This milestone has been looming on the horizon for a while now (I recall teasing it for Memorial Day last year, even if that was an optimistic projection), so I think I'm a little bit in disbelief that it's actually here. Anyway, there's always time to patch holes and make adjustments going forward (especially for proper balancing, once I start testing combat). The main addition to this new release - the "Safari Edition" of my game - is the implementation of enemy encounters (both of the random and scripted boss varieties). Granted, there's not any combat yet - each battle is aborted as soon as it begins. But you can at least get a look at the enemies (featuring a pool of over 150, including palette swaps). There is a full complement of what usually comes out to 8 "troops" (weighted for common, uncommon, rare, and ultra rare encounters) for each of nearly 64 regions spread throughout the game - overworld and dungeon maps combined.
Naturally, I've also implemented functionality for some things related to encounter behavior. In a similar way as to how the Backtrack and Retrace skills supplement exploration of the maps, I have now also made available the Hunt and Bait skills. The former forces a random encounter (to let the player take control and gain a leg up in battle, or else to facilitate the process of grinding - if the player feels it necessary), and the latter is a gem I coded which reverses the weights of troops so as to coax rare enemies out of hiding. I love the idea of having super rare enemies (often with special drops), but I hate not giving the player a tool (even if they have to earn it) to offset the soul-destroying tedium of relying on the excruciatingly dull mechanic of luck. Take the Pink Puffs (or Flan Princesses, depending on the translation) from Final Fantasy IV. It's bad enough that you have a 1 in 64 chance of encountering them (some versions of the game have a Siren item, which works very much like my Bait skill), but then you also have a 1 in 64 chance of pulling a rare drop. Instead of forcing the player to waste hours on repetition, I put in a fun little side quest where the player will be rewarded this ability to force rare encounters, by exercising their critical thinking skills in tracking down a special enemy that wanders my game world.
Additionally, I've restored an updated version of a feature that has under-pinned the concept for this game for a very long time. It's a sort of "monster radar", or what I call Hunting Instinct, in the form of an unobtrusive graphical indicator in the corner of the screen which gives the player a rough (which is to say, inexact) idea of when the next random encounter is going to occur. I thought it would be a nice way to soften the blow of random encounters - which can be a frustratingly jarring experience - without having to get rid of them (because, for what it's worth, they're an integral element of these kinds of games). I've agonized for years over how best to integrate this feature, or whether I should bother with it at all, but I've ultimately decided to make it an option the player can toggle on or off (in case they don't like it) at any point while playing. Also, while teaching myself how to manipulate the Options menu (by consolidating the disparate volume options into a single slider), I decided to add the X-Ray Scope I described in my last update as a "Show Hidden Paths" option, so the player will have free reign to decide how much they want to cheat in that respect. :-p
Alright! We've come a long way from Solipsism 2.0. The next step in getting the combat working will probably be to fill out the database with regard to items and equipment, as well as skills and states, and to populate the shops. (Numbers and animations will come after that). I'm thinking that I might spend some time fleshing out the ending, though. Because even though it seems appropriate to do that last, I was thinking that I should probably get it roughed out at least, while I still have time to mull it over and make changes. (And anyway, I should get it done before it comes to testing combat, after all). Stay tuned. In the meantime, there's still a lot left to do. But... though there are still some big holes left to fill, this project is beginning to feel like a real game!
Dragonfaith (Safari 9.0)
Download (440 MB): Windows
Showing posts with label release. Show all posts
Showing posts with label release. Show all posts
Sunday, April 5, 2026
Saturday, February 21, 2026
Dragonfaith (Pacifism 8.5) Distant Shores
It's been about two months since my last update. You can probably imagine why the final segment of the game - the run-up to the final battle - would require some special work. I had to make sure everything was being tied together, and the narrative was sufficiently driving the player toward the climax I wanted (although without being too heavy-handed). Most of the groundwork had been done, but there was some dialogue that needed to be polished. And one of the difficulties was a result of my decision to give the player more freedom in this final portion of the game, to choose who among the playable characters to recruit (including any combination from all seven of them to none but the main protagonist) for the final challenge.
On top of that, I also spent a good bit of time developing a little further one early section of the final dungeon - adding in as many as six new maps - to make it a little more complex and less straightforward. I think it will be a lot more fun to explore now. Anyway, it's more in line with my original concept, which was loosely inspired by the archetypal Death Mountain sequence from early Zelda games. Additionally, while procrastinating on doing some of the above, I've already started some preliminary work for the next phase of my game, and also spent a lot of time implementing an optional device that will allow the player to see hidden passages (a classic mechanic for this style of game, which I have not over-used, but am happy to include as part of the overall experience). I'm undecided yet as to whether to provide it to the player as a sort of handicap, or else to withhold it until such time as the player has earned it as a reward. But either way, it works like a charm. (I just wish RPG Maker had better functionality of this kind for equippable items)...
Finally, I've begun the very early stages of working on the ending (it kind of flows organically from fleshing out the dramatic elements of the final battle), but that's definitely something that's going to require a LOT of work. I think what makes the most sense is for me to continue chipping away at it even as I move on to the next phase - which is getting battle encounters to work. Ultimately, that will culminate in a game with working combat (and between that and the ending, that's really all that's left for me to do - but both of those are huge undertakings). But the first step will be the superficial skeleton of having encounters with actual enemies, even if you can't truly fight them properly. Who knows, I might even reach that milestone by this Memorial Day! No promises - sometimes things just take more time than you expect them to; and besides, life is still happening all the while. But as time keeps on slipping into the future, mortality has a way of impressing itself upon you with ever greater urgency, as you get older and more and more people you know head for the great beyond. I've worked too hard and too long not to have something to show for it (whatever that amounts to in the end), and I'm as committed as ever to reaching the finishing line. Hopefully sooner rather than later (whatever that means, 12+ years into this journey).
Dragonfaith (Pacifism 8.5) - Distant Shores
Download (433 MB): Windows [see sidebar for latest release]
On top of that, I also spent a good bit of time developing a little further one early section of the final dungeon - adding in as many as six new maps - to make it a little more complex and less straightforward. I think it will be a lot more fun to explore now. Anyway, it's more in line with my original concept, which was loosely inspired by the archetypal Death Mountain sequence from early Zelda games. Additionally, while procrastinating on doing some of the above, I've already started some preliminary work for the next phase of my game, and also spent a lot of time implementing an optional device that will allow the player to see hidden passages (a classic mechanic for this style of game, which I have not over-used, but am happy to include as part of the overall experience). I'm undecided yet as to whether to provide it to the player as a sort of handicap, or else to withhold it until such time as the player has earned it as a reward. But either way, it works like a charm. (I just wish RPG Maker had better functionality of this kind for equippable items)...
Finally, I've begun the very early stages of working on the ending (it kind of flows organically from fleshing out the dramatic elements of the final battle), but that's definitely something that's going to require a LOT of work. I think what makes the most sense is for me to continue chipping away at it even as I move on to the next phase - which is getting battle encounters to work. Ultimately, that will culminate in a game with working combat (and between that and the ending, that's really all that's left for me to do - but both of those are huge undertakings). But the first step will be the superficial skeleton of having encounters with actual enemies, even if you can't truly fight them properly. Who knows, I might even reach that milestone by this Memorial Day! No promises - sometimes things just take more time than you expect them to; and besides, life is still happening all the while. But as time keeps on slipping into the future, mortality has a way of impressing itself upon you with ever greater urgency, as you get older and more and more people you know head for the great beyond. I've worked too hard and too long not to have something to show for it (whatever that amounts to in the end), and I'm as committed as ever to reaching the finishing line. Hopefully sooner rather than later (whatever that means, 12+ years into this journey).
