“Lite” Version

For people with older CPU like me I will be releasing a lite version of the game. It will be exactly the same as the full game but without the dynamic lighting effects. Optimum FPS in RPG Maker is 60. On my CPU I get 20 – 30, sometimes even less than 15 FPS which is causing the game to run slow and choppy. I have implemented scaffolding for a “Lite” Version and in testing it gives me around 50 FPS to 55 FPS which is far better than what I have now.

The Dynamic Lighting in the game is thanks to a script by Khas (Here) and is very impressive.

In the “Lite” Version the lighting will be very basic and controlled by Tinting the In Game Screen. Flares and Torch effects will no longer work in the Lite version and when used will do nothing. Also in game lights such as CPU Screen monitors, Light from Fire or Light from Objects on Walls will no longer appear, effectively being reduced to just scenery.


Engine Overhaul ~ 29/01/2013

I have decided to completely review and edit the entire engine and battle system. I am going to go in favor of longer lasting battles with them being less frequent than they were. I will be making a lot of changes and will be focusing more on how status ailments effect battles.

As for the engine itself I am reviewing the game NPC’s, modifying existing scripts and editing all the systems that I built. My random level modifier worked quite well but I want to expand it so that it places items in more random locations making the gameplay different every single time.

I have been focusing on character development and character loss as well. As you play through both stories in the game you can recruit over 80 NPC characters. Obviously I want to make higher leveled characters more valuable and for them to show some experience but its the character loss that I need to focus on. As it stands characters seem to either die (that may be because of my piss poor command) or they get infected. For some reason an attack with 6% chance infection commonly infects NPC units. What I intend to do is have armor protect NPCs from infection more and use the wound/injury system I built to manipulate infection rates. So for example a character who is bleeding will be more prone to infection than a character that is okay.

In the preview for this news you can see an early design for an enemy battler.
Here is the artists pageĀ Aashur.deviantart.com