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As always, I've been meaning to post this for a while but I kept procrastinating and here we are. Update is coming along well, I'm actually really, really happy with how things are shaping up. I also happened to add something to this update that's holding things up a bit, but... it happens. Render wise I've done noting new, outside of Laura's scene and all my work has been focused on MZ. To reiterate, I've rendered nothing. Don't ever say Dope isn't honest!

Anyway, what's ready? Honestly, almost everything. I legit only have a bit of dialogue to add and I'm done with MZ work. Or that's how it was, but I got to the last part of the quest/event and I've somehow gone off on a tangent... "Every fucking time" I know, I know... But this is actually a key component of my game, or at least what I wanted it to be. I want people to enjoy exploration in my game. Sadly there aren't too many ways to do that with an RPG maker game. One of the things I came up with was making everything, or at least most things, interactive. I've now taken the first steps of making that happen. It's only Dope's house right now, but like 98% of the map, excluding empty floor, is interactive. 

Wuz that mean? For now, not much as it's just the basic setup. But as I build on the game I'll be able to add some pretty cool stuff to this feature. The basic setup is simple though, every object(so far there are 62) has an event associated with it. Each event has 5 possible outcomes, events can range from simply looking at the object to picking up various items, to spawning new events, and/or more. The possibilities will depend on the object, and my imagination I suppose. The game will also keep track of how many times you interact with the various objects, this can also be used for numerous tings in the future. For example, maybe Dryads will like you more if you talk to/interact with flowers and trees a lot. Hmmmm? The system is designed with exploration in mind so you won't be rewarded for spamming the same actions over and over. I could go on about this but I'll stop for now, this is what's been holding the update though. If not for this I'd probably be halfway done rendering out whatever I'll need by now. Ah well, still no E.T.A,  about  "a month or so".

Next update is still the combat update. If all goes well, that should also signal the imminent release of the v0.01 M version. Excited about that. Stay on the lookout!

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