Moving Forward – Important Update

Effective immediately, all previously locked content and future content will be available to everyone. Furthermore, anyone can now join for free and leave comments on any post.

The reason?

To put it bluntly, I won’t be able to keep up with the schedule any longer. I can’t guarantee an update every week or a video every month. What changed? I’ve decided to return to my previous profession. The reason? There are many but it mainly boils down to money.

What does this mean?

There will be fewer post and infrequent updates. My time to work on the game will be reduced by quite a lot of time.

Why now?

There are two main reasons. One, there are many things I want to do in life and they all require a consistent flow of cash. As of right now, going back to my old job is the best method for getting a livable flow of cash. Two, making games won’t help me reach my goals in life. To be blunt again, making games is statistically a bad financial decision. The upfront cost is immense. That’s whither you’re spending money or time to complete the game. There is also no guarantee anyone will play or enjoy what you make. You are spending X amount of years just to make a single product that no one needs or has any demand for and hope people will take the time to trade you money. It’s a gamble and a bad gamble at that.

What does this mean for Guardian’s Guide/Allugic?

Despite my pessimistic out look on game making I still plan to complete Guardian’s Guide. Game making is fun and more than anything it’s a great hobby for learning many skills. I just can’t depend on it as my main source of income as I had originally planned. Working my old profession will guarantee a steady form of income to fund my life goals and hobbies for years to come.

If you choose to support the development you will still receive the final game on release along with the other perks listed.

What happens now?

I will work on the game and update the site when I have free time. There are actually many things I haven’t revealed yet and art assets are still being created as I type this. Completion is still the goal! Join the site and follow the social medias to get notifications of all future updates. I apology for the sudden news but this decision will help me personally and in the long run, help the game.

Thank you for your understanding and continuing support.

Weekly Update 16 May 2021: Intro Progress Report 6

This is the 16th weekly update. Since there wasn’t one last week I had two good weeks to get some stuff done. I will go over everything I’ve  done since the last update.

Since the last update I’ve focused exclusively on the maps. As you can see in the screen shot above, I’ve added and changed a few things. Some changes of note are, the icons, the hidden buttons and the stuff you can’t see.(code and animation) There is still some work I want to do (and I might change things again) but I’m ready to start working on the battles now. But before that I’m going complete the tutorial map quest and cycle everything so I can enter and exit maps seamlessly.

I also added a help screen that explains all the controls, icons and effects of the map. I figured this direct approach is most appropriate.

As far as battles go, I have a bit more work to do there. I still need to create enemy portraits, battle FXs, equipment and skills. Pretty much the works. That’s why I’m doing it last.

Well, that’s all for now. Hopefully I’ll be working on battles this week and I’ll show you what I’ve been cooking. Stay well guys!

Weekly Update 15 May 2021: Intro Progress Report 5

Welcome to the 15th weekly update and it’s a big one. This update I will go over what I’ve done for the week and then give you an overview of what I will discuss in the next monthly update.

Firstly, I got a bit of work done with the mapping. The bulk of the work was me editing and creating assets. The screenshot below is pretty raw. There are a series of things I still need to do and the organization in my project is rather hectic but I thought I’ll just show a screenshot anyways.

Derp, I forget to change Stamina -> Vitality. Also, don’t worry about the value, those are just placeholders.

The majority of the tilemaps I’m using in this game were custom made by the same studios who did the background art. Unfortunately, I couldn’t get them to create any more than the original commissioned amount. As a result, I’ve had to create and edit some tiles myself. It’s not a big deal but time spent here is time lost elsewhere.

The water tile was created by me as well as a few other tiles not shown. 

Once I get over that initial hurdle for the mapping system organization I should be able to complete the tutorial map. After that I’ll have to tackle the battle system. My biggest problem is battle animation which I will most likely end up doing myself. I also still need to finalize item and skill names as well as the beginning stat values for everything. (aka countless battles to determine proper balance) So much to do, so little time.

Speaking of stats. It’s time to showcase all of them!

This is the party menu.

As your daughter explores the world she will be accompanied by companions. These companions are the very monsters you fight throughout the game as well as the occasional event NPC. As you meet new monsters, they become available to recruit into your party. (yes, very pokemon like, I know)

There is a max of 2 party members you can add at the start of the game. Every other member you add will sit in reserve. Don’t worry about battle spots for now, I’ll go over that once we discuss battles as a whole. Today we are talking about the status menu.

The stats in this game are split into 4 different types. There’s the personal stats such as growth value/job proficiency/reputation and rank, these are exclusive to the daughter. There’s the personality stats, also exclusive to the daughter. Next there’s the attributes that you see next to the portrait at the top. And finally there’s the battle stats you see to the bottom right.

Both the attributes and battle stats are available to every fighter in the game. Lets go over them!

Stamina: Directly affects Hp by percentage. Also increases vitality.

Command: Determines if you can recruit a companion. Also affects attack/magic and defense/mag def.

Strength: Directly affects Attack by percentage.

Intelligence: Directly affects Magic by percentage.

Willpower: Directly affects Defense by percentage.

Perception: Directly affects Magic Defense by percentage.

Hp: Battle Health

Ap S/R/M: Action point Start/Recover/Max. Ap is used for skills in battle.

Attack: Physical Damage

Defense: Physical Protection Rate

Magic Attack: Magic Damage

Magical Defense: Magical Protection Rate

Speed: Determines battle order.

Critical Chance/Rate: The chance for a critical attack and the percentage(rate) of more damage that can be done.

Perhaps you noticed there is no “level” value present. That’s because there are no levels in this game. Everything is stat/equipment based. This is a design choice I will go over once I discuss battles.

The skills and equipment are treated the same and can be added and removed in the equip menu. There are 4 categories of equipment in this game. They are: Weapon, Outfit, Accessories and Titles. Every battle related stat and some non battle related stats can be affected by equipment.

I think that about covers everything on party and stats. I’ll have the update and video out by friday. In the meantime I’ll be getting back to work. Stay well folks!