Dragonfaith (Pacifism 8.5) - Distant Shores
Sunday, December 28, 2025
Dragonfaith (Pacifism 8.0) Distant Shores
By now it must be obvious that I didn't meet my deadline of finishing the Pacifist version of Dragonfaith by Memorial Day. Summer took over, and I pushed the project to the back burner. (My resolution last year was to get my runaway picture-taking hobby under control - and I made strides toward that goal. This year, whatever I accomplish by the spring, my resolution is not to put down this project just because the weather is nice, and not even touch it for 6-9 months of the year. I'm close enough now to the finish line that I need to stop pacing myself and start picking up speed again). Anyway, winter is here again, so I'm back at work, picking up right where I left off in May.
This release covers the first half of the final "act" of my game. I know I said this part of the game wouldn't be a problem, but it turned out to be a little more involved than I anticipated. It includes a pivotal confrontation with a major antagonist, and basically tees you up for the endgame - which will be covered in the next release. I'm thinking now that I am definitely going to leave the actual ending (the epilogue) for a separate release. Whether I dive into that right away, or leave it as a brainstorming activity while I work on the next version of my game (I think that's more likely), I'll cross that bridge when I come to it. I can't wait to get Pacifism finished, and I'm really excited to put together everything I have for that next version! I could say more about that, but I'll wait 'til I get there.
Dragonfaith (Pacifism 8.0) - Distant Shores
Download (427 MB): Windows [see sidebar for latest release]
This release covers the first half of the final "act" of my game. I know I said this part of the game wouldn't be a problem, but it turned out to be a little more involved than I anticipated. It includes a pivotal confrontation with a major antagonist, and basically tees you up for the endgame - which will be covered in the next release. I'm thinking now that I am definitely going to leave the actual ending (the epilogue) for a separate release. Whether I dive into that right away, or leave it as a brainstorming activity while I work on the next version of my game (I think that's more likely), I'll cross that bridge when I come to it. I can't wait to get Pacifism finished, and I'm really excited to put together everything I have for that next version! I could say more about that, but I'll wait 'til I get there.
Dragonfaith (Pacifism 8.0) - Distant Shores
Wednesday, April 30, 2025
Dragonfaith (Pacifism 7.5) A World In Peril
As promised, here's the second half of the fourth act of my game. I have no good excuses this time; it wasn't all that involved. But since the action is opening up, it's a little harder to keep track of everything that needs to be kept track of (including, at this point, variable party formations). This is, however, the most nonlinear portion of the whole game, so it should, theoretically, get better from here on out.
That said, I think part of the delay (and lack of focus) is that I've got too many projects going on at the moment. I'm not good at multi-tasking - I prefer serial commitments. It's easier in the winter when I'm holed up indoors with less to do. Now, with the summer looming, there's a lot on my mind. Getting outdoors, shooting photography; and on top of that, I've got my music log which I've been actively working on for over a year now, plus a gig I'm looking forward to which has me spending a lot of time practicing guitar; and then there's the second round of Tomb Raider Remasters, which are always an effortless time sink. Not to mention daily chores and keeping up with family, and the pressures of modern life...
But I'm still here. As I said, the next part should be more contained. We're on to the final act now, although I think it makes a lot of sense to split it in half again. The first half shouldn't be a problem. The second takes us to the ending, which I'm still a little bit intimidated by. But it's not too late to complete the Pacifist version of my game by Memorial Day! It's not quite the progress I was hoping for, but it's progress nonetheless.
Dragonfaith (Pacifism 7.5) - A World In Peril
Download (426 MB): Windows [see sidebar for latest release]
That said, I think part of the delay (and lack of focus) is that I've got too many projects going on at the moment. I'm not good at multi-tasking - I prefer serial commitments. It's easier in the winter when I'm holed up indoors with less to do. Now, with the summer looming, there's a lot on my mind. Getting outdoors, shooting photography; and on top of that, I've got my music log which I've been actively working on for over a year now, plus a gig I'm looking forward to which has me spending a lot of time practicing guitar; and then there's the second round of Tomb Raider Remasters, which are always an effortless time sink. Not to mention daily chores and keeping up with family, and the pressures of modern life...
But I'm still here. As I said, the next part should be more contained. We're on to the final act now, although I think it makes a lot of sense to split it in half again. The first half shouldn't be a problem. The second takes us to the ending, which I'm still a little bit intimidated by. But it's not too late to complete the Pacifist version of my game by Memorial Day! It's not quite the progress I was hoping for, but it's progress nonetheless.
Dragonfaith (Pacifism 7.5) - A World In Peril
Thursday, April 10, 2025
Dragonfaith (Pacifism 7.0) A World In Peril
I realize the duration between releases is getting longer and longer, but that's to be expected, after all. The delay this time was the result of a confluence of factors - including a variety of health issues; the advent of spring which accompanies the changing of the clocks, coupled with a few early summer-like days that already have my mind wandering away from the computer and toward the great outdoors; and a domestic battle with ants which has caused me to (at least for the time being) relocate my bedroom and study. It's a flurry of distractions amidst a change of scenery, and I'm trying hard to recover my focus.
On top of all that is the dramatic scene at the start of the fourth act of my game, to which I've had to devote a lot of attention. I want to do justice to the emotional weight of the scene, while still efficiently moving the plot along, and not getting bogged down in melodrama. It's a delicate balance, but if you don't get it right, the narrative suffers. I keep going back and forth in my head, telling myself that I'm not an experienced novelist, and that one of the appeals of the old school VG RPG format is that you can create a good gameplaying experience without a super sophisticated narrative. But on the other hand, I don't want to use that as an excuse, and cop out of trying to tell a good story. After all, some of my favorite moments in my favorite RPGs are character-based story moments.
All I can do is try my best. And not let the perfect be the enemy of the good. I was finally able to tie up those loose ends with regards to weather effects I mentioned several updates ago, but we're far enough into the story now that you won't be able to experience them unless you really dig into the game progression - and I'm still maintaining that these releases aren't meant for you to do that. So at this point, they're really just checkpoints to back up my work. Which is fine. It means progress!
I actually didn't get the full act completed for this release, as I was intending to. With everything slowing my progress down this time, I reached a good point where I felt I wanted to hit the proverbial "save" button, before diving into the last portion of the act. If progress continues to be sluggish, I might very well follow up with another release when I get the act completed, before starting on the final act (which itself may ultimately involve more than one release). I know it seems like every step we take is smaller than the last one, but it still gets us closer to the finish line!
Dragonfaith (Pacifism 7.0) - A World In Peril
Download (426 MB): Windows [see sidebar for latest release]
On top of all that is the dramatic scene at the start of the fourth act of my game, to which I've had to devote a lot of attention. I want to do justice to the emotional weight of the scene, while still efficiently moving the plot along, and not getting bogged down in melodrama. It's a delicate balance, but if you don't get it right, the narrative suffers. I keep going back and forth in my head, telling myself that I'm not an experienced novelist, and that one of the appeals of the old school VG RPG format is that you can create a good gameplaying experience without a super sophisticated narrative. But on the other hand, I don't want to use that as an excuse, and cop out of trying to tell a good story. After all, some of my favorite moments in my favorite RPGs are character-based story moments.
All I can do is try my best. And not let the perfect be the enemy of the good. I was finally able to tie up those loose ends with regards to weather effects I mentioned several updates ago, but we're far enough into the story now that you won't be able to experience them unless you really dig into the game progression - and I'm still maintaining that these releases aren't meant for you to do that. So at this point, they're really just checkpoints to back up my work. Which is fine. It means progress!
I actually didn't get the full act completed for this release, as I was intending to. With everything slowing my progress down this time, I reached a good point where I felt I wanted to hit the proverbial "save" button, before diving into the last portion of the act. If progress continues to be sluggish, I might very well follow up with another release when I get the act completed, before starting on the final act (which itself may ultimately involve more than one release). I know it seems like every step we take is smaller than the last one, but it still gets us closer to the finish line!
