Introducing RPG MAKER™ XP, the latest Windows entry in the RPG MAKER series that gives you the power to create your own original role-playing games. Its popular and highly user-friendly editor interface has been carried over from RPG MAKER 2000, and its graphic capabilities, battle screen layout, and data packaging features are better than ever. By popular demand, this latest installment also boasts a brand-new Scripting function. RPG MAKER XP is bound to satisfy beginners and experts alike.
It's been a while, but it's safe to say the less you hear from me, the more I've been working. Here's another developer's log to update everyone on the state of the game and what I've been working on since the last update.
In the last devlog, I talked about the various changes I was making to the ATB's design. Now, 4 months later, that design has been refined and pulled together with a new interface--and new sprites!
(Click the images to see them full-size)
Visually, a lot has changed, but here's a breakdown of the improvements made, both shown and not shown by the screenshot:
Still, some areas need improvement. The animation timing is still clunky, and some actions are simply too fast. This is something I hope to improve before the demo.
You can only say so much with words, so here's a video showcasing the changes:
Also, Azel has received a pretty cut-in graphic similar to Oliver's, which was posted in the last devlog. Just like the last, the lineart was commissioned by the talented Ryuuen.
During this time, the story and dialogue has received some significant improvements. The story is nearly fully outlined at this point, and the opening area of the game was completely restructured to fit the new narrative. Still, with all the updates posted, the story is rarely touched on.
Here is a video of the first exchange in the game, between Oliver and Azel:
The sprites here are due for a makeover as well, in time. The text noise can be toggled, but the sound itself may need to be modified before the demo release.
I'm consistently tweaking, and tweaking, and tweaking... Here's a list of some other things that were done:
While we're still quite a ways out from a public demo, beta testing will be essential in polishing the game up beforehand. If you are interested in helping test an unrefined version of the game when it becomes available, be sure to join the Discord server!
I have some outstanding colleagues that I have commissioned for some of Legend of Astravia's art, music and writing, but ultimately I am still a solo developer. And, because this project is not my full-time job, progress will continue to be delayed at times. The current goal for the kickstarter is September of this year, and the public demo a little bit before.
Quite frighteningly, among all this is a global pandemic. I am very fortunate to have not been affected financially or personally yet, but I wish everyone else out there remains safe in this trying time. As always, thank you for your support. -Jaiden
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