Captain says hello! It's a long time since the last time I wrote something here! But fear not (if you do), the project is still going.
Thing is, as happens pretty often in indie games, the time you have for developing is not exactly the one you would like to have. You need to juggle around with the spares, while doing personal life stuff, and getting bread to your table. And I'm alone, so I have to do home work, which is tiresome with a house this big... oh the agony! Nah, not really, but yeah, more work than, say, having an apartment.
Anyway, that's just life being like she is. We love she the way she is, don't we? Yes. We do. I still say, this web is not going to change that update rate, I mean, my time keeps being short, so developing the game is always priority to updating the site.
Moving on from that subject, what do I have to share? Let's see. First of all, active time battles are now implemented. I mimicked the way Chronno Trigger left you the option to pause the action when selecting commands. Or to remove waiting, making it completely active. I also implemented battle speed, as seen in the SNES Final Fantasy games. This overall leaves some space to the player to push the limits and customize aspects of gameplay to suit his difficulty needs. There is Easy/Medium/Hard modes too, whose change some aspects on enemy behaviour and some other numeric changes. All this, I hope, will give the player control over the game.
And don't get me wrong. I'm making sure the easiest possible difficulty combination is challenging.
There are some other small improvements here and there, but that's kind of the most relevant one. The one that made me lose brain chunks by days because of code mess.
So, that is it for now. I'm working on artworks right now, adding some assets here and there, and stuff. I still hope to make a demo release someday this year. The "definitive demo", that's what I call it. After that, will be years until the final release.
Write you later people.
EDIT: I forgot to mention that there is a new game download at the Downloads section. At these months I've developed a new game, which was for a contest. Armored, a post-apocaliptic RPG, where the main idea was to use vanilla characters from the RPG Maker series (the ones that come with a default project), and make up a story around them. It was fun, and I did some tests with some mechanics, so... yeah.
Thing is, as happens pretty often in indie games, the time you have for developing is not exactly the one you would like to have. You need to juggle around with the spares, while doing personal life stuff, and getting bread to your table. And I'm alone, so I have to do home work, which is tiresome with a house this big... oh the agony! Nah, not really, but yeah, more work than, say, having an apartment.
Anyway, that's just life being like she is. We love she the way she is, don't we? Yes. We do. I still say, this web is not going to change that update rate, I mean, my time keeps being short, so developing the game is always priority to updating the site.
Moving on from that subject, what do I have to share? Let's see. First of all, active time battles are now implemented. I mimicked the way Chronno Trigger left you the option to pause the action when selecting commands. Or to remove waiting, making it completely active. I also implemented battle speed, as seen in the SNES Final Fantasy games. This overall leaves some space to the player to push the limits and customize aspects of gameplay to suit his difficulty needs. There is Easy/Medium/Hard modes too, whose change some aspects on enemy behaviour and some other numeric changes. All this, I hope, will give the player control over the game.
And don't get me wrong. I'm making sure the easiest possible difficulty combination is challenging.
There are some other small improvements here and there, but that's kind of the most relevant one. The one that made me lose brain chunks by days because of code mess.
So, that is it for now. I'm working on artworks right now, adding some assets here and there, and stuff. I still hope to make a demo release someday this year. The "definitive demo", that's what I call it. After that, will be years until the final release.
Write you later people.
EDIT: I forgot to mention that there is a new game download at the Downloads section. At these months I've developed a new game, which was for a contest. Armored, a post-apocaliptic RPG, where the main idea was to use vanilla characters from the RPG Maker series (the ones that come with a default project), and make up a story around them. It was fun, and I did some tests with some mechanics, so... yeah.