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TIGSource ForumsCommunityDevLogsChronicle of Ruin - Ogre Battle meets FFVI
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RuinousA
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« Reply #20 on: May 05, 2016, 08:39:23 AM »

Apologies about the prolonged silence here, been a busy week! Got some good stuff in on the campaign though: class introductions!

The Soldier



The Scout



The Disciple



The Mage

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« Reply #21 on: May 05, 2016, 10:12:05 AM »

Hey, your game looks fantastic! With the level of quality and depth your game has, I would think your kickstarter would reach its goal quickly. I was entertained by your trailer - it was awesome! Maybe if you voiced over what you're trying to do and why you needed the help that could inspire some backers to open up. You have a lot of interesting information about the game at the bottom of your Kickstarter. Most people on Kickstarter are probably just browsing casually and watching videos only. You have to make it easy for them! I think if you at least voiced over your intentions and told them what you want to do next, you could get to your goal quicker. I sent my support- Good Luck!
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« Reply #22 on: August 15, 2016, 06:22:29 PM »

Well, I haven't posted here in quite a while and really want to get back into the habit of it, but I can't seem to get past the impediment of deciding what to start off with when there's been a fairly substantial amount of work done since I last posted. So, I'm going to dump some of the big stuff here for now, and work my way through the nitty-gritty of them one by one moving forward. As always, feedback on anything and everything is greatly appreciated.

Day/Night Cycles are in





Character-Unique Cutscene Dialogue has been added
(Not as in "Each character has their own lines during cutscenes", but as in "Cutscenes and dialogue events change depending on which character you initiate them with"



Character Art Updates

Ranging from minor tweaks and adjustments, to completely new sprites, animations, portraits, etc.



(to point out a few of many)

The battle UI's been updated, the aggro system is fully implemented, and I'm cycling through the old battle backgrounds to upgrade the art and add night variants



I'm also in the process of working through the old tactical map art to increase the quality and diversity of terrain and decoration throughout levels



There's also been a good bit of vertical progress, which other than stages, also means fleshing out the next round of classes



Beyond that, the crafting and sidequest systems are in, there's been a ton of more minor QOL updates in mechanics, UI, design, etc., and an enormous amount of bug-hammering. Put all this together, and the game's pretty much into the alpha stage of development -- all the moving parts are working great, now its time to pump out some more content. And, I promise I'll start posting here with updates more frequently. Gonna try to work through everything here one-by-one in a more detailed fashion on a daily basis over the next week or so, so please feel free harass me here or on Twitter if I don't.

Hey, your game looks fantastic! With the level of quality and depth your game has, I would think your kickstarter would reach its goal quickly. I was entertained by your trailer - it was awesome! Maybe if you voiced over what you're trying to do and why you needed the help that could inspire some backers to open up. You have a lot of interesting information about the game at the bottom of your Kickstarter. Most people on Kickstarter are probably just browsing casually and watching videos only. You have to make it easy for them! I think if you at least voiced over your intentions and told them what you want to do next, you could get to your goal quicker. I sent my support- Good Luck!

And here's an incredibly belated "Thanks!". Fae Tactics looks fantastic, if I haven't said so in that thread yet. Loved Valdis Story, too.

« Last Edit: August 15, 2016, 06:29:29 PM by RuinousA » Logged
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« Reply #23 on: August 16, 2016, 01:23:10 AM »

The characters wobble too much when hit if you ask me. Could do much better with a few on-hit animations.

Also the world map, is that in the game? The art direction is so different than anything else.
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« Reply #24 on: August 16, 2016, 02:56:42 AM »

Just discovered this;

I'm really happy you made an update recently! This is an absolute joy to look over. I think the art direction (and the night/day cycle, to reference your latest post) is very effective.

It has a classic vibe without being "too" old-school, if that makes sense!
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RuinousA
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« Reply #25 on: August 16, 2016, 09:29:29 PM »

More on the Day/Night Cycle


To start things off, I'm going to cut something out of a previous update to hammer out the basics:

Quote
..Beyond the benefits of fleshing the world out a bit more visually that the day-night cycle provides, it has also created a ton of opportunities for gameplay features and mechanics that weren’t otherwise possible before:

  • “Time of Day” Events - Game events can have a new layer of depth in their design and parameters, whether it’s the next leg in the main quest stipulating that you need to be at a certain place in the morning, a secret merchant that only appears at night, or a rare happening that only occurs every several days, to name a few of the possibilities.
  • Scene setting - Without getting into specifics, many narrative elements previously had to bend their way around being set during the day, or, if they were set at night, had to be distanced from the gameplay itself. Besides this no longer being an issue, it also enables me to set not just scenes but entire stages at night if necessary, which has opened up a lot of new narrative options.
  • Alignment and other macro time-related systems - Alignment as traditionally seen in the Ogre Battle games likely will not exist in Chronicle of Ruin. However, with the introduction of a day-night cycle, class-based alignment is now a definite possibility. Making certain classes stronger at night and others best during the day adds another dimension to both the creation of your squads and your decision-making process when dealing with the enemy’s. While I can’t guarantee that this is something that’ll make it into the game, it’s definitely an idea that will be explored further.

