jack1974
Dec 03, 2017
Where were we? Haha over 5 years after I started an overly enthusiast thread "the journey begins!" (lol) it seems that FINALLY the journey begins for real. Because what's better than starting a new RPG while I wait for the writer of another RPG??? (Cursed Lands)
Don't worry I'm not going to get burned out, I'm taking this easy. The most stressing part is actually the beta testing. So when CL beta enters the final stages (when people post pages of bugs) I'll take a break from PS2. But until now, I think is a good idea since my mind is fresh of RPG design and will be easier to remember how I coded the others.
For now I'm just fixing the GUI since the original one was used in PSCD:


https://pbs.twimg.com/media/DQG4w_xX4AITs2F.jpg" style="max-width:100%">
Then I'll proceed with the RPG design which will probably keep me busy for 2-3 months minimum. I'll reuse the same framework, since Anima unfortunately can't work on it as soon as needed, however I think it should be perfectly fine. People even liked the first game combat, so... this one should be better anyway I hope. I'm keeping the design notes Anima posted with some minor tweaks - for example I'm not going to keep the ammo thing, since after thinking carefully using ammo in a turn based game could make the battles too slow. There can be different ammo types but not the need to recharge the weapons.
About the story, as said elsewhere I'm going to write down the main plot as I code the game like I did with the first, and then with Miakoda's help will review/improve it and also do the romance routes (for that I'll probably let her do all the work and only suggest some ideas).
The original artist said could be available next Spring to do some more art, but I'm not sure if that will really happen. If does, good, I try to make good use of her skills
I honestly don't think will be out next year, but at least now I'm starting to work on it "seriously"!!

Callista
Dec 03, 2017
Nice! I'm looking forward to PS2. I totally loved the first one. :D
jack1974
Dec 03, 2017
This time should have a better writing too!

Troyen
Dec 03, 2017
Woo, it's been a long wait for this one!
jack1974
Dec 04, 2017
Yes was probably one of the first games I announced back in 2011 I think. Though things are for the better: now I have a good RPG framework to use (yes it's still Loren/SOTW one, but I can use it to make a good sci-fi RPG) and my skills overall improved, Ren'Py is better (I can do more cool stuff easier now) and I have a writer/friend like Miakoda who will be a great help in editing/writing/helping with the story in general.
Haha I still have a prototype I made back in 2011 where my super RPG engine had the amazing new feature of... damaging multiple targets! Yes because the original game didn't have this feature

Beside that, the framework I coded was using a mix of old/new Ren'Py code and could probably break if I tried to update it.
So I think it's actually better than I didn't finish that game back in 2012-2013

jack1974
Dec 04, 2017


https://pbs.twimg.com/media/DQOY5A6X0AAT2AV.jpg" style="max-width:100%">
class selection screen! Actually should say "sub-screen" since in this single screen you choose all the items on the left, Class, Previous Game Side, Existing Romance, Difficulty.
Jaeger
Dec 05, 2017
I thought you had some writing done for PS2 already. What happened?
I was really excited for the new RPG framework, but considering how long the game was delayed, I can respect that decision.
jack1974
Dec 05, 2017
Yes some writing is done, but like 10-15% tops. Also since we're changing writer I need to see what to keep of the previous writing. It happens a lot that I had some writing for games and then had to restart from scratch because of writer change, I just never say it in public to avoid facepalm in mass

Seriously I'm surprised I manage to release more than 1 game a year (indeed 99% of other indies making big games release 1 every 2-3 years, it's not random

).
As for the framework, there was a prototype but wasn't finished. Then Anima was working on a new one which is much better and could work both for fantasy/sci-fi games (so melee+ranged attacks) but then 2 years ago had to pause it to do the card framework (which is not simple at all) and then had no time to go on. Since this game was announced so far away I really don't want to wait more.
There will be other RPGs in future that can use the new system

