Reduce, recycle, revamp!

First, I feel sorry to announce this but Eremidia: Dungeon! release will be delayed
again. The latest test revealed many glitches to be fixed. They need some attentions or else you won’t enjoy playing the game later.

Last month, the development was focused on code optimization. You know, the inner core of the game’s system is kinda hell full of messy codes, unnecessary comments, previous test leftovers… In short, it’s like cleanup and housekeeping. Also, after delving back into the scripts, I found I need to separate and organize them all so the debugging  won’t be as painful as the last time.

Aside of the messy scripts, there are some improvements in the game, especially, as always, the battle scene.
The cursor replaced with the new one, takes a form of a feather. There’s more! When the feather appoints a target, the feather turns red. This is kinda alternative of target indicator besides of the info window at top left of the screen.

Targeting now is more tricky, since some target features require no actual target to be executed. Be wary when casting skills, because once you target carelessly, you might send your Companion to attack nothing in the field.
Souki here, being drunk, slashing the thin air for all but nothing.

Some animations reworked, as well with new skills. In this version some characters will have new abilities, replacing the existed one. Andy Landwalker won’t deal as much damage as normal when in Rave Off mode, Marvel can move when Playing Dead, Vent McGraves can heal himself while Drinking, new Villeta Nightwish’s spell set and Lyka’s passive ability, and many more.

Of course, enemies got new skills set, too, but you can find them out later in the game. They won’t lose every of the battle that easily, and they will do their best to give the Frog King and his Companions a hard time in each encounter.

Here are some samples of the skill sequences as well with new animations.

The Companion Status screen revamped, too. New icons added to present the designated stats. Not much changes, but it’s better than nothing.

Talking about the database, there is major balance in Companions and enemies stat, and I decided to raise the rate for HP and MP from 3 to 7. Although it has been tested in latest test, it still needs a tweak to balance the overall game.

Perhaps the Quest list is mentioned less than any other features, but there is a plan to expand the side-quests into several part, and each of the side-quest has handsome reward to be noted. Some will give the Frog King a mere gold, or items, meanwhile some will give him Craft Item recipe and even unlock a new Companion. I promise, each of side-quests will be rewarding.

That’s all the log for now. Ensuring the game works well, safe and sound is a serious deal.

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.