It's been a while...
So! I thought I should explain my absence for anyone who's interested in the game.
When I started this project, I didn't know what I was getting into. I didn't know how much there was to learn about game design, or how to overcome RPG Maker's annoying little obstacles. The result was a messy project full of nasty code, long-winded eventing processes, and fragments of systems I failed to create. It made for a horrible work flow, and it ultimately had an effect on the product.
So I basically rebuilt my project from ground up. Of course, I reused some parts of the database and the graphics. But this time, I managed to recreate certain systems in a more efficient manner, while also commissioning a few plugins to complete my vision for a JRPG.
I've also delved into the many aspects of story structure and changed quite few parts of my plot in order to give it a better flow.
Long story short, the game is MUCH better than it was, and it has been well received by quite a few testers (all of whom were chosen randomly). A full change log would be overkill, but here are some of the more notable changes to the game:
- Several UI/scene changes, including Battles, Main Menus, and a more Streamlined Victory Aftermath.
- AoE battle mechanics have been added. Attack enemies in a column, a row, or a radius.
- Mechanical changes to Combo Skills, now named Dual Arts. They are now learned automatically after the first battle is fought between the two party members that can learn a Dual Art skill.
- Puzzle Lore changed. I didn't like the idea of random crates sitting in a dungeon with pressure plates and switches. I've now managed to have puzzles be an integral part of the story and world lore, which explains their existence and why they function the way they do.
- Battle System changes. Turn manipulation is much better, which has allowed me to create more balanced battles.
- Base EXP mechanic. If a party member is much weaker than an enemy, the EXP they gain is increased. On the other hand, if the party member is much stronger than the enemy, then the EXP gained is drastically reduced.
- Mini-game changes. I've gotten rid of the previous card battle system in favor of something much simpler.
- Enemy Respawns changed. Enemies will respawn based on the number of map transfers.
I'm still having my Alpha demo tested to ensure that it's ready for a public release. For now, you guys can check a couple of the screenshots to see a few of the changes. Stay tuned for a new demo release!
Get Haven: Secret of Caledria
Haven: Secret of Caledria
A JRPG inspired by SNES classics
Status | In development |
Author | NeoSoulGamer |
Genre | Role Playing |
Tags | 16-bit, Fantasy, haven, JRPG, Medieval, mz, Pixel Art, Retro, RPG Maker |
Languages | English |
More posts
- New Year, New Goals, New DemoJan 03, 2022
- Demo Version 4.1.0 is Live!Feb 03, 2021
- On Second Thought...Jan 24, 2021
- Am I Porting to RMMZ?Nov 22, 2020
- Demo Updated to 4.0.3Sep 25, 2020
- Major Announcement - Name ChangeSep 15, 2020
- Game Mechanics: Knowing When to Let GoFeb 19, 2020
- I've been slacking... But!Jan 06, 2020
- We're up to version 1.0.0!May 20, 2018
Comments
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hey there, first of all very nice job!
Im interested in playing the demo. Is there an way you can say when the new version is about the release?
If possible can you sent the "old" demo via mail or share link?
thanks!
I would like to see if I can add any feedback by helping test your Alpha demo as well. Just let me know if there is anything I can do to help!