Sunday, August 21, 2011

Storyline Minor Overhaul - Update

Hello, hello.

I've made the necessary revisions.  The weird complication was with the wiki itself not allowing me to make the edits reflect into the wiki page itself.  Thus, I have a doc file with the revisions and added 2 new summaries in the Bulletin Board thread.  Once this set of 4 are done, we are ready to do the Westrom events~. 

No rush on your end Trass.  Take your time : )

@Osric: you may want to review the Bulletin Board thread on the meeting of Naraku.  I've added new content to that summary.  Or was that mine to work on?

@All: I've entered in the recruitment of a Blacksmith and Item shop PCs/NPCs during the Naraku intro event.  Something to collab on to determining type of char and if need sprites and face expression sheets made. 

Tuesday, August 16, 2011

Storyline minor overhauls

Yup, with the latest changes while making the dialogues, I began to realize how confusing some of the storyline has become.  Primarily specific chars at specific times.  So, I'll be messing around the storyline wiki page in the next few days making corrections before posting more summaries into the Dialogue bulletin board thread.  :3

I've also been playing other games for any new and exciting storyline mechanics, POVs, etc.  Lately been playing some Agarest War Zero, Elder Scrolls: Oblivion (waiting for Skyrim to come out this Nov. *w*), Starcraft 2, and the free trial version of RIFT.  The CP system is used in AWZ, though Oblivion is too much of a beast for some of its content, but SC2 and RIFT may provide some situational events that push for dialogue cut-scenes and encounter cut-scenes.

Sunday, August 14, 2011

Let's Call It "A Day"

Following Osric's triumph in designing the day symbols, I finished setting up these symbols to automatically appear whenever the day is changed.

Boy, was it tiring. I had a few headaches here and there trying to figure out how to make it works (since I failed like, ten times or so), but yay, nothing can beat the might of the Pepens, so it turned out pretty well in the end.

How did I do it you ask? You sure you wanna know?

I made use of the common events' parallel process. I assigned each days with a specific switch beside the day variable which stores the current day's value. The common event will turn on when the switch for the next day is on, but the common event will not execute its command until the day variable confirms that the day has changed, for example, the symbol for day 3 won't appear unless the day 3 switch is on and the day variable equals to 3. Once the commands have been successfully executed and the symbol for the day appear, the common event turns off its own switch, and turns on the next day's switch so that the next day's common event can wait for the day to change and execute its commands and repeats the process.

Well... yeah. That's basically how I did it. Did you get it? Hopefully you do. If you don't, you're not worthy of being a Pepen!!! Not that I didn't doubt you're a Pepen in the first place anyway, so it doesn't actually matter.

There's another thing, however. This way of doing the day changes will ONLY work IF you start the game from the beginning. I can activate the day change symbol feature in-game using an NPC but that means the player with old savefile will have to come to this NPC and talk to him to activate it. So I made a Shimotsukin in Mt. Gaburiera so the player have to talk to it to activate the sumbols. It was so nonsense. It is not long after that did I realize the nonsenseness of this approach. Why didn't I thought of using the PARALLEL PROCESS like how I do the day changes? So I went and create a new common event that activates when the player's 'day symbol active' switch is off. It simply turns the switch on, and then it will automatically kills itself after doing that since the switch is no longer off (so the common event cannot take any more actions). I might delete this common event when the game's done though (like, 100 years from now? /shot) since it's really not clean and I'm afraid it'll slow down the whole game's process.

...You're following aren't you? Well, are you? I went through all the trouble to write these down to explain it all so you better do! /thrown into the nearest river

You want proof? Here's the proof.


We have Osric's beautiful touches to thank for all of this =w=

On another note, I was thinking it'd be nice to play some kind of SE that differs for each day. Maybe some short melodies? Tell me if anyone have any melodious SE that can be used for the days. And yes, we'll be needing 14 SEs.

If you wanna see the day changing symbol for yourself, you can update the game. I uploaded the symbols just now =w=

Wednesday, August 10, 2011

A job is done ^^

So, what's this about?
Simple enough... the game has a day system built in, basically the days do pass by, even if they don't change anything story-wise, and each day has a name, like in the real world, and similarly the names come from those of ancient gods, in this case the Wills of Ar Ciel.

But how to make it simple for a player to know what day is it?

