I'm getting into the habit of making stuff for another project. This is good because at the very least I'm warming up myself. ...Except I'm writing this at 11:43 PM because I was playing another demo and it took me like around 11:30 to beat it. Oops, but it was worth a damn. Okay, so what's this project? It's technically JA related. But I can't really talk much.
What I can say is that they were sprite related and also database stuff that isn't really interesting, but I'll talk about it; there's weird quirks with the buff/debuff system in RPG Maker 2003. Originally, I thought the maximum stat change and minimum stat change was 200 and -200 respectively, but it turns out when I playtested the game with this in mind, the game didn't increase all of the stats up to 100 pts, as stated within the base value, which was strange. But then I later find out that the system has this strange quirk, the maximum stat change is actually twice of the total stat within an actor, while the minimum is half of said total. Which is extremely weird considering that states in 2000 can only half stats and not either half or double stats. So naturally I redesigned the buff/debuff skills so it has a base value of 999 and this naturally doubles all stats, since there is a total stat cap of 999. Does it mean that 1998 exists? Well, I haven't playtested that yet and I'm not sure 2000 will give me the total stat plus its' buff/debuff. Another thing I learned is that the system loves to ignore events in battle. Originally, I wanted a boss fight that would have two phases, Phase 1 was kill its' minions and Phase 2 is kill the boss. This was done by checking every minion's HP, flip a switch on for the corresponding enemy, and check that if every enemy is dead by that switch, it would switch to Phase 2. Unfortunately, it never went to Phase 2 since it always ends on Phase 1, meaning once all of the minions were dead, you couldn't defeat the boss with 2 phases. So I had to split it into two separate fights.
Yeah, that's about it. I'll see you on the next devlog.
0 comments