WB: Party Skill Sets

September 30, 2013 in Development

Just yesterday we discussed and potentially finalized the skills for the entire party. I also ensured that all of the effects work. We’ve had most of these determined for the last couple weeks, but we filled in the last couple holes last night and tossed out a few that were a little iffy.

So with that said, I thought I’d share the lists and see if anyone has any comments, critiques, or questions.

Things of note:

  • You can use as many skills in a turn as you have the AP for
  • AP will range from 2 to 6, with the max requiring equipment sacrifices
  • Under normal circumstances, no skill will miss
  • Some skill effects can be improved with accessories
  • All skills are single target unless otherwise stated
  • Skill names not final. Any numbers mentioned are also not final
  • The classes I list are just to give you a general idea of the character’s purpose

Gerda – Healer

  • Gather – Gather resources based on the current map. Adds the resources to your current battle inventory, allowing you to use them right away.
  • Nurse – Restores a small percentage (10?) of HP. Does not require any items.
  • Cure – Removes all harmful status effects. Requires an item. The improved version of this will also grant immunity to some status effects for a few turns.
  • Boost Potion – Improves the effects of any healing potion.
  • Wide Potion – Allows a potion to affect the entire party.
  • Restore AP – Sacrifices own AP to restore the AP of a friend. Target will gain Gerda’s current AP before using this skill, up to a maximum of 3. AP cannot exceed max.
  • Poison – Deals damage and inflicts a poison state. This is Gerda’s only means of attack. Requires a flower-type item which can change the effectiveness of the attack and/or poison.

Revive – An expensive skill that revives and restores HP to the entire party. Requires a late-game item that must be crafted. Wide potion + a good revive potion now takes the place of this.

Kai – Nuker/”Blue Mage”

  • Bash – Hits the enemy with your staff. Does not require an item
  • Experiment – Requires a monster-type item. Deals damage and possibly an effect based on the chosen item.
  • Icy Glare – Freezes the enemy and deals small damage. Does not require an item.
  • Reflect – Reflects all skills, both good and bad. Items still work. Does not require an item.
  • Toss Potion – Tosses a potion made of enemy parts that creates an effect related to said enemy. Basically blue magic with items.
  • Swipe Parts – Deals damage and rips a part off of the enemy.

Possibly removed:
Large Experiment – Same as Experiment but with an Area of Effect and improved damage. Since some Experiement effects will already be AoE, this seems a little redundant.

Hansel – Tank/Damage

Hansel does not require items for any skill. As a result, his TP costs will be higher.

  • Axe Swing – Basic melee attack.
  • Big Attack – Melee attack with an area of effect.
  • Mend – A small healing ability.
  • Lullaby – Puts the enemy to sleep.
  • Cover – Takes hits for allies.
  • Provoke – Provokes a single enemy into attacking him.
  • Counter – Gains the ability to counter attacks.

Gretal – Buffer/Damage

  • Punch – Basic melee attack.
  • Launch Arrow – All of Gretal’s bow and arrow-based skills require an arrow to use. The arrow you choose will have an effect on the attack. This one is the most basic of the three.
  • Eye Shot – Same as Launch Arrow, but with increased damage(?) and the ability to blind.
  • Arrow Barrage – Area of Effect arrow attack. Requires a Bundle of Arrows. The amount of arrows in the bundle affects the damage.
  • Lock On – Removes the enemy’s ability to dodge.
  • Swift – Gives self the ability to dodge.
  • Pump Up – Attack and defence buff.

In addition to the above, each party member will have a “pass”-type skill and a Use Item command. The pass-type skill will vary by character and can be improved with accessories. Restoring HP, TP, or increasing defence are all options. The strength of these effects is based on the amount of AP used.

If you made it through that wall of text, then good job. Here’s the recently completed bust portraits for the party’s parents to help add some pictures.

WB: Currency and the Lack of it.

August 15, 2013 in Development

So posting updates alongside the GMD posts on one of the RPG Maker websites I frequent didn’t really work out. It ended up feeling redundant and I got behind here, so they just kind of stopped. What I am going to try to do to give this site a purpose minus being an archive of our work is to post about some of the features of our upcoming game Winter Blossoms. I don’t have any particular plans on what aspects to talk about or how often I will make posts, so this will just kind of be major aspects of the game as I think of them or as a comment inspires me to write about them. With that intro taken care of, let’s get to actually talking about the game.

It became apparent quite early in the design process that gold/money had very little purpose in this game. Fairly early on, Hansel and Gretal start working for a blacksmith and gain the ability to craft new weapons, armour, and accessories for the party. In fact, with the exception of possibly some treasure chests, this is the only way in which you get new equipment. To top if all off, a large portion of your items for use are going to come from either Gerda’s Botany and Kai’s Chemistry, so there is even less incentive to buy. Gather spots are frequent and renewable, so there is no lack of resources you can acquire for yourself.

