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slimeborgi

DQ Gaiden: A Starry Legend

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So players don't forget what the monsters look like while in storage I made a function that displays the monsters sprite.

I'm very visual, so that helps!

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A new DEMO is on the way 1.5

 

It'll feature the following

Adds Palas and Zorah. (a Cleric and a Mystic)*: 

-Zorah can be found in the casino, win a round of Slime racing and she will join 
-Palas is in Tangtl Chapel, have a rosary and have beaten Ginzt. A Rosary can be found in Loran Castle Kings room. (Drawer) 
* I'm still working on balancing them. Zorah has Stopspell and Hustle Ability 
Palas has common Cleric moves 



Adds Monster Recruitment*: 

- Slime, Dracky, Wakamole, Healer, Evil Stump, Huribo, Rougenite are all potential recruits. (Wizard and Clayman are in the works, I need to add that process to their troops) 
- Go to Bazaar and speak to man in tent. He will leave and go back to the Ranch. The Ranch is located on Loran Continent. 
- The last monster defeated is the one that can join. Need a team of less than 4 for them to consider joining. These monsters can be placed in storage on the Monster Farm. 
- Monsters currently have set rates for joining, Healer, Evil Stump, Rougenite are hardest to catch. 

The reason for only 10 recruitable monsters is because I haven't added any new monsters to the game yet. I want to distribute them evenly per continent. I'm going for 50-60 total monsters.
* I'm still working on monster stat growth and skills 



Adds Tavern in Loran Castle: 
- Drop off characters and Pick them up 

Adds New Quest in Tangtl: 

- Shop Quest work in the shop to earn Gold, NPC may sell you a rare weapon. Speak with the owner at night after working for him and then check out Kanata. 



Adds New Area to the Meadow and the Quest involved with it.


Easier and Day/Night Troops 
- Some enemies only appear during the Day or Night 
- Troops are smaller but Fireball does slightly less damage 

Removed Duel Area: 
- Until I make a rotation that accurately removes party members when you choose to duel it's closed for this next demo. 

Edited by slimeborgi

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Should Nix less than 4. People like full parties, even when grinding out a recruit. People with full parties will be nagged they misses rng recruits and have regrets.

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Its doable, i just have to set it up that it drops them off if the party is full. Havent seen any DQ wagon scripts so you'll have to go back to the ranch to check out thier stats.

After my tester gives me a report i'll add that in.

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A conditional branch that just checks party size. No custom scripting to know if the party is 4 or less than 4 is necessary to process the event for both situations!

 

Conditional Branch (Select Script on Page 4 as the condition and check the box for set conditions when handling does not apply)

$game_party.members.length >= 4   (The text to the left is the condition script text.)

 

Enter the event processing for how it's handled when there's a party of four, so the character becomes available at the ranch but is not added to the party.

 

else

 

Enter the normal version you're currently using or tweak it... for when the party is 3 or less.

------------------------------------------------------------------------------------------------------------------------------------------------

 

Now for the Wagon if you ever want it. I'm not sure off hand how to generate a horse then a wagon between the party leader and actor following them and I'm definitely not sure how to make it follow the rules for when you forcibly make a character or event walk with a pre set route. That aside, I replicated the other wagon mechanics easily.

 

Step 1. Setting max party to 8. (Don't worry, it'll still only allow four people to battle.)

Step 2. Designating a "Wagon Available Switch" (Make sure it toggles on when you get the wagon in addition to a switch to designate you own the wagon. The Wagon Available switch will be used to determine when party members can exit the wagon to replace the wiped party, or if not the wiped party loses.)

Step 3. When the Wagon Available Switch is off in a dungeon, lock the formation command so the party can be swapped around. (Preventing access to the wagon members out of battle.

Step 4. Adding the ability to change party formation in battle and having it be inaccessible when Wagon Available Switch = off also handles the wagons in battle mechanic completely.

Step 5. Gonna need any of the custom exp method scripts, to be able to have certain encounters that only appear when the wagon is not available specifically only give exp to the active battlers and not the reserve party. (The reserve party is any party member you have in the party that isn't one of the front 4. VX Ace is capable of recognizing the difference.)

