Tuesday, November 27, 2012

Update

Hi everyone,

Some news, good and bad.

Bad news is that my hard drive crashed and I lost about two weeks of work.  (I do make backups which is why I only lost 2 weeks not all of it) so that kind of kicked me in the pants and made me a little hesitant to redo work.

Good news is that I am currently working on a not-R-rated game with some friends.  It's taking up a lot of my time but is very rewarding.

Bad news is this means I don't have the time to devote to Avindale.  :(

I don't want to say that I won't be doing any more development work on Avindale, but for the immediate future I don't think I will be able to work on it much if at all.  Sorry :(

I'll update this blog if that changes or if I put out a new game update.

- Michus

Wednesday, September 5, 2012

Development Update

Hi everyone,

I've been working on and off on the game since the last update, some weeks very little gets done and some weeks a lot gets done.  It's a good mix of new content and filling in old content that was either not fully enabled, not given appropriate art/sound assets or scripted in a way that caused inconsistencies or non-ideal behaviour in certain circumstances or if things are done in a particular order instead of another.

I have a page of bugs or things I consider a problem in front of me now and today I am planning on going through the list and crossing off each problem, I can give you a few examples:

- "Make out party" text displays after Baron Fishbone joins your host and his slaves are removed from their pens.

I haven't looked at this error yet, but it should be very easy to fix, just a matter of changing an event page to check if a 'switch' is activated (in this case, the baron joining your party is a switch) and then turning the event off if the switch is activated.  The switch in question is activated when you kill the sewer creature, I just neglected to modify the text event described above to check for that switch and turn off as a result.

Another thing I am fixing:

- Redo war room to make them walk in everytime the PC enters the room

I wrote some dialogue for the other characters in the war room but realized that they won't get a chance to say some relatively important stuff based on the current way this scene is structured.  Currently, the first time the PC enters the war room the big cutscene happens where the game checks your current party members and gives each one dialogue.  If you're missing some characters then Clarissa says "We should look for X, we should look for X" about topics that the other characters will tell you.  The best solution as I can see it is to split the event into two components:  First the walk in sequence where the game checks all the characters you have and then activates their sprites and makes them walk to their seats.  The second part would then be a check to see if the characters have spoken their dialogue or not.  So in this way each character would get their own introduction sequence the way I intended, though it won't be all at the same time which is no big deal.

Changing the scripting for this is not impossible but it is delicate, this is a complex scene and a complex room.  Not the most complex in the game but close to it, fortunately I made this scene later in development so I created it more efficiently and cleanly so it's easier to change.  It might take an hour or two.

A third thing:

- Imp says his line twice at the keep entrance

This is a weird one, I thought I fixed this, it's actually given me trouble in the past... not this specific problem but this keep-guarding imp, he's been finicky like some kind of gremlin in the machine.  I haven't looked at the event so I don't yet know why, but the imp has three lines, or is supposed to.  He first says "The portal created us when it was destroyed, we serve you." and then says "Guarding the keep Mistress."  This is normal, and when you talk to him after this he says "guarding the keep" as he's supposed to, but when you capture your father and return to the imp the imp repeats his first line.  The cause of this could be a bunch of stuff, but it *should* be fairly obvious once I actually look at the event.  I say *should* because this imp has been a pain in the butt before and I can't predict his behaviour very well.  This *should* be a five minute job to fix and another minute to check that it works correctly.

a fourth thing:

- bridgekeeper says the wrong PC name

This is a symptom of a bigger problem.  The way RPG maker works it requires characters that are different be recorded differently.  The PC can either be Ulguth the warrior or Ulguth the arcanist, each one is treated wholly and completely separately.  Their experience is tracked separately, their levels are separate, their skill progress, stat progression, equipment that can be equipped, elemental vulnerabilities, these things are all completely independent of each other.  When I offer the player at the beginning of the game the opportunity to be either an arcanist or a warrior it locks that it for the rest of the game.  Whenever I need to reference the player's name (as opposed to simply writing 'ulguth' I can write /n[9] which tells the game to use the 'n'ame of the 9th character (ulguth the warrior) if you picked ulguth the arcanist and changed your name to something else then the game will check /n[9] for the name it's supposed to use, not /n[11[.  I have to specify in the script a conditional branch, basically checking:

is the player character 9?

