Author Topic: Adventure School: my RPGMaker project  (Read 96 times)

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Offline Proxima

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Adventure School: my RPGMaker project
« on: December 07, 2018, 05:06:29 pm »
So a long time ago, inspired by the fun I was having playing namida's RPGMaker game, I decided to have a go at a project of my own, and ccexplore asked me, when I'd got far enough, to post a demo of my project. Well, I've now finished the first dungeon. I'd hoped to get further than this before posting a "demo", but given how long it's taken even to get this far, I feel I may as well post what I have so that you can see what I'm working on. It should take around half an hour to reach the end of currently playable content.

Adventure School is a not-very-serious game set in a school where young people train to be adventurers. In the playable content so far, you go through a couple of training dungeons, and there's some interaction between the characters, but not much in the way of plot. It won't stay like that for the whole game -- the plot is planned to get much more intense and intricate -- but only faint glimpses of it are visible as yet.

As with namida's game, you will need to get the VX Ace RTP from here.

And finally, the download link for the game itself: right here.
« Last Edit: December 07, 2018, 09:31:47 pm by Proxima »

Offline namida

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Re: Adventure School: my RPGMaker project
« Reply #1 on: December 07, 2018, 10:17:02 pm »
I had a go at this, completed the tutorial dungeon and started on the real dungeon.

https://www.youtube.com/watch?v=dSywUiISdHs (Still uploading at the time of posting this)

I'll continue this later in another video, but so far, I'm quite impressed. :)
My released level packs:
Lemmings Plus Series | Doomsday Lemmings

Offline namida

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Re: Adventure School: my RPGMaker project
« Reply #2 on: December 10, 2018, 11:10:08 am »
I finished the demo (I think). Not 100% sure because there was no clear indication, just a door that had been opened but I couldn't pass through, and the timing of this fits with you saying the other day that you had finished the first non-tutorial dungeon.

I go into more detail in the video (Part 2 of which is uploading as I post this), but in short - overall I'm impressed, but there are a few things I think need attention:
- My absolute number one criticism - the lack of any turn order display. As far as I can tell, this game is working off some kind of CTB system (or possibly an ATB variant where time passes instantly between turns, and not at all during turns - which I would in turn argue is just a very simple form of CTB), and generally, knowing turn order is quite important in such systems, as manipulating turns is often a big part of strategy. (Or maybe I've got the wrong idea altogether about how the battles work?)
- The teleporting under bridges / through doorways that don't lead to other maps, seems weird. With a little bit of eventing, it's quite simple to make them appear either under or over the character depending on which way you come from - basic setup (using a top-to-bottom bridge for the example) is "on touch" events on the four surrounding squares, with the above and below tiles turning a switch off, and the left and right tiles turning a switch on; then, the bridge tile itself will have two pages, the second of which is activated by that same switch; neither does anything, but the first page has the display set to "below hero", the second to "above hero".
- The regular encounters seem a bit unbalanced.

That aside, I also noticed a couple of bugs:
- I don't know what triggered it, but fairly early in the 2nd video, the game crashes.
- There doesn't seem to be any logic as to when Poison damage gets applied or doesn't get applied. I had one case where an enemy attacked and inflicted Poison, and then the character took Poison damage immediately after this, for example.
My released level packs:
Lemmings Plus Series | Doomsday Lemmings

Offline Proxima

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Re: Adventure School: my RPGMaker project
« Reply #3 on: December 10, 2018, 02:56:47 pm »
Sorry about that. There is a "you've finished the content so far" message when you pass through the now-opened door in the top-left... it's just that you couldn't actually get there in the uploaded version because of a tile passability issue.

I've started working on the next dungeon, but I'm also fixing issues in the first dungeon, so some of these criticisms will be addressed with the next upload :)