Dragonfaith (Pacifism 7.0) - A World In Peril
Monday, March 3, 2025
Dragonfaith (Pacifism 6.0) Ice & Fire
You know, there are so many moving parts that go into creating an RPG like the one I'm developing, I'm finding it very helpful to focus on pretty much one aspect at a time (first it was the maps, now it's the narrative, after that it will be the combat), and polishing it up until it's pretty much finished, before moving on to something else. Of course, that's only possible after all the groundwork I've put in up to this point. I know I have a tendency to want to switch gears any time I come up against a difficult obstacle, and that invariably leaves me with a bunch of loose ends, that only serve to frazzle my focus further. So I think this strategy is working well. Finishing that world map was a major turning point in the development process - as I knew it would be.
Anyway, this release is exciting because it covers the mid-game climax of my RPG. Although like last time, there were a number of scripted scenes to polish, the reason it took so long is actually because I decided to redo one of the maps from scratch. It's certainly not something I intend to make a habit of doing, although I did fix up one other map earlier on (it was one of the first I ever did, and it looks much better now - I used the experience I gained from making a more elaborate but similarly-themed map you reach much later in the game). I just couldn't look at that map without thinking how plain it was. It wasn't a map I felt like I could be proud of. So I redid it, and it looks much better now. It's also more intricate, so it should be a lot more fun to explore. It was just what this particular dungeon needed to get up to snuff.
Also, because this part of the game introduces the player to the Fashion Boutique - where they get to have their first taste of playing around with alternate outfits - I spent some time deciding on and standardizing the mechanism by which the player will unlock these alternate outfits (which they will have more freedom to play with on subsequent playthroughs, after beating the game the first time). Each playable character has 8 different outfits, and they all satisfy particular functions - like sleepwear, their "job" clothes, a casual outfit, winter jacket, formal clothes, etc.
The way it works now (this is kinda spoiler-ish, but it's fine) is that the first time a character joins your team, their "job" outfit is unlocked - which is pretty much their default outfit. Each of these characters has a home in one of the towns in the game. In their personal bedroom, they have a bed that you can use for free in lieu of the inn (but only if they're currently in your party). Using that bed unlocks their sleepwear outfit. They also have a dresser or a hamper or a vanity or what have you, which you can use (once the feature has been unlocked) to change that character's clothes. Accessing it the first time (for each character) unlocks their "casual" outfit.
There are others. A winter outfit that can be unlocked in the snowy town. Formal wear which is unlocked the first time a character uses the fitting room in the Fashion Boutique. And there is a nude "outfit" for each character - not for lewd reasons, I assure you. It's partly because I'm a nudist, and I like the idea of this being an option in games. But also - as you'll see when you play the game - nudism actually plays a meaningful role in the storyline. So it makes sense, and it's not coming out of left field.
That just leaves a couple of alternate outfits I threw in just for fun, and to give the player more options. I'm still debating on how to let the player access them. I might offer some for sale at the Fashion Boutique, that you can unlock by purchasing in-game (to give you something to do with all that money you earn late game, when there's not much of value left for you to buy), and I think I might also have some of them unlock automatically the first time the player beats the game, as a kind of reward.
Okay, then. I'm looking forward to plunging forward and getting to work on the next section. It starts with a bang, which marks a major turning point in the narrative. And then I'll be able to tie up a few loose ends. We're not at the end of the game yet, but we're definitely into the second half now. Onward and upward!
Dragonfaith (Pacifism 6.0) - Ice & Fire
Download (426 MB): Windows [see sidebar for latest release]
Anyway, this release is exciting because it covers the mid-game climax of my RPG. Although like last time, there were a number of scripted scenes to polish, the reason it took so long is actually because I decided to redo one of the maps from scratch. It's certainly not something I intend to make a habit of doing, although I did fix up one other map earlier on (it was one of the first I ever did, and it looks much better now - I used the experience I gained from making a more elaborate but similarly-themed map you reach much later in the game). I just couldn't look at that map without thinking how plain it was. It wasn't a map I felt like I could be proud of. So I redid it, and it looks much better now. It's also more intricate, so it should be a lot more fun to explore. It was just what this particular dungeon needed to get up to snuff.
Also, because this part of the game introduces the player to the Fashion Boutique - where they get to have their first taste of playing around with alternate outfits - I spent some time deciding on and standardizing the mechanism by which the player will unlock these alternate outfits (which they will have more freedom to play with on subsequent playthroughs, after beating the game the first time). Each playable character has 8 different outfits, and they all satisfy particular functions - like sleepwear, their "job" clothes, a casual outfit, winter jacket, formal clothes, etc.
The way it works now (this is kinda spoiler-ish, but it's fine) is that the first time a character joins your team, their "job" outfit is unlocked - which is pretty much their default outfit. Each of these characters has a home in one of the towns in the game. In their personal bedroom, they have a bed that you can use for free in lieu of the inn (but only if they're currently in your party). Using that bed unlocks their sleepwear outfit. They also have a dresser or a hamper or a vanity or what have you, which you can use (once the feature has been unlocked) to change that character's clothes. Accessing it the first time (for each character) unlocks their "casual" outfit.
There are others. A winter outfit that can be unlocked in the snowy town. Formal wear which is unlocked the first time a character uses the fitting room in the Fashion Boutique. And there is a nude "outfit" for each character - not for lewd reasons, I assure you. It's partly because I'm a nudist, and I like the idea of this being an option in games. But also - as you'll see when you play the game - nudism actually plays a meaningful role in the storyline. So it makes sense, and it's not coming out of left field.
That just leaves a couple of alternate outfits I threw in just for fun, and to give the player more options. I'm still debating on how to let the player access them. I might offer some for sale at the Fashion Boutique, that you can unlock by purchasing in-game (to give you something to do with all that money you earn late game, when there's not much of value left for you to buy), and I think I might also have some of them unlock automatically the first time the player beats the game, as a kind of reward.
Okay, then. I'm looking forward to plunging forward and getting to work on the next section. It starts with a bang, which marks a major turning point in the narrative. And then I'll be able to tie up a few loose ends. We're not at the end of the game yet, but we're definitely into the second half now. Onward and upward!
Dragonfaith (Pacifism 6.0) - Ice & Fire
Monday, February 17, 2025
Dragonfaith (Pacifism 5.0) Earth & Sea
With this release, what I'm calling the second of five acts in the narrative progression of my game has been re-implemented. Earth was pretty much already done, but the sea portion is very elaborate, with multiple scripted scenes (including the most complex one up to this point in the game), as well as the introduction of another playable character. So I'm happy to get it finished, and to get this release out so that the work will be backed up. In order to even things up, since the next act has another big dramatic setpiece, I already started working a little bit on the next section, just like last time. I expect that it should all even out by the next release.
I've also put a little bit of work into adding something I toyed with early on, which involves giving the player a small number of choices throughout the game, in order to guide and prioritize the relationships the protagonist forms with the other playable characters. I want to keep it minor - don't think for a second that this is anything remotely close to a "dating sim" element - because I know what kind of chaos multiple paths can introduce into a project in a short amount of time. (And, it goes without saying, this is an action/adventure RPG, not a dating simulator). So it's not going to majorly affect the course of the narrative, but I like the idea of giving the player just a little bit of power to indulge their preferences for some characters over others, which will ultimately manifest in how the ending plays out. Which gives me the opportunity to explore different outcomes for the story I'm creating, as well as boost replayability a little bit (along with being able to keep the alternate outfits you collect, and use them in subsequent playthroughs). As I said, I'm trying to keep it small, and I don't know yet if it'll actually work out in the end, but it's something I'm working on.
On to the download! I fully intend to be back again in yet another week or so, with the next release. My goal is to finish not just the Pacifism version of my game, but ideally the next form of it after that, before the weather turns nice and I get the urge to step away from my computer and spend more time outdoors. I think I can do it - although it may take longer if I decide to script the ending, while I'm working on all these narrative elements. But maybe by next fall, I'll be ready to get serious about making the combat work. I'm not gonna say the ending is in sight just yet, but a shape is beginning to form on the horizon!