If so, say "Hello /n[9], welcome to my house!"
if not say "Hello /n[11], welcome to my house!"

That's not how it actually looks in script but that's basically what it does.

This is not the most difficult problem in the world, as you can see I know the solution, but it does increase the work a bit and takes time.  I suppose I'm just complaining about it here, but basically if you see a situation where an NPC addresses you with the wrong name, that is why it's doing it.  The code is probably just using the /n[9] and not the check-do /n[11].

There are 15 more things on the list in front of me but I won't go into them, this should give you a good idea though of the amount of thought and attention that goes into even the smallest aspect of the game.  Something as simple as dialogue can be extremely complex to script, especially with the awful in-built text selection display  that comes with vanilla maker.

Anyway, any questions about these kinds of things or anything else anyone wants to ask, fire away!

I'm not putting out a new update today as I want to fix these 15 things and also do more work on new content and environments.  There has been new content, but I want to give you guys more.

- Michus

Friday, July 27, 2012

New version? Impossibru

Hey everyone.

You are all too patient and wonderful.

There is a new version available Here.

Changelist:

- Game should no longer crash, hang or loop during any event, this includes Almsbridge Eidolon.
- Catacombs area partially added.
- Some balance changes regarding early-game creature encounters, should be easier.
- Items added to game world to make things easier at start.
- "Domain" map view added.  This was really hard to get to work but I learned a lot from the process.  Please tell me if this is a good thing and how to make it better.
- "Beastiary" added but not fleshed out.  I did not code this but I can edit it to add custom monster descriptions.  I'm sure you'll all enjoy the flavour text.
- Eidolon encounter expanded.
- New graphic for Fishbone (not currently implemented because I forgot this time)
- Various bug fixes and event improvements
- Stuff I'm probably forgetting.
- New gender switch.  Wow!  Be a female or a futa!  (Events not fully compatible yet)
- New menu splashscreen maybe?  I am not sure if I updated this last version or not.  Let me know.

Please tell me if the game is slower or laggier than it used to be.  I am not sure if it is just my computer or my build or what.  It may have something to do with the new Domain menu option I added if I coded it incorrectly.

This should be considered a 'maintenance' release as opposed to a new feature release, despite the Domain and Beastiary being added.  BUT the good news is I got a lot of this super hard back end stuff out of the way now and the behind-the-scenes event and variable connecting tightened up so the stuff that is in the game now should be good.

It's getting well past the point where I am able to do a run through to check all the changes I make to the game.  When I started it only took 5 minutes to complete the whole of the available content so making sure  everything worked together was easy but now it takes like 3 or 4 hours to go through it all.  This is good for the game but harder for development.

Anyway, look forward to new content release soon, I am really eager to continue the story.

- Michus

Thursday, March 15, 2012

New post coming up

Hi guys, I meant to have a new version put up and available on the Sunday but the scraping together of real life coins has taken time away from development.  New post and version soon.

Saturday, March 10, 2012

An Article at Tentacle Specialist

I've never seen this blog before but it seems to be an aggregate of various h-games with a write-up on each.  Very interesting.  The most recent one is a write-up of Conquest of Avindale.

Link

New post to come soon, a few new interesting features in the next version including a bestiary.

Saturday, March 3, 2012

New version, re-hosting

Hi all,

Very sorry about the delay it took me to rehost the files.  My original intent was to make some changes and bugfixes to the version that had gone up before I rehosted, but that took longer than I was expecting.  Well it's done now!