Step 6. A common event for when the party wipes. You probably already have one for respawning your party with half their gold, if so you have it made. (I used Yanfly Engine Ace - Death Common Events) You put the reserve party  process into that event before the death text/respawn of the party triggers.

First it takes a variable for current party members by checking the current party size. It'll conditionally check each actor possible and conditionally remove then add them only if they're dead. (Assuming they cannot be dead and at the farm/not in the party dead, this is guaranteed to only move actors in the party and cause no problems.) It subtracts 1 from the party variable.

This shuffles them to the back of the party, bringing the reserve forward. It will check each actor once one at a time then go to process the normal game over... but wait. We'll set that normal respawn stuff to be in one big condition that our new variable = 0, which is only possible if it shuffled an entire dead party and entire dead reserve... and no one is there to fight. The party is wiped and your process proceeds as it normally would have. If that variable is 1 or higher though, none of that game over respawn stuff will happen and RPG Maker will continue the battle with the reserve members in.

We need twomore conditional branch above the normal respawn and below the shuffle. If the shuffle occurred and the variable = 1, do the text "An Ally leaps out of the wagon and into the fray." If the shuffle occurred and the variable =2, do the text "Allies leap out of the wagon and into the fray."

 

I know that was a lot to take in, but at least the wagons mechanics can exist in RPG Maker. I feel like the real challenge is getting the wagon to follow the leader but be between the other party members... having it never freak out of glitch. Having it vanish when you get in a vehicle, ect. That seems like the bigger pain in the ass. (My one project already uses a party size of 8, a ranch, fray jumping reserves, but no wagon. They're there in the same capacity, but there's no wagon to see or discuss. Just the mechanics working fine.)

Edited by Adol
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Thats how i figured it would work. I want a wagon to show up, so i need to look for scripts that allo you to insert a non player follower just behing the leader of the patry it'd work perfectly.

Switch for hiding wagon sprite and process would be easy to add . Just disable the script when said switch is activated/deactivated.

 

That'll be something i work on in the future. Now I'm trying to fleshout stats for the monster recruits and changing some of the human stats. I made the defense stat growth too quick, I thought it was funny that the hero/tomba became tank like after pasing level 10. Stat seeds will also give a random boost of 1-3.

 

I'm also reworking the monster troops i'v dedicated 550 slots to the various overworlds troops that also bleed into the various dungeons in the areas.

 

I want 3 world maps so once the world becomes opened up due to ship access i think some troops will be common throughout the entire map.

 

Any ideas for escape rates? Im not a fan of it being solely based on agility. This makes healers a pain to escape and they don't even fight back in my current build. I may just make it roll a random number that determines how effective it is to eascape based on level and troop. That would work right?

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I've long been debating how to change escape rates. I haven't explored it yet but I really do have a great idea.

 

Escape rate starts at 50%. (Dev can change starting % to anything by the encounter. This would use note tags to troops.)

 

Escape rate where alive active battler party agi average - alive enemy agi average is factored and the for an advantage. It would be a customizable formula and scale with another customizable formula for advantage adding or subtracting % points for that escape rate for every x increment to the sum of the first formula. This effect would be true or false in the notetag as well.

 

I'd then go to add one other modifier. A required minimum party level or escape rate gets + or - what the dev designates.

 

Example Note Tag (Escape Rate 50%, True, LVL 28)

That note tag would start at 50%, factor the alive active battlers and alive enemies agi then check the party level see if the party gets the dev decided bonus % to run.

 

Example Note tag. (Escape Rate 40%, false, LVL 5)

That note tag would start at 40%, not factor agility at all then check the party level see if the party gets the dev decided bonus % to run.

 

This type of script will be a thing. IT's just a matter of when, not if. This kinda versatility tied to troops is something I want bad.

 

 

 

How did you handle your encounters for day vs night. I had a system I scrapped for an easier one. I use a script to set conditional branches for if a given enemy appears. The condition is day for some, night for others and there's monsters that appear at both. This allowed me to use the same troops during the day and night but drastically change battles. I even place night only monsters over day only monsters knowing both won't appear for formatting.