Dragonfaith (Pacifism 5.0) - Earth & Sea
Download (426 MB): Windows [see sidebar for latest release]
I've also put a little bit of work into adding something I toyed with early on, which involves giving the player a small number of choices throughout the game, in order to guide and prioritize the relationships the protagonist forms with the other playable characters. I want to keep it minor - don't think for a second that this is anything remotely close to a "dating sim" element - because I know what kind of chaos multiple paths can introduce into a project in a short amount of time. (And, it goes without saying, this is an action/adventure RPG, not a dating simulator). So it's not going to majorly affect the course of the narrative, but I like the idea of giving the player just a little bit of power to indulge their preferences for some characters over others, which will ultimately manifest in how the ending plays out. Which gives me the opportunity to explore different outcomes for the story I'm creating, as well as boost replayability a little bit (along with being able to keep the alternate outfits you collect, and use them in subsequent playthroughs). As I said, I'm trying to keep it small, and I don't know yet if it'll actually work out in the end, but it's something I'm working on.
On to the download! I fully intend to be back again in yet another week or so, with the next release. My goal is to finish not just the Pacifism version of my game, but ideally the next form of it after that, before the weather turns nice and I get the urge to step away from my computer and spend more time outdoors. I think I can do it - although it may take longer if I decide to script the ending, while I'm working on all these narrative elements. But maybe by next fall, I'll be ready to get serious about making the combat work. I'm not gonna say the ending is in sight just yet, but a shape is beginning to form on the horizon!
Dragonfaith (Pacifism 5.0) - Earth & Sea
Saturday, February 8, 2025
Dragonfaith (Pacifism 4.0) - The Fertile Valley
Once again, this is another intermediary release. I could have waited until I completed the next big objective, but since these releases also act as a backup (which really saved my skin once when I was working on Ascension, and my project file got corrupted), I want to save my progress periodically. I'm in the process of restoring narrative progression to my game - which means adding in dialogue, dramatic cutscenes, and all the triggers that gate your progress through the game (and also give meaning to your journey through the world). At the end, it should mean an otherwise complete game from start to finish, that just doesn't have any combat elements whatsoever. (One possible exception is that I haven't scripted the ending yet - I feel like that's the thing I should do last, before the game is done; but I might change my mind).
Anyway, speaking in terms of both dramatic and geographic progression, my game can logically be split up into five "acts" (or chapters). This release has completed all the dramatic elements from the first act (and a tiny bit from the second), which is enough to really get the game underway. I'm pausing here to post a release before moving on, because there is some pretty involved choreography in the second and third acts, and I want to save what I have before I dive in to that. I don't know exactly how I'm gonna divide up the rest of the acts in terms of releases yet, but you can expect another two or three releases before the Pacifist version of my game is done.
After that, I'm going to enjoy bringing the monsters back in (I've already laid most of the groundwork), and set up encounter behavior. That will encompass one last unfinished release before I sink my teeth into the numbers (for combat), after which I'll need to do heavy testing for proper balance. Oh, and the skill animations. I keep trying to block that part out of my mind (lol). I'm still not officially recommending you play these versions of my game - you should wait for that ultimate combat-ready release (or, barring that, the one before it, so you can at least see the monsters), but as before, I can't stop you if you just want to take a peek. I decided to keep the open world option available, with all the narrative stuff stripped out (but more NPCs now) - you just have to make a one time choice when you start the game.
That's it! See you, hopefully, in another week or two!
Dragonfaith (Pacifism 4.0) - The Fertile Valley
Download (427 MB): Windows [see sidebar for latest release]
Anyway, speaking in terms of both dramatic and geographic progression, my game can logically be split up into five "acts" (or chapters). This release has completed all the dramatic elements from the first act (and a tiny bit from the second), which is enough to really get the game underway. I'm pausing here to post a release before moving on, because there is some pretty involved choreography in the second and third acts, and I want to save what I have before I dive in to that. I don't know exactly how I'm gonna divide up the rest of the acts in terms of releases yet, but you can expect another two or three releases before the Pacifist version of my game is done.
After that, I'm going to enjoy bringing the monsters back in (I've already laid most of the groundwork), and set up encounter behavior. That will encompass one last unfinished release before I sink my teeth into the numbers (for combat), after which I'll need to do heavy testing for proper balance. Oh, and the skill animations. I keep trying to block that part out of my mind (lol). I'm still not officially recommending you play these versions of my game - you should wait for that ultimate combat-ready release (or, barring that, the one before it, so you can at least see the monsters), but as before, I can't stop you if you just want to take a peek. I decided to keep the open world option available, with all the narrative stuff stripped out (but more NPCs now) - you just have to make a one time choice when you start the game.
That's it! See you, hopefully, in another week or two!
Dragonfaith (Pacifism 4.0) - The Fertile Valley
Saturday, February 1, 2025
Dragonfaith 3.0 (Between Solipsism and Pacifism)
This is another intermediary release, before the next big one. I'm sticking with the same numbering convention, because it feels like a natural continuation from the last one. However, I can no longer call these versions "solipsist" anymore, as I've begun (slowly, at first) adding more people into the world. The next subtitle I have picked out is Pacifism, because the idea is to build up a version of the game that's more or less complete, minus the (admittedly significant) inclusion of combat. As of now, it's still largely an open world, but for the next update, I'm going to work on returning the spine of narrative progression to my game. Indeed, many of the changes in this version, while significant, may be only minimally noticeable to the player, as a lot of it is back-end infrastructure that will provide a lot of support as I move forward. Nevertheless, here's what's been added to this latest release:
*The Developer's Studio has returned, and the prologue is back up and running again!
*Warp skills are fully implemented.
*Torchlight has been added to more dungeons.
*I've worked out a lot of the atmospherics and weather effects, which look great. - though many of them are, unfortunately, hidden by triggers I've not implemented yet.
*Although it's still a work in progress, I have a fully functional debug menu. Not designed for player use, but it'll help me enormously (indeed, it already has), as I continue to build and test my game.
*Name change has been implemented.
*Clerks have been hired for the shops (but they don't have anything to sell yet).
*All playable characters are now recruitable (not that it makes any more than a superficial difference in this version of the game).
*The wardrobe manager is fully functional - so you can change your characters' outfits. (Although, again, many of them are as yet inaccessible - at least without the debug menu).
*You can take in a stage show at the lounge (if you can find a ticket) - now with improved choreography!
I think that covers the main highlights. Still very few people, and almost no dialogue - but that'll be the focus of my next update. Back to the grindstone! (It feels great to actually have tangible progress I can show off when I say that now).
Dragonfaith (Pacifism) 3.0
Download (427 MB): Windows [see sidebar for latest release]
*The Developer's Studio has returned, and the prologue is back up and running again!
*Warp skills are fully implemented.
*Torchlight has been added to more dungeons.
*I've worked out a lot of the atmospherics and weather effects, which look great. - though many of them are, unfortunately, hidden by triggers I've not implemented yet.
*Although it's still a work in progress, I have a fully functional debug menu. Not designed for player use, but it'll help me enormously (indeed, it already has), as I continue to build and test my game.
*Name change has been implemented.
*Clerks have been hired for the shops (but they don't have anything to sell yet).
*All playable characters are now recruitable (not that it makes any more than a superficial difference in this version of the game).
*The wardrobe manager is fully functional - so you can change your characters' outfits. (Although, again, many of them are as yet inaccessible - at least without the debug menu).
*You can take in a stage show at the lounge (if you can find a ticket) - now with improved choreography!
I think that covers the main highlights. Still very few people, and almost no dialogue - but that'll be the focus of my next update. Back to the grindstone! (It feels great to actually have tangible progress I can show off when I say that now).
