, for example, the standard volume is 90, then walking into a house or store would cause it to drop to about 50 (give or take). Upon leaving, the volume would return to its normal setting.

*I'm happy to report that an "upgrade" system is now in effect.



This system was created so that if a player needs better gear, but can't afford to buy all-new equipment, they can have their current weapon upgraded instead.



The cost of upgrading will depend on the weapon. I used a Broad Sword for the above example, which can be upgraded for about 250 coins. Compare that to the Long Sword, Ami's next step on the weapon ladder. The Long Sword costs 2,200 coins and adds +18 to her ATK, while upgrading only adds +2 to ATK but is almost 2000 coins cheaper.

Upgraded weapons will have a + added to show that the upgrade has been obtained. Each weapon can be upgraded once, and only for an increase in its ATK.

Note that a characters starting weapon and final weapon cannot be upgraded.

**Edit: Except for Tysessor, whose starting weapon is a Broad Sword.**









Tuesday, January 17, 2017

Self-sabotage and non-death Game Over's.

Have you ever played an RPG and thought something along the lines of "I wonder what would happen if I got rid of this super-important item?" or maybe were faced with making a vital decision and wanted to know if anything would happen if you chose an answer that was the total opposite of the 'correct' answer?

LifeWeaveR will now give you the chance to find out. Early into this blog I talked about how making certain choices wouldn't affect the games ending, only what happens BEFORE the ending. This is discussed in the post titled "Features".

These types of decisions are still present, but now so are ones that actually WILL affect it. I'd rather not go into detail about it but a good example is the part of the story where Ami is on the verge of saying "Screw this" and abandoning the quest. If you want to, you can make the decision to do just that. If you do so, the party will attempt to continue the journey without Ami but the members will all perish as a direct result, leading to a very un-satisfing Game Over.

There are other ways that you can prompt a Game Over besides that. If an item is absolutely critical to finishing the game and you decide to do something completely retarded like sell it, guess what? Game Over. You got rid of the item vital to the quest, and since you can't complete the game without it, that means you have royally screwed yourself and will receive a very un-satisfing Game Over.

If it's an item that is not game-breaking but still very important, and you decide to sell or toss it somewhere, then while you may not get a Game Over, you will certainly have made the game much more difficult than it had to be.

Edit: In reference to the above paragraph, here's a good example of what I'm talking about.

To reach the second FGM fragment, the party is required to go to the Alistine Ice Cavern. There, they discover that the entrance is buried in snow and must be excavated with a snow shovel. The mayor gives them his for free and remarks about how expensive it is to buy one.

If you so desire, you can actually go sell it for 5 coins. If you do, however, it's going to come back to bite you in the ass because the only other way to get one is buying one from the item shop at a price of 3000C.




What's New - 1/16/2017

*Finally quit dragging ass and finished the event where Pria joins the party. I.still can't believe that something that important to the story took so long to complete.

*I'm having to devote a large part of the development time to proofreading the dialogue between party members (not just to each other but to NPCs also). If anyone reading this ever decides to make their own game, heres a word of advice: Make sure that all of your proofreading and margin alignment and all that good shit is done AS YOU GO, don't wait until the games 90% finished before you decide to do it.

*I had an interesting idea regarding the point in the game where Amis party must obtain a Key Item called the Submersion Stone (which is needed to get inside one of the mandatory dungeons). The party locates the stones owner but learns it was tossed into a farmer's field in an attempt to hide it.

The stone has a fixed location in the field, but I was trying to get it to spawn in a random location instead. Unfortunately I couldn't get it to work properly so I had to leave it as-is.

*Added new accessories and armor, plus a couple of new items.

*Also added a new cut-scene that shows the aftermath of Elyssius' party being ambushed. In case I never mentioned it, Elyssius is Pria's older sister.

Thursday, January 12, 2017

What's New - 1/11/2017

*As of this update, players are given a hint as to where they need to go next. This comes in the form of blue-colored text, as shown below:



*The small village of Yeth has been created and is directly South of Odimus Farm. Players can obtain the female-only "Shiny Barrett" from the Inn if they splurge for a stay in an "Actual room" instead of just a "Bed".

Someone's getting ripped-off here.

*A slight alteration has been made to the World Map concerning the entrance of the Great Ocean Cavern.




Tuesday, January 3, 2017

What's New (and What's Next?) 1/1/2017

If I had to guess, I'd say LifeWeaveR is about 90℅.complete at this time. Instead of only posting about what Ive done, I wanted this update to also include what I'm doing next.

*I've finally gotten the "Outside"
 spell working. Now the player isn't completely screwed if they get their ass handed to them in a dungeon that doesn't have a Magic Crystal. Related to this, the name was changed from Outside to Evacuate. Since there's already a spell named Evacuate that gets you out of battle, that spells name has been changed to Escape.

Simply put: Escape gets you out of non-boss battles, Evacuate gets you out of dungeons. Note that, for obvious reasons, Evacuate will not work in the games final dungeon.

*The events at Cordova Castle (after finding all of the mirror fragments) have been slightly. To advance the story, the player is required to speak to Tysessor, then Cecelia (who doesn't appear until triggered via talking to Tysessor). After the player talks to her the Kings scout arrived and the story progresses.

*I think what I'll do next is proofread the 17,000 or so text boxes of dialogue and attempt to correct any typos or alignment issues.

*After that, there are several houses that do not have an interior map connected to them.

*I'm also looking into having a way to skip cutscenes if the player so chooses to.
.