 

Stats wise, my monsters are a pain sometimes. The game I'm working on has almost 40 of them, and each are recruited NPC style. As you know, I could have went Dragon Warrior Monsters with the recruiting, did the mock ups... but I wanted each monster in this particular game to be a character and a chunk of them to tie into the story. For me, it was important to let them scale some but not so much that they stay relevant as new monsters get recruited. Also, I limited monsters to 4 total in the 8 party slots no matter what. The ranch owner has a rule that pokes fun at itself about how you can't have more than 4 monsters under your supervision while taking them out for exercise. It's just the rules, you know?

 

The monsters I have that don't use any gear get better growth than those that depend on different classes of gear. Tried to keep balance. I also gave my monsters classes. The lowest class monsters cap at level 30 with 3 skills/spells combo total. Each class increase bumps the level cap a bit and adds one more total skill. It's arbitrary, but another reason why the later monsters are always better to swap into the party. Finally, I added Monster Hearts. An accessory for monsters that very mildly augments their stats up and down by %s based on the Heart it is and grants the skills that monster would have. They're beyond rare early on (1 in 255 drops,) but get found as treasures occasionally. Balanced only around treasure found hearts and figure if the player gets a rng one, enjoy the advantage. It's how I'm combating the limited skill pools of monsters. By late game, there's fair customization with all the monsters, skill sets of 7-8 skill/spells each then heart skill/spells.
 

Edited by Adol

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Character and enemy level could also be considered. If you had low agility but were 10 levels higher then you might have a bigger advantage.

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That's definitely the idea behind the third part of the hypothetical note tag. Existing solely to create a big gap if the player surpasses x required level vs the encounter. At that point, the player can also just cast repel/holy protection or throw holy water and not have to even see the enemy.

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For day/night I just do a simple formula.

 

14 troops max for a zone during the day. Seems like a lot but some troops are shared between zones Continents will have around 1-3 zones. So far I have 5 zones so about unique 100 Troops spanning almost Two continents. (Adding current Dungeons that comes to 40 more) It would've been 4 but  one small extra  zone is necessary  for the player to level up a bit.

 

5 troops for the night. (Higher chance to encounter also)(can be interchanged between zones)

 

When my Day/Night switch hits Night 5 of the 14 Day troops are removed and replaced with the 5 Night troops.

Honestly should make it 7 night Troops half of the max. (I'm glad I've stopped progressing the story to work on this stuff)

 

 

Since I'm now playing DQV again I see some monster stats start high but gains almost seem lower than human players.

I'll probably need to play/replay a little to sit down and really analyze it. (May need a gameshark sigh...)

 

What is the script you use called Adol?

 

 

I also found a easy way to chat to party members in the team similar to DQ5 DS. Right now I'm just making typical things they'd say, I'll need to have an override if they have something important to say regarding a mission or area.

 

Not hard but tediousssssss. I already have characters say things upon leaving a town/dungeon/castle when a event triggers or a mission is complete, so I may just have it be random sayings and observations. (At the Casino followers will comment on gambling)(In a Dungeon they'll say things about being careful)

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I have chat as a menu option that brings up a list of only characters in the party. The menu option turns on a switch that an event in every map is triggered by... so the responses for characters are map specific and conditioned with switches.

I'll glance at scripts later and edit this post.

 

Edit: Hime Encounter Conditions to determine the condition for which some enemies within the battle do and do not show up. This allows day time monsters to not appear

in a given battle and night time monsters to instead appear. I position them over top each other when possible and structure the enemies to appear visually correct

regardless.

 

Hime Negated Conditional Branch. A simple, great script. Let's you set a condtion and if the exact opposite is true, it'll trigger the conditional branch when marked for Negated Conditional.  I have variables running for each bit of 24 hours a day, then they start over. Makes it hard to have a monster appear all night when night is high and low variable for evening and morning, but I can negate the day time spread variable and anytime that's not day time is when the night time enemies appear and day time enemies vanish.

Edited by Adol

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Updates: Currently cleaning up and ordering my data for items, spells, weapons, armor, and monsters.

 

I'm also balancing non battle features (Casino/Shop Quest/Monsters). I have got an idea for a custom slot machine (one winning row) and creating a pachisi track feature with a working Dice showing on screen. I'll post this later today if I start on it.

