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 Paragons: Year of the Ebony Crown
#39
BUMP to Build
1.000



There have been some improvements to the earlier 0.82 Revision, and for the most part, all the early basic needs of the game are now finished. With that being said, I wanted to go ahead and review the earlier revision and see if anything has changed.



* No more snakes – My wife is terrified of snakes, and I just found that there are four snames in the resource packs. So, unfortunately, I will NOT be adding any snakes on this game.



* Hundreds of monsters and monster variations – each with varying weaknesses special attacks, skills and more

* Animated battlers in a Sideview Battle System,

* Faction and Guild Rankings for expansions in NPC immersion, as well as getting the backing you need for your fight against the Khan!

* Evented Non-Tile landscape, buildings and structures, with a tile-based collision detection system, in an active map for better 2.5D immersion than typical Ace mapping.


( expanded to Parallax Mapping, Non-Tiled Pre-Renders, with parallax and overlay mapping)

[Image: rendertest001_zps2n0fn0aj.png]

(Not to scale - Actual map image 1440x1440)



* Expanded Database – thousands of items at your disposal. Books, recipe items, key and gyph items, teleportation gems, and more!



* over 300 locations to discover through a fast-travel world map. Caves, Dungeons, Old Temples, forts, and more are accessible through storyline, and by discovering their location through study.



* Quests, quests and more quests – over 150 storyline and 75 sidequests to complete along with the storyline main objectives

* Recipies and Training – With the Open RPG style, spend a session mining, harvesting, digging in archaeological digs, training stats, and more!

* Great Music Soundtrack, using music straight from the Arteria3d Collections!

* All monsters and actors now utilizing Galv's Animated Sprites and Yanfly Battle Engine Ace for 56 frames of animation per battler.

* New Message System and Codes using Yanfly Message System

* On-screen Mouse-controlled GUI features.

* Multi-drops – Sometimes monsters have what you need, other times they don't – Monsters have certain specific percentages for items to be looted.

* New Experience System! - Takes longer to level, embracing the long-held idea of long table-top campaigns. You feel like you've earned your level, you don't blink and are instantly level 10

* Cheat Codes – Once the game is released, a new general cheat code will be released weekly that will do awesome things for your game. Add specific characters to your party, show all the locations, get special item packs, and more! The idea is that over all, we plan to introduce eighty cheat codes over the first year and a half. However, if you think this is a quick 'Cheat to Win' code, be forewarned.. cheat codes will brand your particular save-slot with the CHEATER monicker! If you cheat, a script is planned to keep you from advancing beyond level 80 in game, and any game credit screens will show your character as a 'cheater'

* Attacks are now a part of a skill group, and weapons bestow their skills on players.
*  NPC Dialogue System – All attempts will be made to create a conversation engine with Paragon to allow for unique dialogue depending on factors like; character leading party, faction and guild rankings, level, and location.

IN ADDITION - New Advancements
for Build 1.00

- HUD Display
In addition to the mouse buttons and mouse driven GUI for the system, there will also be an active hud, thanks to Moghunter's Ultima Hud
I will working on rendering a 3d looking display ala Diablo to house health pools and talent pools, along with a portrait of the character, known equipment, a revision of my game events log, gold, map locations, experience tables, and levels as well.

- Frankenspriting Success
While I still will be limited to less than 20 starting characters with variations from there, I'm please to announce that there ARE a few frankenspriting possibilities that worked out well for me, and because of suck I was able to frankensprite a few more Galv battlers. If I'm successfull, I think I should stick with 16 starting character possibilities and work my way out from there. As it stands I still have it set for up to a four member team, with NPCs available to join either through quest or through hiring.

Quest Screen Success
I switched my questing mode out for modern algebra's quest manager called Quest Journal 1.03 for RPG Maker VX Ace

Tilesets - Moving into the Real!!! (or rather pre-rendered)

As everything from the main game will now be parallaxed and overlayed, I will be changing passability to either be based on a single A4/A5 tile with tileswap options to allow for specific needs depending on the passability. This will allow for all 12 passability settings to be set for each map and such. Looking for PK8 for his latest version of Editor Tiles for VX Ace, so I can just keep the items in Editor and delete them from being visible in game. What I may do is ensure that ALL A-Layer tiles are invisible in game, and use them all to correctly map out my editor tiles, since I won't be using autotiles, going for a painted terrain look instead.








Also, wanted to give a shout out to : Yanfly, Glitchfinder, Falcao, Galv, JVMaster, Moghunter, Tsukihime, KilloZapit, TheoAllen, modern algebra, FenixFyreX, PK8, Seer UK & OriginalWij, Dervvulfman, BountyHunterLani, and Kain, with all their help thus far.

Big shout out Graphically, to Arteria3d, who will be supplying most of the models I'll be using, and PVGames for the rest.
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
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Messages In This Thread
Paragons: Year of the Ebony Crown - by JayRay - 09-02-2012, 12:28 AM
RE: Roguehaven (RPGVXA Rehash) - by Ahzoh - 09-01-2013, 05:10 AM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 09-09-2013, 09:33 PM
RE: Roguehaven (RPGVXA Rehash) - by trexrell - 10-15-2013, 02:21 AM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 10-19-2013, 11:09 PM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 11-04-2013, 02:28 AM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 12-19-2013, 08:03 PM
RE: Roguehaven (RPGVXA Rehash) - by JayRay - 01-23-2014, 03:44 PM
RE: Roguehaven (RPGXP Rehash) - by MechanicalPen - 03-31-2014, 07:47 PM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 03-31-2014, 11:43 PM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 04-12-2014, 03:52 PM
RE: Roguehaven (RPGXP Rehash) - by DerVVulfman - 04-13-2014, 09:10 PM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 04-14-2014, 05:16 AM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 04-27-2014, 02:13 PM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 10-02-2014, 06:07 AM
RE: Roguehaven (RPGXP Rehash) - by greenraven - 10-02-2014, 06:09 AM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 12-06-2014, 11:46 AM
RE: Roguehaven (RPGXP Rehash) - by JayRay - 12-13-2014, 04:37 PM
RE: Heroes of Roguehaven - by JayRay - 01-23-2015, 03:38 PM
RE: Heroes of Roguehaven - by JayRay - 01-25-2015, 04:24 AM
RE: Heroes of Roguehaven - by JayRay - 02-27-2015, 05:56 PM
RE: Heroes of Roguehaven - by Miharu - 02-27-2015, 10:07 PM
RE: Heroes of Roguehaven - by JayRay - 03-01-2015, 12:29 AM
RE: Heroes of Roguehaven - by JayRay - 03-09-2015, 10:29 PM
RE: Heroes of Roguehaven - by JayRay - 04-17-2015, 02:20 AM
RE: Heroes of Roguehaven - by thephantom - 04-18-2015, 05:44 AM
RE: Paragon - Book I: Heroes of Roguehaven - by JayRay - 09-06-2015, 03:57 AM
RE: Paragon - by JayRay - 01-19-2016, 06:54 AM
RE: Paragon - by DerVVulfman - 01-25-2016, 01:54 AM
RE: Paragons: Year of the Ebony Crown - by JayRay - 12-20-2016, 06:56 AM

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