Dragonfaith (Pacifism) 3.0
Friday, January 24, 2025
Dragonfaith (Solipsism 2.0)
This isn't the next big update I promised, but it's still a significant revision to my last release. I'm calling it Solipsism 2.0, as it follows the same philosophy as the last one - open world - but with some considerable improvements. Here's what's changed:
*More interactive objects, including signs (but no people yet).
*The canoe is now working, which opens up two more dungeons.
*In select areas, you can now go swimming, and walk behind waterfalls.
*Fog and weather effects have been implemented.
*Dark areas now feature torch light.
*You can now go ice skating, and visit the hot springs.
*Spike traps are functional.
*The custom balloon vehicle is operational.
*I've implemented some fairly complex behavior involving the airship.
*The modular world map item is fully functional, complete with compass and landmarks.
I wanted to do everything I reasonably could in this solipsistic version of my RPG, before I move on to the next stage, and add in a lot more functionality with more switches and variables and common events and items, etc. The next major milestone will be a version of this game that's less an open world, with regular progression restored. Also, people - dialogue, dramatic events. Basically everything except combat-related functions. As I said before, that will take a little more time, but stay tuned! We're taking this one step at a time, and each step gets us closer to the finish line!
Dragonfaith (Solipsism) 2.0
Download (427 MB): Windows [see sidebar for latest release]
*More interactive objects, including signs (but no people yet).
*The canoe is now working, which opens up two more dungeons.
*In select areas, you can now go swimming, and walk behind waterfalls.
*Fog and weather effects have been implemented.
*Dark areas now feature torch light.
*You can now go ice skating, and visit the hot springs.
*Spike traps are functional.
*The custom balloon vehicle is operational.
*I've implemented some fairly complex behavior involving the airship.
*The modular world map item is fully functional, complete with compass and landmarks.
I wanted to do everything I reasonably could in this solipsistic version of my RPG, before I move on to the next stage, and add in a lot more functionality with more switches and variables and common events and items, etc. The next major milestone will be a version of this game that's less an open world, with regular progression restored. Also, people - dialogue, dramatic events. Basically everything except combat-related functions. As I said before, that will take a little more time, but stay tuned! We're taking this one step at a time, and each step gets us closer to the finish line!
Dragonfaith (Solipsism) 2.0
Friday, January 17, 2025
Dragonfaith (Solipsism)
I'm very excited to announce my first Dragonfaith release in - what, eight years? I want to temper your expectations, though. It's not a full game. It's not even really a partial game. This is just the first step in the process of creating a fresh project, so I can tidy things up a bit, and eliminate some of the waste that's collected over the years. Think of it as a disk defrag for my project file. Anyway, as I slowly build my game back up from an empty file (by selectively copying all the work I've already done - not redoing it), I'm getting closer and closer to having a finished product. And that, alone, is exciting!
So, what this release is - it's an open world. All the maps in my game, freely explorable. No combat. No NPCs. Nothing really to interact with. You can just walk around and check out the world I've created. Now, there are a couple of maps that are partly or wholly inaccessible, just because they require functionality that I haven't added back in yet (e.g., the canoe). I'm going to work on doing that for the next release. Officially, I don't actually recommend you play this version of the game. I just want to make it available as a backup, in case I drop dead tomorrow. But I can't stop you from downloading it and taking a peek. :-p
Do look forward to the next release, though. It'll probably take a little longer, as the process becomes more complex. My vision is to add a lot of that functionality back in - like getting the canoe working, and activating all the atmospherics. Ultimately, I want to have a game that's otherwise complete, start to finish, minus all the combat mechanics - which is the next thing that I'll have to hammer out before the game is done. I've already got the enemies, troops, and equipment mostly worked out, so it'll be a lot of tweaking numbers. Oh, and also designing animations for the battle skills. Not looking forward to that, but it's gotta be done. Stay tuned!
Dragonfaith (Solipsism) 1.0
Download (426 MB): Windows [see sidebar for latest release]
So, what this release is - it's an open world. All the maps in my game, freely explorable. No combat. No NPCs. Nothing really to interact with. You can just walk around and check out the world I've created. Now, there are a couple of maps that are partly or wholly inaccessible, just because they require functionality that I haven't added back in yet (e.g., the canoe). I'm going to work on doing that for the next release. Officially, I don't actually recommend you play this version of the game. I just want to make it available as a backup, in case I drop dead tomorrow. But I can't stop you from downloading it and taking a peek. :-p
Do look forward to the next release, though. It'll probably take a little longer, as the process becomes more complex. My vision is to add a lot of that functionality back in - like getting the canoe working, and activating all the atmospherics. Ultimately, I want to have a game that's otherwise complete, start to finish, minus all the combat mechanics - which is the next thing that I'll have to hammer out before the game is done. I've already got the enemies, troops, and equipment mostly worked out, so it'll be a lot of tweaking numbers. Oh, and also designing animations for the battle skills. Not looking forward to that, but it's gotta be done. Stay tuned!
Dragonfaith (Solipsism) 1.0
Sunday, May 31, 2020
Ascension (Beta Release)
So, technically, I did quietly release the first beta version of Ascension back on the 8th of May. I didn't make an official announcement because I wanted to give my first tester a chance to play through the game, since she's the only one I'll get to actually watch (and witness her reactions) while playing, and I wanted at least one other person to play my game, to reassure me that there weren't any glaring problems that I've overlooked, before I put the word out to friends, family, and complete strangers. I've already made a few changes based on her feedback (nothing world-shattering, but some worthwhile tweaks), so that's why it might look to you like I'm starting with version 1.1. Aside from that, I'm pretty happy with what I've got. (So far, I haven't encountered that one game-crashing bug since I eliminated the one plugin, which is promising). So it's time to release it to the world! Here's a little statement I've prepared:
Ascension is now a complete game that can be played from start to finish. It's not perfect, and I may choose to continue making changes and releasing updates into the future, especially if and when anyone gets a chance to play it and gives me some feedback. But even if I never make another change to it, I can rest assured that it is a game that is, at the very least, out there for people to play. There may be some things you don't like about it. Hopefully, there will be some things that you do. And on the bottom line, I've put in a lot of work to make it fun, and ensure that it is indeed playable. But I'm not a professional game designer - I'm just an amateur, working alone. But how many amateurs can say that they've completed one of their projects in RPG Maker? And as far as completed RPG Maker projects go (which, admittedly, isn't a super high bar in the world of game development), I hope that the quality of this project speaks for itself, however flawed and imperfect it may turn out to be. Because I've poured a lot of my heart and soul into this game; it's not merely something I did for the hell of it, or just to pass the time.
And now, without further ado, go, download the game, play it, and have fun. And let me know what you think of it after you're done. In the meantime, I've got an even bigger project to get back to working on...
Ascension is now a complete game that can be played from start to finish. It's not perfect, and I may choose to continue making changes and releasing updates into the future, especially if and when anyone gets a chance to play it and gives me some feedback. But even if I never make another change to it, I can rest assured that it is a game that is, at the very least, out there for people to play. There may be some things you don't like about it. Hopefully, there will be some things that you do. And on the bottom line, I've put in a lot of work to make it fun, and ensure that it is indeed playable. But I'm not a professional game designer - I'm just an amateur, working alone. But how many amateurs can say that they've completed one of their projects in RPG Maker? And as far as completed RPG Maker projects go (which, admittedly, isn't a super high bar in the world of game development), I hope that the quality of this project speaks for itself, however flawed and imperfect it may turn out to be. Because I've poured a lot of my heart and soul into this game; it's not merely something I did for the hell of it, or just to pass the time.
And now, without further ado, go, download the game, play it, and have fun. And let me know what you think of it after you're done. In the meantime, I've got an even bigger project to get back to working on...
Sunday, March 22, 2020
Revision to Latest Release
So, I nixed the program update, and went back and restructured a portion of the secret level, as explained. I'm sad to lose the portion I lost - due to an inability to perform instantaneous map transfers - but I took the opportunity to add another little flourish, and honestly, I think it's even better this way. I don't want to say too much, because I don't want to spoil the surprise, but I'm super excited about the secret level. I know there's a high bar for access, and many players may never reach it, but I wanted to have something special for those who are willing to go the extra mile.