 

I found out I had to reduce the battle back image so some spells could fit into it without looking too strange. GBC resolution is smaller than the standard screen for RPG Maker VX Ace. I could rework it all to be more GBC dimensions but I just really don't feel like it. That and the enemy troops would be even smaller as DQM/DWM sprites were big enough for 3 monsters total on the screen.

 

A mock up of what I may do as a means to remove some open space. I also would like to have the option to scale the games screen to this size. I'm looking to see if this is possible.

WkRJqSZ.png

(The faces are DBZ characters but I'd do custom ones in this style for the game)

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-Simple Gold Storage Complete!

-Slot Machine 1 almost complete (There will be other types) I'm deciding on what to make the additional Jackpot prize for this machine to be. (+10 Pachisi Tokens?)

0lD3BMX.gif

Edited by slimeborgi

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Jackpot prize should be bonus spins a la DQVI and DQVII (SFC and PS1 versions, respectively). T'n'T tickets are useless once you have the gold pass.

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Jackpot prize should be bonus spins a la DQVI and DQVII (SFC and PS1 versions, respectively). T'n'T tickets are useless once you have the gold pass.

completely unrelated, but check your PM. Edited by Plattym3

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Could I PM you about the story, Slimeborgi? What you're doing is awesome.

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Hey some updates

I haven't given up on the game, just busy and not super interested in working on it after working all day.

With my new job it'll take time to get the tile sprites from the DQ3 GBC game. I'll pick up working on the game in august.

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On 7/16/2017 at 8:01 PM, slimeborgi said:

Hey some updates

I haven't given up on the game, just busy and not super interested in working on it after working all day.

With my new job it'll take time to get the tile sprites from the DQ3 GBC game. I'll pick up working on the game in august.

Hey, I was wondering how the progress is going overall.  Really interested in both your game and the DQIII tilesets. :D

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Amazing how time flies. I still have the files for this game. I'm simply too busy to perfect the game as I envision it,.

The biggest hold ups were:

-Monster Arena battles; monsters would still attack themselves.

-Dialogue system, very tedious but simple to integrate.

-Screen transitions; trying to remove the fading out to keep it more GBC/NES styled.

-Party system, having monster and human storage systems.

-Battle system, (bug free interface)

If there are any VX Ace savy people I'd gladly give you the files.

I'll try to continue Jami's work and try to get more DQ3 GBA sprites/music integrated into the data files, releasing it as a mini quest/tutorial.

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10 hours ago, slimeborgi said:

Amazing how time flies. I still have the files for this game. I'm simply too busy to perfect the game as I envision it,.

The biggest hold ups were:

-Monster Arena battles; monsters would still attack themselves.

-Dialogue system, very tedious but simple to integrate.

-Screen transitions; trying to remove the fading out to keep it more GBC/NES styled.

-Party system, having monster and human storage systems.

-Battle system, (bug free interface)

If there are any VX Ace savy people I'd gladly give you the files.

I'll try to continue Jami's work and try to get more DQ3 GBA sprites/music integrated into the data files, releasing it as a mini quest/tutorial.

DQ3 GBA?

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Posted (edited)
On 12/29/2018 at 2:57 PM, slimeborgi said:

Amazing how time flies. I still have the files for this game. I'm simply too busy to perfect the game as I envision it,.

The biggest hold ups were:

-Monster Arena battles; monsters would still attack themselves.

-Dialogue system, very tedious but simple to integrate.

-Screen transitions; trying to remove the fading out to keep it more GBC/NES styled.

-Party system, having monster and human storage systems.

-Battle system, (bug free interface)

If there are any VX Ace savy people I'd gladly give you the files.

I'll try to continue Jami's work and try to get more DQ3 GBA sprites/music integrated into the data files, releasing it as a mini quest/tutorial.

I would really appreciate it if you still have the files, I could look into ironing out those hold-ups!
I much prefer VX Ace over other RPG Makers.

Edited by shhwonk

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On 1/1/2019 at 2:22 AM, shhwonk said:

I would really appreciate it if you still have the files, I could look into ironing out those hold-ups!
I much prefer VX Ace over other RPG Makers.

https://www.dropbox.com/s/nhiqubmkvedtxmm/DQDemo(Early Build).exe?dl=0

Very early build. You can fool around with this while I read over what was done and added to the later builds. The code and script lingo has escaped me like a metal slime over the years.

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