Yeah, save points tell you which is the current day but that's hardly enough.
The idea was to come up with something to make it easier... like a symbol for each day, a mark of the patron Will of the day that could make it easy to tell days apart....
And that was actually the first task that I wanted to take upon myself in the development. (did you know that, eh? Eh? XD)

I did come up with something, but I missed the point entirely, after all difficult mandala-like designs weren't going to cut it (even if Saori's work on Salapator's one was still very epic), but as today I can say that my mission is over.

The Wills have their Glyphs!

I'm pretty happy on how they all turned out, and I want to give proper credit in here to ObsidianDawn for having made the GIMP/Photoshop brushes that made it all possible. Without those things I wouldn't have made it, so Trass, remember to make a mention in the credit roll XD

Okay, now that my mission is complete I can go back to my mother planet... /is shot
Just kidding! It's not that easy to get rid of me! ^^

What's the point of knowing what day is it, you ask?
<_<
>_>
Ask to our most gracious Pepen host, will ya? /throws smoke bomb and disappears

Saturday, August 6, 2011

Spriting Thread

Kay, as you know, I've splitted my personal thread from the ARM Game related ones.
While it's true that this make it easy as two-way of showing result and get the correction of mistakes and approval when the owner thinks it's perfect... The matter at hand is, the character owner rarely checks Em pheyna... And calling them one by one really consumes energy and effort, due to my net and online time. Could anyone give a solution for this? . ^ . Putting it on Silver Horn got risk they'll be stolen.

Also, I got three skin colors currently for my sprite. They're:
Tan
Slightly tanned
Healthy pale.
Should I add for more? . ^ .
Reply within next three weeks will be appreciated. m(_ _)m

Wednesday, August 3, 2011

Ae li sEra

Hi, Aelisera here. I'm kinda new to blogging and stuffs, so... I might lost in here and there.. orz
So... As you know, I'm the *cough*main spriter*cough* /killed, blasted, cremated
Well, more like main respriter.
So... what I do here will generally lurks and stuffs! Uh, blame my university for that, ne?
Well, then, that's all!
Now time to make some pepen ste--- I mean feed the pepens...

Monday, August 1, 2011

A Midgit Reporting!

*SALUTE*

I'm LD, resident hymn crafter, brainstorm seeder, and all around instigator for all things creative. I'm also currently the temporary brainstormer for the game's Singing Hill theme. Which I will continue to do in the next few days! A midgit promises! D:

Here's to all out future work!

Tackling Mt. G.

It's hard to imagine that we're getting ever so close in conquering the mountain range that has kept the game in central Clesshia for so long.  What adventures await Yura and company over the mountain?  Dangers? Mysteries?  The questions could go on. 

To date, the scripted dialogues has Yura and party in Bellus, stuck from a rise in terrorism, causing the Clesshian General, Palsa, to order a lockdown along Clesshia's borders and issue passport checkpoints for travelers til the threat has been contained. And everybody thought they were going to get through Mt. G. finally. :3

Some people suspect the Fumeru Empire north of Mt. G. is behind the recent attacks.  Is it true, or is there something more sinister going on? 


How's that for some synopsis? lol.


Trass and I were discussing lately of having a rotation of 1-2 characters locked in the party, until enough gaming dialogue is conveyed where the player has only Yura as the locked character in the party.  This plot device will change how some scenes will occur to keep the gameplay fresher, hopefully.  Also, it helps lvling some chars beyond the 50% rate for not participating in battle for a couple of events you wouldn't think was going to happen.  I can't get anymore blunt with foreshadowing than that, lol.

Who's going to be the next set of characters to be in the rotation, you may ask?  Should I give the answer so quickly? :3

On other news, Osric's done a good job with his first scripted dialogue in the In-Game Dialogue thread for peer-review.  Other than the usual grammar checks (I get hit hard sometimes, lol...I might be lazy or something xD), I'm impressed with his growing dedication to detail of the characters and his willingness to try his own approach to the recipe card-like summaries from the Crafting Dialogue: Bulletin Board thread.  Keep up the good work Osric!  Keep synthesizing, and keep me on my toes too!  

Though I do have a curiosity now.  When to get some PC/NPC venders living in A2H?!  Have to ponder on that one a bit more. :3

Palsa, present and accounted for, I think. . .

I'll try to keep up to date with this, as you can see with my own blog, I have a slight habit of neglecting it. ^_^;
Anyway, as it was on the forum, feel free to send me PMs through my ARM account if any help is needed, and I'll try to see what I can do.