Aeternial – Log #1

Hey there!

Bringing some information regarding the game development.

First off, as we can see the post title is different today. In the past few days I did recode almost all the game plugins, so it’s almost a restart. Because of that, I decided to take advantage of it and start to post the game modifications with log numbers, for organization purposes.

To the changes, shall we?

Note that the changes to come are highlited in bold and itallic.

  1. Reimplementation of the visual interface:
    • Set default screen size to 960×540 (scale to 1080p);
    • Removed player window from the HUD;
    • Removed mini map;
    • Removed chat bubbles;
    • Added HP, MP e TP bars to the characters;
    • Reimplemented the name labels:
      • It’s now possible to generate random names for events and entities;
      • Pending to add more interesting names.
    • Reimplemented log messages;
    • Implemented dynamic messages system that don’t interrupt the game (replacing the chat bubbles);
    • Added items hotbar;
    • Reimplemented skills hotbar;
    • Reimplemented hotbars controlls;
    • Added sound to the messages window;
    • Pending to reimplement the mini map.
  2. Reimplementation of the combat system:
    • Implemented item use for player and party members;
    • Reimplemented turn based movement;
    • Reimplemented skill usage:
      • Events can target the player, followers or other events;
      • Followers can target the player, other followers or events;
      • The player can target itself, the followers or the events;
      • Skills can have new effects for manipulating entities’ movement, position and range.
  3. Reimplementation of the NPCs’ interaction system:
    • The NPCs have a random past and a friendship level;
    • The conversations are based on the friendship level and the texts based on current NPC’ job;
    • Pending to implement more jobs.
  4. Implemented grid based camera movement (inspired by the old The Legend of Zelda games)
  5. Reimplemented the map generation system to fit the grid based camera movement:
    • Better room control and event spawning;
    • Guaranteed passability;
    • It’s possible to define when to build walls or change the room’s ground;
    • Possible to bind events to specific rooms;
    • Does not rely on plugin extensions for different map styles.

That’s it! I think it’s enough for a month, right?

Sadly there’s not much to show, so the post image will be the default one. :[

See ya!

The rise of the bars

Good day!

Logging an update to Aeternial: I’ve been reworking the entire (customized) game code. Organized, improved, added to them.

Because of the launch of Warped in a few game sites, I realized that my combat system was too bland, there was no strategy involved.

So, I spent a few days thinking about it and putting together something funny to play with, not only fight.

For now, I just wanted to say that the thinking is done and I started working on it. The first step was to add hotbars to the map scene:

Hotbars

It’s funny how the heart comes right after the skull

 As we can see, there are three new windows.

The horizontal one holds items and weapons, allowing the player to use some of his items or changing the current weapon with a few clicks or keys.

The squary window is not selectable and only displays the current equiped weapons, main hand and offhand.

And the vertical window displays all player’s skills.

These windows works with controller keys, keyboard keys, mouse clicking and mouse wheel scrolling.

For now the actions triggered by the windows will only affect the player and his party.

The next step is to add interactions with other events.

Interaction system

Hello guys and gals.

The update I bring today is a fun step into the game, it’s the interaction system. Now, the player is able to interact with NPCs in a kind of random way.

Basically, it works in a similar way to The Sims, but there’s a random touch: at every morning the mood of the NPCs will change. This forces the player to interact diferently with a NPC everyday.

The main idea is to give the oportunity to allow the NPCs to give items to the player, and when in love with an NPC (it’s only possible to have one lover) the player may get better items.

These gift events are going to be random and happen randomly.

Check the video:

 

Hope you liked it, cya next time!

The fall – Of the leaves

Helo!

Been missing again, but as I just finally finished Final Fantasy XV,  I’m here to show some progress.

I’ve been mapping Aeternia, the main town of the game. Although it looks nice, I’m really thinking about creating another procedural town generation plugin.

Besides, I just made something that I always liked in Stardew Valley: a plugin to simulate the fall of tree leaves. It’s very simple and based on the default weather effects of the engine.

That’s it for now!

leaves

See ya!

Aeternial – A never ending tale

There were calm days. The world used to be happy back then.

Somehow, humanity achieved prosperity and stability. Poverty was a fairy tail.

The peace flourished through the land of Kaht, and smilles used to be seen on kid’s face.

Unitil the Fluctuation has come…

Nature decided that humanity was no more needed, and so the extinction started.

The ground opened under our feet, and the planes started to reverse.

Earth, rock, fire… even shadow rised from the ground.

Our ancients who used to be here,  now lay beneath us. The world they lived in, collapsed…

But we survived.

On the center of the continent, the most unlikely town still persists, Aeternia.

Rumours say an elder magician lives there, and by his power the ground is still safe.

But even the strongest magician is not eternal. As his powers are used to keep a little piece of land for the people, he becomes weak.

On the road, people say he’s waiting for a hunter. A strong explorer capable of uncovering the mystery of the calamity and bring joy to the world once again.

Now, adventurers, merchants, families scatered around the world… every single person with the smallest hope to live, walks the ever changing grounds of Kaht.

To find a little bit of peace before the end, to see their beloved safe once more, and even to try their luck on the magician journeys.

We walk for the future, we’ll live on…

Will you come with us?


Alright, so this is a synopse of the main project game, I have to publish something for the early project topic on RPG Maker official forums.

Hope you like it.

Cheers!