Combine the above reasons with the fact that your party consists of teenagers, a game with no currency makes sense. That’s not to say there aren’t “shops.” The town features a lively marketplace right in the center of town. Here you can make trades for items that maybe are not as readily available with those that you have loads of. This isn’t the only location you can make trades, however. Perhaps that neighbour of yours really wants that perfect flower for their garden, and they are willing to part with their favourite ring to get it. You might find that the stock and trades available in this town change with time, so that once smoking deal for healing potions is no longer what it once was.

You might be wondering what happens if you’ve completely exhausted your supply of basic items and can no longer take on the monsters required to replenish them. Fear not! Your parents will gladly give you a stockpile if you run yourself completely dry, but not before admonishing you for getting yourself into dangerous situations of course.

Like I mentioned in the opening, I have no plan currently for what I’m going to write about, so let me know if there’s anything you are curious about or want a deeper explanation of.

GMD Day Five

June 13, 2013 in Development

The day started off much the same as the last couple days, itty bitty things like refining colours and taking care of little annoyance bugs. But then we got into a couple fun things.

GMD5 - SkillItem

I finally tackled a script that was scaring me a little bit (since it was the first major-ish script I was making for the project and there are a number of non-default scripts I am working with now) but was excited for because it’s a fairly important aspect to the game. So I don’t think I’ve mentioned before, but a core mechanic to the game is the gathering, refining, and use of items. There are renewable gather spots on the maps, a crafting system to refine what you gather, and most skills, particularly for Gerda and Kai, will use items.

An important aspect of this is skills that have more than one option for items that you can use. We could just have “regular arrow,” “winter arrow,” “poison arrow” as skill options, but it is preferable to just have a “shoot arrow” and then select from whatever arrows you currently have. This also allows for various possibly unforeseen combinations of skills and items. Generally how it works is you have a skill with basic stats, and the arrow you pick will add various effects, be it extra damage, a status effect, or a new element. You can also have skills that take the item as the base and just enhance it. Which items are available for the skill can be limited on a skill-by-skill basis.

GMD5 - sketch

The other exciting work completed today was some sketches and designs for the town and a rough layout for the areas around it. This also resulted ina first draft of the map for Gerda and Kai’s homes. They will need editing and new items to complete them, but the basic structure is more or less in place.

GMD Days Three and Four

June 11, 2013 in Development

These days were less exciting, so I ended up delaying posting about them.

Day Three:
-Implemented a victory screen. It will still need some customization
-Play around with the DS tilesets just to learn what exists and how they are used.
-Planned out a large chunk of the party’s skills on paper after clarifying their roles in battle.
-More writing!

Day Four:
-Scripts for various little things like some future skill effects and touch encounters. The touch encounters script was modified and experimented with to get the desired affect.
-A font was picked <3
-Refined the battle layout a bit more and added party battle portraits.
-Even more writing.

GMD Day Two

June 6, 2013 in Development

A smaller list for today, but much more focused.
-Thanks to a lucky find from a request, I was able to ditch the crafting system that didn’t really fit for one that was quite a bit closer. It still needed a fair bit of adjustment, but the changes were a lot smaller than if I had stayed with the other script. Not 100% finished with it yet I think, but all the things that bugged me (and some actual bugs) have been fixed and I added a couple of features needed for our game.
Things I added or changed for the above:
–Added the ability to remove items
–Made the number of displayed slots one more than the number of ingredients presently entered up to a yet to be determined maximum
–Changed how the scene is controlled so you can get to any window with just the direction buttons
–Added a button to reset crafting
–Divided crafting into two subcategories
–Made the list of items on the right only include items that are an ingredient for at least one recipe
–Removed the category bar since 95% of the ingredients will be items
–Added the In Inventory display for the resulting item

-I made a quick windowskin. Might not be final, but it’s closer than the DS pack one I hadn’t changed yet.
-Maki designed some more characters. This plus characters designed previously completes most of the characters currently mentioned in the story. I’m sure there will be NPCs needed later though.

Welcome and GMD Day One

June 5, 2013 in Development

Welcome to the new development blog for Dragonfly Studios. We have a few banners and such that need to be replaced yet, but the content is more or less in place. We thought we’d try to keep the majority of the content for the Game Making Drive posts here so you can follow the progress of our latest game.

So a little backstory on the current game in progress. It doesn’t have a title yet, so we’ve just been calling it “Snow Game” or some form there of until the point at which a title magically comes to us (unlikely) or we spend an hour trying to find ideas for one. The idea for this game was first formed in August of 2012. After so many non-RPGs, we really wanted to make an actual RPG. We’re working on all these smaller projects to improve our development skills for Ethereal Dreams, but we keep working on games that aren’t even RPGs! That said, it kind of stalled out super fast as we both went from largely unemployed bums to working full-time. Then Halloween Flop happened and showed us that hey, making battles can actually be fun when you put thought into it, and we were motivated once more to game make!

So what is currently done? Not a huge amount editor wise.
-A bullet-form list of the story is done. It will probably see revision as it gets fleshed out.
-Main characters are designed.
-Core mechanics have been discussed and roughly developed.

Before the start of June and GMD, that is where the game stood. Day One brought progress on the battle menu and sprites for the main cast.

Further GMD posts starting later tonight will have full details.