jack1974
Dec 05, 2017


https://pbs.twimg.com/media/DQR0_gMWkAUcrXz.jpg" style="max-width:100%">
more progress! Haha I love the art and the GUI, I think they fit well together. I'm not sure if to use the wording "Use / Can't Use" or something like "Pro / Cons". Though use it's probably more immediate.
Yes Soldiers can't use medikits, but it's not set in stone, I want to have the classes very different. But if turns out to be too much of a pain I'll change it of course.
Jaeger
Dec 05, 2017
"Can/Can't Use" is fine considering you are only mentioning equipment and ability use. "Pros/Cons" is more broad and can be used for describing things like HP pools, buffs, or crowd control.
jack1974
Dec 05, 2017
Yes for now I'll leave as it is, since I need to do some more tests for defining the rules anyway
Meanwhile finished the remaining parts! Existing relationship screen:


https://pbs.twimg.com/media/DQStCcZX4AAF8Wt.jpg" style="max-width:100%">
and difficulty selection


https://pbs.twimg.com/media/DQSw-UOXcAAlbOU.jpg" style="max-width:100%">
lol difficulty selection with faces is the best

jack1974
Dec 07, 2017
Looks messy right now because I'm still in the process of updating the old fantasy GUI with the new sci-fi ones, but randomized items seems to work:


https://pbs.twimg.com/media/DQcPDApU8AAf5E9.jpg" style="max-width:100%">
SOTW fans should be happy about this

Also, I decided to use magazine size and reload speed in the end, since that would make the weapons behave differently. The only thing is that you don't manually reload them, they're reloaded automatically (maybe I'll add the option to do a manual reload). This way shouldn't be too much annoying. In any case since there are only 4 party member in the fight, the reload thing shouldn't be much of a bother I think.
OneTrueBaldo
Dec 08, 2017
Played the Imperial side in
PS1 *ONLY*, and anxiously awaiting to terminate with extreme prejudice prince Cliff in a Boss Fight here

.
Loren 2 got separated in two different games, what about doing the same with
PS2?
jack1974
Dec 08, 2017
No need to separate PS2 in two games, Loren got this "treatment" because of the crazy big party size (basically two full team...lol!). In this one you control the same characters as the first with the addition of Damien/Milo (the new guy) and the retirement of Bellamy.
I know things won't be equal between male/females but on the other hand Lakadema is supposed to be neutral/no gender but definitely looks more female

jack1974
Dec 08, 2017


https://pbs.twimg.com/media/DQhhub9W0AEtWG6.jpg" style="max-width:100%">
added more polish and also displaying the weapon's damage type with a nice icon

Jaeger
Dec 08, 2017
I'm liking the hexagonal buttons.
In PS1, enemy damage resistance was balanced around the weapons you have available. Without the debuffs by psisonics, your weapon selection became more important. If weapons are randomized this time around, how are you going to ensure your party has the right weapons or least ways to get around enemy resistances? Are you able to switch weapons mid-combat or load alternative ammo?
jack1974
Dec 08, 2017
I still need to make some tests, but differently from the first game you would never do 0 or even 1 damage, I'm going to use bigger numbers this time.
I'm basing everything on enemy levels, like every level up is +10 HP, and every weapon base damage is level*10, plus of course some randomization. It's all theory for now but I'll need to see in practice what happens while playing!
But switching weapons while in combat shouldn't be a problem in any case, should be already possible

jack1974
Dec 08, 2017
I also just remembered that I was planning to use deteriorating defenses similarly to what happens in Cursed Lands (as enemies lose HP their defenses go down as well), so if at start of fight an enemy has 50 defense vs energy, towards the end could be reduced to half by the hits. There will also probably be skills to ignore defenses, etc. It should work

jack1974
Dec 09, 2017
See all my time slacking off-ahem doing research with Destiny 2 paid off!


https://pbs.twimg.com/media/DQl3cy6X4AAsjKx.jpg" style="max-width:100%">
the inventory is much cleaner now and you can immediately see which are the best weapons. The value is a sort of overall power. It counts damage mainly since that's the main stat of the weapons, and does an average of the other important stats. I don't count magazine size and reload, since that's probably not so important as the other ones.
Now need to do the armors which will be tricker, since they have values for each damage type: Normal, AP, Energy, Explosive, Acid, Psionic. So the value displayed will probably be an average, since I don't think I'll manage to fit 5 numbers in the inventory...