So I'm releasing a revision to the latest update, with the secret level now implemented and accessible. As far as its feasibility in terms of the difficulty of reaching it - I'm planning to test that myself, but I want to wait until the beta release, because that will give me a good chance to go back through every stage in the game, and make sure everything works the way I want it to. And that will be ready once I perform the "cleaning" functions I alluded to in my last post. But the reason I want to put out this revision first is because I've learned never to trust in the future. In case something happens - e.g., we all die from this global pandemic, or my progress stalls out again, or my files get corrupted in another computer crash - I want what I've accomplished up to this point to be out there, until such time that I have an improved version ready to replace it.
Ascension (MV) Alpha 10.2 (all stages, including ending and secret level)
Download (~230 MB): Windows | Mac [see sidebar for latest release]
So I'm releasing a revision to the latest update, with the secret level now implemented and accessible. As far as its feasibility in terms of the difficulty of reaching it - I'm planning to test that myself, but I want to wait until the beta release, because that will give me a good chance to go back through every stage in the game, and make sure everything works the way I want it to. And that will be ready once I perform the "cleaning" functions I alluded to in my last post. But the reason I want to put out this revision first is because I've learned never to trust in the future. In case something happens - e.g., we all die from this global pandemic, or my progress stalls out again, or my files get corrupted in another computer crash - I want what I've accomplished up to this point to be out there, until such time that I have an improved version ready to replace it.
Ascension (MV) Alpha 10.2 (all stages, including ending and secret level)
Friday, March 20, 2020
Ascension (MV) Alpha 10.0 [Purgatory]
This update took a little longer. The official reason is that I had more to do - not just the final stage (Purgatory), but also the ending, and the secret level. But I could have released just Purgatory, and followed that up later with the completed ending. The truth is, Purgatory involves a lot of dialogue, so that was actually the part that took the longest to polish. And working on those other things served as a nice distraction when I got fed up with tweaking the dialogue.
So, this release almost represents the complete game. But I'm not quite ready to go beta yet - there are a few things I want to polish up, but I wanted to put out a release with everything I've worked on since finishing up Erebus before I go mucking around, in case I screw something up. The only thing missing from this release is the secret level, which is actually mostly finished - but I have it disabled. And here's why:
There's a bit of nonlinear topography involved, that gets screwed up with MV's inability to perform instantaneous map transfers (which I've worked around throughout the rest of the game). I could restructure that bit of the level, but before I go to that trouble, I want to update RPG Maker because the latest update mentions fixing "the freeze when changing screen in-game". I don't know if this means that instantaneous transfers will work or not, but it sounds promising, and it's worth a try.
I've just been delaying updating the program while I work on this game, because there's no telling what problems it might cause, by changing up the way the program does certain things (particularly with plugin functionality - although luckily this game doesn't use a lot of plugins). So I wanted to put out a nearly finished product before I took that gamble, and that's what this is. I'd also like to go through and polish up the innards of my game now that it's pretty much finished (including stripping unused files to reduce the download size), and this seems like a good time to do that.
But in the meantime, here's my latest release, with all stages playable, from beginning to end. Just don't waste time collecting the secrets on Hard Mode yet, because you can't get the reward. Other modifications I've made in this release include an even more streamlined (and, importantly, more intuitive) pause screen. I also reduced the number of picture files required to display the story completion percentage, but you won't notice any difference on your end. I hope to be back with an official beta release in the near future!
Ascension (MV) Alpha 10.0 (including all stages up to Chapter 12 - Purgatory)
Download (~230 MB): Windows | Mac [see sidebar for latest release]
So, this release almost represents the complete game. But I'm not quite ready to go beta yet - there are a few things I want to polish up, but I wanted to put out a release with everything I've worked on since finishing up Erebus before I go mucking around, in case I screw something up. The only thing missing from this release is the secret level, which is actually mostly finished - but I have it disabled. And here's why:
There's a bit of nonlinear topography involved, that gets screwed up with MV's inability to perform instantaneous map transfers (which I've worked around throughout the rest of the game). I could restructure that bit of the level, but before I go to that trouble, I want to update RPG Maker because the latest update mentions fixing "the freeze when changing screen in-game". I don't know if this means that instantaneous transfers will work or not, but it sounds promising, and it's worth a try.
I've just been delaying updating the program while I work on this game, because there's no telling what problems it might cause, by changing up the way the program does certain things (particularly with plugin functionality - although luckily this game doesn't use a lot of plugins). So I wanted to put out a nearly finished product before I took that gamble, and that's what this is. I'd also like to go through and polish up the innards of my game now that it's pretty much finished (including stripping unused files to reduce the download size), and this seems like a good time to do that.
But in the meantime, here's my latest release, with all stages playable, from beginning to end. Just don't waste time collecting the secrets on Hard Mode yet, because you can't get the reward. Other modifications I've made in this release include an even more streamlined (and, importantly, more intuitive) pause screen. I also reduced the number of picture files required to display the story completion percentage, but you won't notice any difference on your end. I hope to be back with an official beta release in the near future!
Ascension (MV) Alpha 10.0 (including all stages up to Chapter 12 - Purgatory)
Monday, March 9, 2020
Ascension (MV) Alpha 9.0 [Erebus]
Back to quick turnarounds! It's nice to work on another straightforward adaptation stage. To be honest, by the end of working on that last stage, I was starting to get sick of it! But with this stage released, the end is starting to materialize on the horizon. Erebus is the point at which our protagonist finds out whether he will be able to escape Hell. It is also the point at which the game ends if you are playing on Easy Mode. To access the final stage, Purgatory (which is a bit of a relief after spending the whole game in Hell), you must be playing on at least Normal Mode. I can't wait to get working on it!
Ascension (MV) Alpha 9.0 (including all stages up to Chapter 11 - Erebus)
Download (~230 MB): Windows | Mac [see sidebar for latest release]
Reminder: I've rigged it so that after starting a new game, you can reload and select continue to access all stages that have been completed so far. (Without doing the work to get there).
Ascension (MV) Alpha 9.0 (including all stages up to Chapter 11 - Erebus)
Reminder: I've rigged it so that after starting a new game, you can reload and select continue to access all stages that have been completed so far. (Without doing the work to get there).
Friday, March 6, 2020
Ascension (MV) Alpha 8.0 [Labyrinth]
As anticipated, this stage took considerably more time to pull together than the last few. In keeping with my new commitment to stay grounded, it's not everything the Labyrinth could be, metaphysically speaking, but it's a functioning level (perhaps for the first time ever), that allows me to tell the story I want to tell. Navigating the maze remains a challenge, but hopefully one that will not be so frustrating as to prevent the player from advancing (which is its purported purpose - but the story relies on the player solving it). Here's what I did to make the maze what it currently is:
To start with, I generated a brand new maze using the latest version of the Daedalus program that I'd used before. I actually stitched my Labyrinth together from four separate mazes, to represent four quadrants, although they are integrated so as to function as one whole. The maze loops horizontally and vertically to create the illusion of being even larger than it actually is. At its deepest point, you are never more than 80 branches from the center (and end of the level) - and if that number still seems large to you, a lot of those branches are short dead ends that can be quickly ruled out.
For that matter, I've implemented a "marking" system, where you can pick up rocks scattered about the maze, to carry around and place, at your convenience, anywhere within the maze in the shape of an arrow pointing in one of the four cardinal directions, or an "x", to help you solve the maze. I figure this will be a good way to make the maze more interactive, to let the player feel like he is using his wits to narrow down the pathways, rather than merely stumbling down the same blind alleys again and again, until randomly hitting on the solution.
