Monday, December 6, 2010

Farfalia has a sprite now!

I'm glad to announce that Farfalia now has a finished sprite! Before she was just a tiny blue butterfly. Tell me what you think of the sprite!

Saturday, December 4, 2010

Gemsinger Chronicles the Video Game Survey Part 1

Inspired by SparklingBlue's Worldbuilding question and answers, I decided to answer questions concerning the video game.

Q. What battle system are you using?
A. I'm using the newest version of the Side-view battle system.

Q. What is the currency in your video game?
A. I am using pearls.

Q. How long is the main quest? Will there be side quests?
A. The main quest will take a long time. It won't be a game you'll be in one day. There will also be many side quests. It is recommended that you tackle these side quest. In Gemsinger Chronicles, the player is given a certain amount of freedom to explore new towns, dungeons, and etc. They are able to do lots of questing and trading. It'll shape out to be quite fun I hope.

Q. How many party members will you have?
A. There will be four party members: Miresa, Bradlin, Arune, and Galia. Miresa will not have any magic at the start of the game. But don't worry... later in the story Miresa will be one of the most reliable characters as she learns magic and gets great weapons. Arune is your second party member; a magic and combat fairy (wingblade to be exact). She has a variety of magic and she can also be great combat wise. Bradlin is your third party member. Bradlin is a dragoon warrior and he will be your offensive power. He has no magic, but he's able to use warrior skills with his sword. He can heal himself with meditation but he's just not well built magia wise to use magic. He's still a great character none the less. Galia is your last party member. She is a seer and is able to heal and cast a variety of magic. Don't combat with her... take advantage of her high MP (Magia points) and use spells with her. She has low defense. So be careful with her.

Q. What's the world map system like?
A. My world map system is a "Select where you want to go" system, which I believe suits the game well. Unlike the overused, everyday "walk where you want to go," Gemsinger stands out. Of course, you can't travel everywhere in a click. You can't go from Telrain to Selance. You have to travel to the Forest of Dawn which is in the middle of them. You can't travel from Selance to Brightleaf without going through the Outpost Fort Indigo. But to make up for that, there are going to be teleportation mages who will let you use their crystals for a reasonable amount of pearls. Traveling from Fort Indigo to Telrain would be a low about of pearls while traveling from Fort Indigo to a far away city would cost more. It's about distance.

Q. Will the game be hard?
A. Gemsinger will be hard at times and easy at times. I might make a "Easy Normal Hard Choose your difficulty" setting. I'm thinking about it at least. If I do make it, then it'll be easier to balance out the easiness and hardness in the game. Infact, players who want challenges can take Hard mode. This doesn't mean easy mode will make Gemsinger the easiest game ever.

Keep watch for more questions coming your way.

Friday, October 1, 2010

Gemsinger Explained (Will update this as work progresses)

Gemsinger Chronicles The Video Game is based off of a novel written by a talented fantasy writer named SparklingBlue. Here I will be explaining Gemsinger and how it works.

Alright, first let's get into some features of Gemsinger.

Geography: Now I have a rough draft world map which can be found here http://i884.photobucket.com/albums/ac49/moonlightstars430/WorldMapShokiyu.jpg
Note that this may not be the official map.

Battles: Battles are fought using the Side View Battle System, which resembles the Final Fantasy style battle system. There are many features of the battle system, which I will describe below.

Enemy Levels
This is a new feature I added a few days ago. Enemies will have levels, just like in Tales of Symphonia Dawn of the new world. Or even like Pokemon, where you want to keep your level near your enemies so you can stand a chance against them. Gemsinger enemies will be around the level you are. Train if you need to, so you can be at about the level as them.

Instruments
There will be instruments such as Arune's chimes which will aid in battle tremendously. Arune's chime attacks can raise the status of your allies and inflict status effects on the enemies. I will program other instruments which you can use to defeat your enemies. Miresa will probably have whistles or so. I will update this as I go along

Ability Symbols
Ability symbols will serve as an equip slot for your party. You can set Ability Symbols which will do various things such as raise the status of your allies or prevent your ally from getting inflicted by a certain status effect. Ability Symbols may also heal you little by little during battle as time goes on.

Note: I will add more to the battle system post after I get more features added into the battle system. Next I will be explaining my World Map System

World Map System
This is a unique world map system that I'm pretty sure no other Rpg Maker out there has. (Over the millions of Rpg makers out there in the internet, I could be wrong. But I'm pretty sure that no one has thought of this yet) Anyways, the map system is a "Select where you want to go" system. When you enter the map, you will only be able to travel to the places close to the said place. For Example, you cannot just move from Telrain all the way to Selance. The Forest of Dawn is in between the two, so you must travel through the Forest of Dawn to get to Selance. But once you get farther in the game there will be a teleporting shop that will open up in your city or outpost that you can visit. Inside there will be a mage you can talk to that will teleport you to other cities. I'm deciding whether or not to make you pay. I probably won't in the end, since money could be spent on more important things like supplies, weapons, and armor. That's all I have to say about that, unless I add in a new feature.

Dungeons
Now I will explain to you about dungeons and how they work.

Obstacles
Dungeons will have some mazes and etc. you have to complete to get through them. So they will come with a challenge. Not all obstacles will be mazes. There is also Boulder Pushing, and in an elemental dungeon, Miresa is required to learn a certain spell before she can continue on. She will learn it once she is required to go into the dungeon, this is only to prevent you from going into the dungeon early, and to add more fun into the game.

