Devlog September: Trappers, come forth!

Eremidia: Dungeon! is ready to release but the final module implementation takes more time than it was supposed to be. The Multilingual support, which is basically a language mod that allows people to translate the game without hassling the entire system of the game, took more than a month to be implemented. Well, we have our IRL jobs and courses to do…

Also, I’d like to share my friend’s game, which gained good reception in rpgmaker.net (RMN). Check the Another Eremidia Dungeon: Skyward Temple, created by TheoAllen here!

Well, in this devlog I’d like to introduce the Trap system, which enables the fighters to place traps, wards or something like Smoke Screen. There are characters and enemies who make use of traps in battle, so implementing this system is a must. One of my wishlists, too…

Just before the Act 1’s release

Eremidia: Dungeon! version 1.2, which is the turning point of previous versions, is about to be released. Currently the game is in proofread and spelling checks as the main concern from the previous ones are improper grammars and spelling errors.

So far and currently there are about 50 characters, either has been added into the game or hasn’t been yet. Well, I’ve compiled their sprites in a single file so you can see the casts of this community project.

And of course, more are coming and still in the waiting list. Aside from the existing characters, you might notice some new characters, including Theodoric Allen, Richter Heimsdel, Jack Valor, and those new faces you haven’t seen them before. Well, perhaps you can spot your favorite character there, right?

Anyway, the last phase of development, but not the least, is the implementation of Hit Effects. Some of characters and monsters’ attacks will causing a slow-motion effect (or much more like a screen freeze), like in old-school fighting games.

Well, that’s all for now. Stay tuned for the updates, fella.

Cheers~

Some news from local event

richter_h is here, back from the crowds with an update. No, not about the devlog of Eremidia: Dungeon!, but the news from the recently held event in Institut Teknologi Bandung (ITB), Bandung, Indonesia, and held by http://segitiga.net.

Well, I went to the monthly event last month, where some of the game prototypes are shown in casual, cozy and warm way. Of course, I took the prototype of Eremidia: Dungeon! there, and that was one of some prototypes shown in the end of April, which were awesome indeed.

The receptions of the Eremidia: Dungeon! prototype itself are good enough, and received many feedbacks. Of course, the system itself isn’t the main attraction when in the exhibition–the storyline and concepts are gained some good receptions and some feedbacks, too.

And the news is here, written in Bahasa Indonesia, of course. Don’t bother with the line that explains the first part of the game; actually the game will be released fully (that means, part 1 and 2 of the whole storyline in one game)

http://segitiga.net/news/game/eremidia-dungeon-prototipe-dengan-grid-battle-system

Time to go back to the workbench and working on some papers, then. Stay tuned for the next updates!

Grid System prototype #2

This one, I feature characters from friend of mine, TheoAllen. Feels like playing other games instead of Eremidia: Dungeon!…

The first prototype resulted in many glitches found and a fatal bug discovered, so I built the second prototype to fix’em all as well with testing the performance in-game. So far, when benchmarking I hit 85% in performance but the playtime in battle increased by almost 100%

Video describes more than a thousand images, with sound, of course.

Eremidia: Dungeon! — The Grid System

A week of prototyping and messing with codes… Good thing that I become more familiar with Ruby.

The E:D!1.2 will implement the Grid System, as you can see in Cruna Aktrid game (made by the fella, wltr3565) and inspired from Mega Man Battle Network. Implemented Attack Range and Area-of-Effect for more tactical purposes.

The battle now have ALL the sexy…