I've also added a functioning compass - just for the fun of the challenge of seeing if I could. At any junction within the maze, where the path splits and you have to make a choice of which direction to go, you can press the Page Down key (or whatever it's mapped to), and an icon will momentarily display on screen, pointing the direction you must go to reach the center of the maze (for curious RPG Makers, it keys on Region ID). As this defeats the very purpose of the maze, I don't intend for it to be a normal part of the level, but you can certainly use it for testing purposes if you get lost. I haven't decided yet if I'm going to leave it in the final game as a sort of cheat or Easter egg.
As far as difficulty goes, if you play the game on Easy Mode, your only challenge is to solve the maze (I can't really make it simpler than that, without undermining the integrity of the level). Normal Mode includes the addition of wandering clouds of fog (that you might remember from previous incarnations of this level). If the player touches the fog, he will be scattered to a random position within the maze (and there is always the chance that you will get lucky and wind up close to the center, so it's not all bad). These clouds of fog may bar your path at some points, but they dissipate after being touched (and after you are scattered), and also temporarily vanish whenever it starts to rain.
The only additional challenge in Hard Mode is a screen overlay that reduces your visibility a little bit (though not too much, I think), so you can't see quite as far from your current position in the maze. In all cases, the only thing you have to do to end the level is reach the center of the maze - and the actual pathways in the maze never change (which is something I'd originally wanted to do). To reach the secret bonus on Hard Mode, however (which right now doesn't do anything, but will contribute to unlocking the secret level in the final game), you have to navigate back and forth through the maze to find four switches that open a gated path to a restricted chamber within the maze.
Additional note: You may be gratified to hear that I've increased the player's movement speed for this stage (essentially making "run" the walking speed), because in testing out the maze, I quickly discovered that I had the shift ("run") key constantly held down. That will no longer be necessary. (And if running is still too slow for you, pressing the "run" key will now enable you to positively break into a sprint :-p).
Ascension (MV) Alpha 8.0 (including all stages up to Chapter 10 - Labyrinth)
Download (~230 MB): Windows | Mac [see sidebar for latest release]
Note: This update also fixes a graphical oversight (due to a changed filename) I noticed in Sheol, as well as eliminates an extraneous bat in Chaos that I had placed in order to test and fix a glitch resulting in the bats interfering with the moving platforms, as well as cleaning up a few other minor testing oversights.
To start with, I generated a brand new maze using the latest version of the Daedalus program that I'd used before. I actually stitched my Labyrinth together from four separate mazes, to represent four quadrants, although they are integrated so as to function as one whole. The maze loops horizontally and vertically to create the illusion of being even larger than it actually is. At its deepest point, you are never more than 80 branches from the center (and end of the level) - and if that number still seems large to you, a lot of those branches are short dead ends that can be quickly ruled out.
For that matter, I've implemented a "marking" system, where you can pick up rocks scattered about the maze, to carry around and place, at your convenience, anywhere within the maze in the shape of an arrow pointing in one of the four cardinal directions, or an "x", to help you solve the maze. I figure this will be a good way to make the maze more interactive, to let the player feel like he is using his wits to narrow down the pathways, rather than merely stumbling down the same blind alleys again and again, until randomly hitting on the solution.
I've also added a functioning compass - just for the fun of the challenge of seeing if I could. At any junction within the maze, where the path splits and you have to make a choice of which direction to go, you can press the Page Down key (or whatever it's mapped to), and an icon will momentarily display on screen, pointing the direction you must go to reach the center of the maze (for curious RPG Makers, it keys on Region ID). As this defeats the very purpose of the maze, I don't intend for it to be a normal part of the level, but you can certainly use it for testing purposes if you get lost. I haven't decided yet if I'm going to leave it in the final game as a sort of cheat or Easter egg.
As far as difficulty goes, if you play the game on Easy Mode, your only challenge is to solve the maze (I can't really make it simpler than that, without undermining the integrity of the level). Normal Mode includes the addition of wandering clouds of fog (that you might remember from previous incarnations of this level). If the player touches the fog, he will be scattered to a random position within the maze (and there is always the chance that you will get lucky and wind up close to the center, so it's not all bad). These clouds of fog may bar your path at some points, but they dissipate after being touched (and after you are scattered), and also temporarily vanish whenever it starts to rain.
The only additional challenge in Hard Mode is a screen overlay that reduces your visibility a little bit (though not too much, I think), so you can't see quite as far from your current position in the maze. In all cases, the only thing you have to do to end the level is reach the center of the maze - and the actual pathways in the maze never change (which is something I'd originally wanted to do). To reach the secret bonus on Hard Mode, however (which right now doesn't do anything, but will contribute to unlocking the secret level in the final game), you have to navigate back and forth through the maze to find four switches that open a gated path to a restricted chamber within the maze.
Additional note: You may be gratified to hear that I've increased the player's movement speed for this stage (essentially making "run" the walking speed), because in testing out the maze, I quickly discovered that I had the shift ("run") key constantly held down. That will no longer be necessary. (And if running is still too slow for you, pressing the "run" key will now enable you to positively break into a sprint :-p).
Ascension (MV) Alpha 8.0 (including all stages up to Chapter 10 - Labyrinth)
Note: This update also fixes a graphical oversight (due to a changed filename) I noticed in Sheol, as well as eliminates an extraneous bat in Chaos that I had placed in order to test and fix a glitch resulting in the bats interfering with the moving platforms, as well as cleaning up a few other minor testing oversights.
Monday, February 24, 2020
Ascension (MV) Alpha 7.0 [Gehenna]
Another quick turnaround, as Gehenna turned out to be a pretty straightforward level to adapt. It's another fun one - all fiery and bright orange. Next up, though, is the largest obstacle between me and putting out a finished version of this game - Labyrinth. I've put considerable effort, yet had considerable difficulty, building a maze that's worthy of living up to its own hype of stranding travelers for ages, until they lose all memory of ever having entered the maze in the first place, yet not being so difficult and frustrating that it prevents players from completing the stage. And that's the task I now have in front of me. The bright side is that once I surmount this obstacle, it will be pretty much clear sailing to the end, so that's what's motivating me. But it's going to take me a little time. So, fair warning. If nothing else, I've made respectable progress this month!
Ascension (MV) Alpha 7.0 (including all stages up to Chapter 9 - Gehenna)
Download (~230 MB): Windows | Mac [see sidebar for latest release]
Note: It occurred to me, after my last release, that if anyone had played through all the available stages in the previous release, they might want to dive straight into the new level added to the next release, and not have to play through all of them again just to get to that point. I apologize. For this release, I've tweaked the stage unlock function so that after you run a new game once, up to the Chapter 1 heading, the next time you load the game and select Continue, all completed stages will be unlocked on all difficulty levels, for you to peruse at your leisure. For testing purposes only. :-p
Ascension (MV) Alpha 7.0 (including all stages up to Chapter 9 - Gehenna)
Note: It occurred to me, after my last release, that if anyone had played through all the available stages in the previous release, they might want to dive straight into the new level added to the next release, and not have to play through all of them again just to get to that point. I apologize. For this release, I've tweaked the stage unlock function so that after you run a new game once, up to the Chapter 1 heading, the next time you load the game and select Continue, all completed stages will be unlocked on all difficulty levels, for you to peruse at your leisure. For testing purposes only. :-p
Thursday, February 20, 2020
Ascension (MV) Alpha 6.0 [Sodom & Gomorrah]
Back within a week for another update and release! I am now forging ahead into territory I never made it to, two years ago when I started adapting Ascension from VX Ace to MV. Which is to say, I've completely recovered from my computer crash that corrupted my project files. So that's good news.
With this release I am featuring the adaptation of Chapter 8 - Sodom & Gomorrah. This is a fun level, that really adds a lot of color to the world I've constructed in this game. Another change I've made to the game with this release is that I've added a "story completion" percentage that will display on the continue/map screen. This will give you a general feel of how much of the story you've experienced as you work your way through the game, with the idea that when you reach a sufficient percentage, an extra scene will be unlocked during the ending credits.