Enemies
Enemies will appear by on-screen encounter. Which means they appear as a sprite on the screen, moving throughout the dungeon. If you run into one, that means battle. I know most of you despise that overused random encounters. It's no fun if you can't go through the dungeon without all these surprised encounters. And with the on-screen encounter, you will be able to avoid the enemies if you are low of health. There is a variety of enemies in every dungeon. As you progress in the dungeon, you'll find stronger enemies. They will be at a higher enemy level than that ones at the beginning of the cave. So as you progress through the cave, you'll gain levels and you'll fight stronger enemies throughout the cave, adding challenges and interest. Personally this was my favorite new feature in the game, I'm quite pleased I thought of it while setting up my on-screen encounters, which enables me to do that stronger enemy feature.

Healing Orbs
When you enter a dungeon, you'll probably see a glowing orb at the beginning of the cave. That is a healing orb. They are crystal spheres filled with healing magia. They will completely heal your party up so you don't have to travel all the way back to your city if you are low of health. Healing orbs are usually located near the entrance of the cave, or at a checkpoint, or near the place of a boss battle, so you can heal before fighting the boss.

Supply Orbs
Supply orbs contain things like foods, waters, and other supplies that heal you or buff you. Make sure you have money on you, as the supplies aren't free. They'll cost just the same as on a store, so it's pretty much a store in a dungeon. These are located at a Checkpoint, or right before a boss battle, which allows you to prepare for an upcoming fight.

Checkpoints
You've probably read the word checkpoint in my earlier posts. Well here's that they are. Checkpoints are located usually in the middle of the dungeon, or at the place right before a boss battle. They'll contain a healing orb, supply orb, and they'll be isolated from enemies, which means you are safe inside of them. Enemies may wander into the checkpoint, but that's really unlikely since enemies will be programmed farther away from the checkpoint, allowing some space and safety in the checkpoint. Checkpoints will be in a room which is shaped like a square or rectangle. You'll probably know it's a checkpoint if it contains a healing orb, a supply orb, and is in a rectangular room. You'll know a boss battle is coming up if you see a checkpoint or an isolated healing orb near the end of the dungeon, or even at an unexpected place. Checkpoints are very useful because they contain supply orbs, healing orbs, and an enemy free zone. They are a great place to train as you can always travel back to the checkpoint to heal.

Stay tuned, more will be updated soon.

Wednesday, June 23, 2010

Ready for Gemsinger

Well I've practiced two drafts of Tales of Elements. And now I think I'm ready to go back to Gemsinger.

I've already mapped Telrain.

Sunday, June 20, 2010

Battle Test

Did I say scrapped? Anyways I fixed the little switch bug. I can't scrap a project I've been hardly working on for the past month.

Well here's a video of a battle in my game.

http://www.youtube.com/watch?v=rR9jiSuQq3g

Friday, June 18, 2010

Battle

There will be a battle vid up soon.

Wednesday, June 9, 2010

Gamer's Block?

Well I decided that my original storyline had to be scrapped... so I'm going to have to make a new story for Tales of Elements.

I think I speak for every creator out there when I say that making the beginning of a game or writing the beginning of a book is a difficult thing.

I just don't know where to start.

On the bright side. I have updated my battle system and I wasn't just sitting around while thinking of a story. I was also adding scripts, music, and characters.

Tuesday, June 1, 2010

Why I put Gemsinger aside?

Well if you were wondering why I haven't been working on Gemsinger... well...

I've been determined and excited to make the Gemsinger Chronicles into a game. I've made three drafts of Gemsinger but ended up scrapping all of them, because they just didn't make the cut. I then realized that it was going to take some practice to become an expert and build a full game fun, exciting, and challenging.

It has been decided that Shokiyu was going to be rebuilt. And during that time period it's difficult to actually work on the game without much info on the world. So I decided instead of sitting around doing nothing during that time period, I should practice so that when Shokiyu has been rebuilt to a point where I can commence on the game, I'll have more experience and the game will turn out top-notch. So I made Tales of Elements where I'm practicing and testing out scripts, Battle systems, etc.

So yeah... I'm definetly not giving up on Gemsinger Chronicles.

The Chosen Battle System

Well I thought about it and I have chosen the Side View Battle System. (The one used in Gemsinger Chronicles)

And the Screenshots are in!

New modern city look to a town.
An abandoned house available later in the game.
Lady explaining where Slash went.
The side view battle system for the game...
Helping Slash out in the forest...
Jack, Slash, and a whole bunch of slimes.
Jack and Slash back in the city.
Curing the mayor's illness.
A rainstorm caused by the legendary warhero Midnight.
The menu screen.

And that's all I have for now...

Sunday, May 30, 2010

A picture of a new town and characters


Possible new town and four characters.

Thursday, May 27, 2010

Concerning the Battle system

I will be hunting across the internet for a fine, well thought out battle system for my game. I will try to avoid using the side-view battle system and I'm definetly not using the default frontal-view battle system. Anyways... have an idea for my battle system?

Leave a comment below sharing your opinion and ideas for my game.

This blog was left in the dust...

Ok. My computer broke down. That's no excuse for me to give up on my game. In fact... I'm going to start fresh on tales of Elements.

Any ideas or questions about the game? Leave a comment, it would help alot.

Sunday, February 28, 2010

Side View Battle System

I decided I really was going to use the side view battle system. All I need to do now is learn how to program skill animations for the attacks and fix that major bug in the Side view battle system!

Monday, February 22, 2010

Issue with the Battle system

I used to like this battle system alot... but now I'm thinking I should use a Side View Battle system that way I can add more scripts and effects to the battle system.

Tell me what you think...

Real time battle system like in the picture, or Side view battle system with cool effects?

Welcome to PhoenixLegendMoonlight


Here, I will be posting updates about my game where you can see.



Here is a little picture of the battle system.