Thursday, December 5, 2013

Have not made a post in awhile.

I know I've been away for awhile. I ran into some major scripting problems due to rpg makers limitations and I have not found a way around them. Needless to say Terra Monstra is on hold for the time being. I'm working on switching it to the unity engine which will give me a lot more room to do what I want. I'm not a graphic artist so I'm limited on resources for the time being. I do enjoy working on rpg maker so I'm looking at starting an new project similar to the rune factory series.

Monday, July 8, 2013

A small update. I adapted Moghunter's animated Titlescreen to use as a Gameover screen.

You can find it HERE.

Friday, July 5, 2013

Monster Island: Terra Monstra

Story Synopsis.
The King has sent you to a remote chain of Islands known as "Terra Monstra" to govern and tame the land. It is said that somewhere on one of the Islets there is a massive dungeon where a huge creature lives that has been terrorizing the neighboring countries for a long time leaving death and destruction behind in its wake. Your mission: Locate this creature and destroy it to bring peace back to the surrounding lands.

 Hardships await as you build up your village and upgrade the buildings to produce various materials. You will also have to build science facilities to recruit scientists to build up research points, to gain access to new technologies and weapons/armor. Many dungeons await exploring, and inside them you can rescue people who have been trapped or tame monsters to help you gather resources and fight for you.

World Development. 
Terra Monstra: The land of Monsters.
The Start of your adventure will give you an Idea of how the character you have chosen (Male or Female) actually gets to the Island which is where most of the game takes place. The King; after hearing rumors of the location of a creature that has been terrorizing the countryside has sent the player to Terra Monstra to investigate and deal with the menace. Upon arriving on one of the outer Islands where an outpost has been set up you will begin building on to it adding homes for recruitable characters and creatures who will help you build up resources to gain new buildings and items. Many dungeons are spread out and you can choose to either send an automated group to explore them collecting a minimum amount Items and resources along the way or you brave the dungeon yourself with your chosen companions and reap greater rewards for a thorough search. Choosing the later will also give you the benefit of finding creatures who will want to join you.
For the building aspect of the game you start with basic structures and may recruit scientists that will research new upgrades and technologies for you.

Building Types 
Houses will provide you with a place for your companions and creatures to rest. 
Shops will allow you to purchase Items that you have researched. 
Resource buildings will allow you to gather materials such as wood and ore and build Labs for research.
Decorative structures will provide a bonus to your companions depending on what type of structure
You can also create paths between buildings for visitors to travel on from other Islands and countries via your docks. Which will earn gold.
Screenshots. 

Capture.png

Capture2.png
When you place a building depending on the type a recruited character will move in
and begin working in the surrounding area.


Capture4.png
The building menu shows a description for each choice selection.


Capture.png
Animated Sideview Battles


 

Sunday, June 9, 2013

Just Released another script which will allow you to put a new command on the title screen which will lauch a
webpage with the player's default browser.

Link to the script:

HERE

Sunday, June 2, 2013

Just an update on a couple of projects I'm working on.

Adventure Haven: Put on hold currently. I've decided this game will go commercial. I've completed my menu script for the most part though I will not be releasing it to the public until after the game is finished. I'm pretty much gutting the game to add custom graphics instead of the standard graphics you can find available on the various resource sites. So the screen shots on my previous post about this game are not what it will look like for the most part. The reason I decided this is I can do a lot potentially if I use my own material. I've been practicing pixel art for a couple of weeks now off and on and I think its time I start using that. This game will be on hold until I'm satisfied with my graphics.

Winds of Fate: This game is mostly complete other then a few bugs I'm trying to smooth out. Also I still have not been able to fix the issue with xas using a companion AI Follower that will fight and heal you if it has the ability. My OCD is kicking in on this one and I'm not satisfied with the way things are going on it so I've put it on hold until my scripting knowledge is good enough to figure this problem out without help.