I plan to provide a brief explanation within the readme file when the final game is released, but the percentage mainly keys on chapter introductions and Archfiend autobiographies - stuff that fleshes out the story, but that you're given the option to skip to facilitate faster (and less tedious) playthroughs. You only have to read them once, and the percentage will be saved even after you close the game.
That's the reward for completing the story - there will be another reward for dominating the arcade challenges in the game, which is the bonus level and secret ending, but that's for another day. In the meantime, have fun seeking companionship from the denizens of Hell, as you explore the streets of Sodom & Gomorrah!
Ascension (MV) Alpha 6.0 (including all stages up to Chapter 8 - Sodom & Gomorrah)
Download (~230 MB): Windows | Mac [see sidebar for latest release]
Note: One thing that has been frustrating me endlessly is the way that this map is taking unusually long to load the first time. I've concluded that it's the Preload Manager plugin that's causing the lag, but I can't for the life of me figure out why this particular map should be significantly slower than any other in this game so far. I can't figure it out, so you're just going to have to live with it, for now at least. It's only a cosmetic issue, anyway - a matter of a few extra seconds loading the map. I think it's annoying, but it doesn't actually change the way the level plays. [Update]
With this release I am featuring the adaptation of Chapter 8 - Sodom & Gomorrah. This is a fun level, that really adds a lot of color to the world I've constructed in this game. Another change I've made to the game with this release is that I've added a "story completion" percentage that will display on the continue/map screen. This will give you a general feel of how much of the story you've experienced as you work your way through the game, with the idea that when you reach a sufficient percentage, an extra scene will be unlocked during the ending credits.
I plan to provide a brief explanation within the readme file when the final game is released, but the percentage mainly keys on chapter introductions and Archfiend autobiographies - stuff that fleshes out the story, but that you're given the option to skip to facilitate faster (and less tedious) playthroughs. You only have to read them once, and the percentage will be saved even after you close the game.
That's the reward for completing the story - there will be another reward for dominating the arcade challenges in the game, which is the bonus level and secret ending, but that's for another day. In the meantime, have fun seeking companionship from the denizens of Hell, as you explore the streets of Sodom & Gomorrah!
Ascension (MV) Alpha 6.0 (including all stages up to Chapter 8 - Sodom & Gomorrah)
Note: One thing that has been frustrating me endlessly is the way that this map is taking unusually long to load the first time. I've concluded that it's the Preload Manager plugin that's causing the lag, but I can't for the life of me figure out why this particular map should be significantly slower than any other in this game so far. I can't figure it out, so you're just going to have to live with it, for now at least. It's only a cosmetic issue, anyway - a matter of a few extra seconds loading the map. I think it's annoying, but it doesn't actually change the way the level plays. [Update]
Friday, February 14, 2020
Ascension (MV) Alpha 5.0 [Chaos]
And, after a two year intermission, we pick up right where we left off - almost to the day* (how weird is that?), with the very next update I would have published, featuring the completed level that I was working on (Chaos - The Yawning Chasm) when my program crashed and my files were corrupted, and before my home life turned into a chaotic whirlwind that has since mercifully stabilized.
*Which also happens to be Valentine's Day - because nothing says love like the impending doom of crushing darkness, leading to the ultimate destruction of the universe!
I'm about as tired of making promises now as you are no doubt tired of hearing them, so from here on out, it's what you see is what you get. I am determined, however, to complete this project. I've given up on the pipe dream of making this game "everything it could be". I don't need this game to be perfect, I just want a finished product I can share with the world, that can be played start to finish, that brings to life the story that I wanted to tell.
Which I think it already can - it just needs to be put together. Which is to say that I need to finish the adaptation effort I started two years ago in porting the game from VX Ace to MV. Which I am now once again working on. The good news is that, although there are periods when I struggle to even open the program, the fact is that once I have it open and am working on it, I really enjoy the work quite a lot (barring the occasional frustrating coding challenge that I can't seem to surmount). It's just that - and this is true in a lot of disciplines - putting together a large project, and seeing it through to a level of completion is hard. (Which is why I have to finish this one before I work on Dragonfaith again).
But, like Sisyphus, I'm still chugging away. And these periodic downloadable updates are the proof of that. I've made a determination this time around to cut out some of the fat, so hopefully that will make my task easier. No more save files - you can continue from any stage once it's been unlocked. And I no longer have anxiety about the length of the game - this will be one you can probably complete in a single sitting. (But maybe not the first time; or at least, it will take some added commitment to unlock the secret extra stage). And that's okay.
Ascension (MV) Alpha 5.0 (including all stages up to Chapter 7 - Chaos)
Download (~230 MB): Windows | Mac [see sidebar for latest release]
Note: The download size has jumped quite a bit, because I couldn't use the option to "strip unused files" because I tried it that way, and it stripped some files that were used but not recognized because I referred to them only implicitly via a script command (and not a traditional eventing command). It sucks, I know, but I'm not going through right now and individually hand-picking which files are used and which aren't, so you'll just have to live with it.
*Which also happens to be Valentine's Day - because nothing says love like the impending doom of crushing darkness, leading to the ultimate destruction of the universe!
I'm about as tired of making promises now as you are no doubt tired of hearing them, so from here on out, it's what you see is what you get. I am determined, however, to complete this project. I've given up on the pipe dream of making this game "everything it could be". I don't need this game to be perfect, I just want a finished product I can share with the world, that can be played start to finish, that brings to life the story that I wanted to tell.
Which I think it already can - it just needs to be put together. Which is to say that I need to finish the adaptation effort I started two years ago in porting the game from VX Ace to MV. Which I am now once again working on. The good news is that, although there are periods when I struggle to even open the program, the fact is that once I have it open and am working on it, I really enjoy the work quite a lot (barring the occasional frustrating coding challenge that I can't seem to surmount). It's just that - and this is true in a lot of disciplines - putting together a large project, and seeing it through to a level of completion is hard. (Which is why I have to finish this one before I work on Dragonfaith again).
But, like Sisyphus, I'm still chugging away. And these periodic downloadable updates are the proof of that. I've made a determination this time around to cut out some of the fat, so hopefully that will make my task easier. No more save files - you can continue from any stage once it's been unlocked. And I no longer have anxiety about the length of the game - this will be one you can probably complete in a single sitting. (But maybe not the first time; or at least, it will take some added commitment to unlock the secret extra stage). And that's okay.
Ascension (MV) Alpha 5.0 (including all stages up to Chapter 7 - Chaos)
Note: The download size has jumped quite a bit, because I couldn't use the option to "strip unused files" because I tried it that way, and it stripped some files that were used but not recognized because I referred to them only implicitly via a script command (and not a traditional eventing command). It sucks, I know, but I'm not going through right now and individually hand-picking which files are used and which aren't, so you'll just have to live with it.
Friday, February 9, 2018
Ascension (MV) Alpha 4.0
Shortly after my last release, I posted an update in the sidebar quietly, without any fanfare, featuring the next stage (now with a full library!). And I'm glad I did, because the one after that has been taking a long time. I've had to rework the torture sequence a bit, hopefully to improve it a little. The new mechanism was inspired by the torture sequence in Metal Gear Solid, because I remember how nerve-wracking that was. (Call me a sadist, but remember that the very premise of this game is that you're in Hell! :-p).
Ascension (MV) Alpha 4.0 (incl. all stages up to Pandaemonium & Nastrond)
Download (~82 MB): Windows | Mac [see sidebar for latest release]
Next up is Chaos - another one of the stages that testers have told me is among the most challenging in the game. Although I don't know yet if that means it will take a long time or not. Depends on whether and how much I decide to tweak it.
Ascension (MV) Alpha 4.0 (incl. all stages up to Pandaemonium & Nastrond)
Next up is Chaos - another one of the stages that testers have told me is among the most challenging in the game. Although I don't know yet if that means it will take a long time or not. Depends on whether and how much I decide to tweak it.
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