Wednesday, June 1, 2016

Current state of Heroes' Life:

I'm going to start this blog in situ. I've been working on the framework for about a month, and I can't really backpedal and make a blog post for every milestone I've accomplished thus far, so here's the cliff notes version:

  • The game was started in RPGMaker VX Ace, but was ported to RPGMaker MV so it could have mobile support. This implies a lot of the framework is provided for me; items, skills, enemies, a basic combat system, a complex eventing system, etc, are already present.

  • You can start the game, select a character sprite to represent you, and rename your character.

  • There is an introductory sequence that teaches you how to move around and interact with objects, as well as the basics of combat. The sequence contains a little ghost I sprited and that I am inordinately proud of.

  • There is a combat system, mostly based around Yanfly's version of RPGMaker's default combat. There are about two dozen enemies, most of which are currently inaccessible and are missing their skills.

  • There used to be about 30 skills, but they died in the transition over to MV and haven't  been re-implemented yet.
  • There used to be three completely functional dungeons. They are still mostly complete, but they are untested and inaccessible in the main game.
  • There are a plethora of items ported over from the VX Ace version. They are mostly inaccessible until the shops are re-implemented.
  • There is a system in which you report what chores you have done, and it gives you XP and Gold for doing them. It is completely functional, but kinda ugly.

  • There is a system where once per day, you can complete "Daily tasks" that increase your combat statistics. If you don't do your tasks, you risk lowering these stats. It is completely functional, relying on the system clock.

That's all I can think of for now. Now future blog posts can give incremental updates to my progress as I continue.

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