Monster Island: Terra Monstro
I started working on this project a few days ago I was playing around on bluestacks with a couple of Kairosoft games That I have on my android. I thought to myself "Man these games are so fun and addictive, I wish they would release some pc games like this." For those of you who don't know Kairosoft is the company that makes games like: 
Game Dev Story
Dungeon Village
Ninja Village
Beastie Bay
Epic Astro Story

These 5 are my favorites. I've played them over and over and never get tired of them. For a full list of Kairosoft games click HERE.

Anyways I was playing Beastie Bay which is Kind of a cross between Pokemon and a city builder game.
You start out on an Island with just yourself and a pet that fights for you. You have to build houses and collect resources for research to unlock new buildings and items. You explore different places unlocking new ones as you progress. The coolest feature is that when you battle a monster and the enemy is weak you can throw bait at it and recruit them for your village. You then build them a house and supply them with trees or a farm and they will get resources for you. After playing for a few hours I thought about features I would want in a game like this for pc and so Monster Island: Terra Monstro was born in my head.

I have combined my Building system from Adventure Haven and an alteration of my menu system from winds of fate to start making the game.

Potential Problems I can see are going to be a challenge for me and will stretch my brain pretty thin. One in particular will be creating the battle system from scratch. I have not tried scripting a battle system yet but It will be a learning experience for sure. The game itself will not have much of a story line similar to kairosoft games but will focus on building and collecting creatures and heroes for your Island. There will not be a time limit like in all kairosoft games but there will be a final boss you can fight to "Beat" the game. Once this boss is defeated your save data before this point can be used to create a new game with bonuses and a higher difficulty level or you can continue your game and use achievement reward points to purchase a clear state that will do the same thing. I've considered an ISO format for the maps but for now I will stick with the normal view. As for the battle system I'm considering making it like beastie bays or I may make it similar to a final fantasy game. I haven't really decided yet. Then again I really like dungeon village's battle system but I'd run into the same problem with the AI part of it. We will see where it goes I guess. I'm posting some video links below here so you can see the different games if you don't know what they are.


Dungeon Village


Ninja Village




Beastie Bay


Friday, May 10, 2013

Thought I'd try my hand at some pixel art today in the hope of replacing characters in my game with original characters made by me. Just as a rough draft I tried to sprite Kirito from sword art online. I think it turned out ok..




It is based on this picture cept without the sword.



With the release of my first two scripts, I've come to the realization that I can accomplish a lot more in my game project the better I get at scripting. Adding my own custom logo screen to my game gave me a deep sense of pride. Currently I'm building a new menu system which is slow in the making since I still need to look up certain keyword meaning and functions constantly (granted not as much as I used to). The menu system will be called: DKP Menu Ace. Its not going to be like most menu system scripts. It has all its own graphics and unlike other menu scripts doesn't just change the command window. Its a complete menu system overhaul including all scenes. Items, Equip, Status, Skills, Quest journal, encyclopedia All animated and Icons for the names of items, stats, etc... Also will have the options to display custom colors for Item names like if you wanted to change the color for quality and will be able to display a custom picture for the items. All the graphics draw from custom folders as well with my cachext script v2(new features included) which I haven't released yet. The reason I did this was as to not clutter up the system graphics folder so for people like me who have a lot of custom character sprites and pictures, backgrounds, etc... you won't have to scroll down for ever in the editor to find something. it just makes it easier for me. The menu system also is configurable to add your own scenes and commands and has the option to disable the ones I've placed.

A long with all that I'm also working on upgraded logo script that uses a bunch of .png images to animate the logo. Sounds like a lot to take on and it probably is but since I'm getting used to scripting now its actually pretty fun to do.


Winds of Fate is almost ready for a demo release. I haven't posted screens for it yet but I will get around to it. Its an Action rpg using the XAS action system and Features a solitary character along with a pet "Ala" Azure dreams style tower crawler. Expandable player home and all. I've almost got the pet working as a combat partner though I'm still having issues with it that I am trying to figure out. I'll release pics in a few days when I have the time.

Anyways thats all for now. Just updating on my current projects.