Download Link: http://www.mediafire.com/?xellum42hamct49

Changelog:

Bugfixes:

- Visiting the top of the mountain should no longer cause the player to stand in front of trees and objects instead of behind them.
- Shop screen should correctly show name of character (bug was back at chargen, fixed.)
- Egon encounter should no longer duplicate Egon
- Character should no longer want to wear the disguise in Almsbridge if the disguise has already been revealed
- Throneroom imp should no longer move twice
- Spelling errors corrected
- Characters will now join at Your Character Level -1 as intended.
- Catacombs no longer as buggy

I should mention one thing about the bug hunting everyone has been doing.  It's very helpful for me because you found a bug I never would have found, or could have taken me a long time to find and could have wrecked havoc.  The bug in question related to how the game treats the different Ulguth classes.  While it is not strictly necessary to do it this way I was building the Ulguth character with two different sets of attribute progressions, so the arcane caster would have higher int and the knight would have more str, etc.  Because I was doing it this way it made it so that anytime I referenced the Ulguth character I was only referencing one of them (I think the spellcaster, but not sure) so this resulted in some people experiencing bugs such as a store not showing your name properly, and some characters joining your party at the wrong level, this because they were referencing the 009 Ulguth, not the 014 Ulguth, and if you picked the 014 Ulguth you would not get properly referenced later in the game.  If this bug would have gone undetected it would have been awful, as half the games would not be working properly.

Anyway, thanks muchly for the bug testing!  I'm just sorry I haven't got as much new content in the game as I would have liked, but what is already in has been improved and tightened up fairly considerably, and it has given me a better ability to create error-free script in the future.  Cheers all!

- Michus

Sunday, January 8, 2012

Celebrations and Anxiety!

Good news everyone!

I've been laid-off from work due to economic difficulties of my company!

This is actually something that makes me very happy, as I will be able to once again devote my time to two of my favourite things, working on this game and saving money by eating cat food.

I have no idea where I will be or what quality cardboard box I will be living out of, but I am happy!  I mean, terribly anxious, but haaapppyyyy!

Please do not take this as a plea for money, the amount of time I have been able to put into the game over the past few months has been shameful, and well below my own standards, I don't deserve any donations for the game based off of that performance.  However, I look forward to getting the game really rolling again because frankly I owe it to you all, you guys have been as keen on this game as I have, and I really deeply appreciate all of your support and comments.

To tell the truth, this game and your support really helped me out of a bad state last year.  I was at a very low point.  I'll spare you the specifics but suffice it to say I was really lacking in the good things in my life at the time.  My new years resolution to start working on the game on January 1st and the support and interest I received from all of you really gave me some validation and helped me out more than you could know.  It's silly to say, but the praise and energy I received from everyone while I was working on the game, and my own focus on it, gave me what I needed to pull myself out of that bad place.

It really is silly though, considering it's just some hentai jrpg game, but hey gotta have something right?  It even helped give me the confidence to start writing and submitting short stories to magazines, something I could not bring myself to do before, and while that has not yet been the amazing success I was hoping it would be, the feedback I've received from professional editors has encouraged me to keep it up.

The only shame of it all is that despite the satisfaction and fulfillment I get from doing the game design and fiction writing, it's not something I can make a living off of, at least not yet.

Regardless of all that I'm a bit rambling now, let me just end by saying once again thank you to you all.  Your interest in this project has helped me out personally and dearly.  I look forward to repaying you all by finishing the game and making many more in the future.  Thank you!

- Michus

Monday, January 2, 2012

Happy New Years!

Thank you all for your support and interest in this project.

I think you will find this release to be more significant than any other, as it contains all the current contents and work on the game to date.  It is not finished or polished in some places so you may find it glitchy, buggy or otherwise unbalanced.

Please use the comments below to describe any problems you encountered while playing and any other comments.  Thank you all very much for your patience!  I hope you won't have to wait so much in the future for new version releases.

Download Here

- Michus