Time of day events, scene setting, and new macro system possibilities - that about sums up where I'm at right now with the day/night implementation. Regarding alignment, if it goes it, it'll in all likelihood be split 50/50 between day classes and night classes, although some trees will have more of one and less of the other, and vice versa. I've also had a few people suggest to me having a class based around the time of day, with skills being dependent on it, and it's something that I'd like to look into, but that's the sort of thing that I'll get into further down the line as I delve into advanced classes.

Some other thoughts that I've had on the day/night cycle, rapid fire-style:

  • Adjusting sight and aggro radius based on time of day on the tactical map
  • Light-based behavioral interactions in garrison points - douse a flame a night to draw a guard or grant yourself access to a place unnoticed
  • Stages that have to be completed in X number of days (lukewarm on this, timed missions usually end up being just a step above escort missions
  • Enemy squad behavior changing on the tactical map -- for instance, more patrols during the day, while sticking closer to garrison points at night

Would love to hear any thoughts/ideas anyone else might have for the Time of Day stuff!
The characters wobble too much when hit if you ask me. Could do much better with a few on-hit animations.

Also the world map, is that in the game? The art direction is so different than anything else.
I'm always open to tweaking the wobble, so thanks for the input there. I'd like to have full on hit animations for the characters, but I'm trying to reign myself in where I can with the art workload, considering there'll be ~40ish classes that need any animation I decide to put in. For instance, I put in death animations for everyone recently because I really couldn't stand seeing them warp from a single 'hit' frame to a single 'dead' frame. The hit frame with the wobble, on the other hand, is something that I can live with, even though yeah, there's work to be done on it.

Actually, depending on what you're looking at, it might already been sped up and shortened in overall length. Can't really remember when the last time I messed with it was off the top of my head.

As for the map, do you mean the parchment-style World Map, or the more zoomed in tactical map with the unit icons on it? I'd say that yeah, the art looks different, but that's just part of iterating through old art and the different perspectives, I guess. Working on it.

Just discovered this;

I'm really happy you made an update recently! This is an absolute joy to look over. I think the art direction (and the night/day cycle, to reference your latest post) is very effective.

It has a classic vibe without being "too" old-school, if that makes sense!

Thanks! Glad you like the day/night cycle. Did a lot of arguing with myself as to whether or not the way that I did it was acceptable (basically just a mask and some effects over the layouts), but I thought the overall effect was pretty acceptable, and after doing some research, I figured that if that's what Chrono Trigger and Seiken Densetsu 3 did, that's good enough for me Smiley Because, as you seem to have sussed out, I'm trying to ride that fine line between the older stuff and the new - just a matter of deciding what sorts of stuff is acceptable and what's pushing it too far into an ungainly mishmash of styles.

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« Reply #26 on: August 21, 2016, 09:59:15 PM »

Followed you a few days ago on twitter, but came in here to say that I'm loving the art direction in this project!

The sprites (and their animations), the portraits, and the maps make it clear that there's a lot of attention to detail here.
And I'm liking the sound of all the little quirks regarding day vs. night in regards to gameplay that you've brought up.

I'm a big tactics game fan in general, so I'll be keeping an eye on this project for sure.
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« Reply #27 on: August 22, 2016, 08:34:31 AM »

Crafting



Crafting is an integral part of Chronicle of Ruin. With up to 50 units under your control, you're gonna need a lot of gear to keep everyone on the cutting edge of the power curve, and crafting is what enables you to do that. It's also an important tool for differentiation and specialization among your units. Throughout the game you get plenty of equipment through questing, combat, and exploration, but crafting allows you to fill the gaps in your army as you see fit and, on the upper end, make some of the most powerful and unique stuff in the game.

The crafting system's overall structure is divided into 5 tiers that you progress through over the course of the game, from "worst to "best" -- aka from junky common gear to some truly legendary stuff. Each tier contains five standard mats - a metal, a wood, a leather, a cloth, and a 'magic' (typically a rare gem or powder) - that are used as the base of all recipes in that tier. So, for instance, the very basic first tier sword pictured above takes some basic iron and very basic leather, whereas a tier five sword might take, to make up some fancy names, tier five mats like azuranium and tyrannodon hide. On top of that, there are rare and unique mats that allow for the crafting of some really incredible stuff, often using a piece of standard equipment as one of their base mats in addition to the regular crafting items.

Crafting anything, of course, requires the appropriate craftbook and recipes within. Similar to how shops upgrade their gear as you progress through the game in typical RPGs, standard craftbooks useful for filling the equipment gaps in your army come at regular intervals. Rarer craftbooks with more powerful recipes, however, are found as secrets, won in difficult battles, and given as rewards for sidequests. Rare craftbooks whose recipes require rare materials craft, as you can probably imagine, some of the best and most interesting equipment in the entire game.

Followed you a few days ago on twitter, but came in here to say that I'm loving the art direction in this project!

The sprites (and their animations), the portraits, and the maps make it clear that there's a lot of attention to detail here.
And I'm liking the sound of all the little quirks regarding day vs. night in regards to gameplay that you've brought up.

I'm a big tactics game fan in general, so I'll be keeping an eye on this project for sure.

Thanks! Really appreciate it all.
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