Minor Update: Paper Game 2

Hello again! This is the second minor update on the road to completing the game this year. To get caught up please read this post Allugic Blueprint 2022.

To pick up from last week, I’ve mainly documented more items this past week. The process is very slow since coming up with names and arranging values is quite taxing. Originally I had a pretty high count for each type of item, but after getting a good look at the magnitude I realized that number was very excessive. I’ve since cut it down substantially and have a much better manageable amount for each type.

Last week I told you I had around 150 items labeled, now I have a little over 160 items but I am 3x further along. Unfortunately I will not make the January deadline. (I knew this) Even with cutting down the item count I still have over 1000 items to get through. Maayyybee I could be done by mid February. Maybe.

Besides that, I’ve re-revalued the status values once again. After arranging the documented values on the items and testing them out in game, I’ve decided to completely remove AP(action points). Skills and items will be freely used in battle as you see fit. There are many other mechanics in this game for the player to worry about, I just felt Ap management would be more of a chore than entertaining.

I also wanted most of the skills in the game to be viable throughout the whole game. Removing Ap requirements makes this possible with the least amount of effort.

On the 31st of Jan, the framework I’m using will officially be out of beta. I had originally planned to release a video update showcasing the changes I’ve made from the old framework to the new. Well, I don’t have that video done or even a script ready. But I suppose I’ll do that and get it done by next week.

Such a long road a head, with troubled seas. I’ll keep doing my best!

 

Minor Update: Paper Game 1

Hello! This is the first minor update of the year with the goal of completing the game. If you’re not familiar, in the post Allugic Blueprint 2022 I declared my conviction to complete the game (to a fully playable state) in one year. My first goal on the list is to complete the whole game (or most of it) on paper so I know exactly what I need to do as I work through the game. This involves documenting all the items, quests, extra characters, exploration locations, and main/mini events I envisioned for this game.

This has been quite the challenge so far. Just coming up with names for items has been tough. So far I have 150 items created. Just a few 1,000 to go! I can already tell this process will go into february, oh well. Once I have everything documented the making process will go more smoothly.

Besides that I’ve been making some changes to the game. I’m trying not to change too much but I felt these changes were necessary. Each character in the game will have Talents. The companions in your party will have 1 unique Talent made just for them with 2 additional Talents slots you can equip for yourself. In order to gain those slots you must evolve the companion. The daughter will have access to the same Talent pool as the companions as well as unique Talents relating to her life and jobs. She gains access to her Talent slots as she grows.

Unlike weapons, armor, accessories and Titles, the influence of Talents spread across the whole game and are meant to make more impactful changes than merely “add 100 to attack”. For example, I completely forgot “chef” as a job type to include in this game. (other wise I would have included it) So instead, I will add cooking as a Talent option, and every week the daughter will “cook” something you could use to improve her mood/condition or give her increased vitality.

The idea is to have unique Talents develop as she works jobs. Even more unique Talents will spawn when you mix and match different job types, both for Life and for Battle. The battle Talents may spawn as you play characters a certain way or the way you interact with the world. This idea is still fresh and I still need to document this portion of the game.

Another change I made was to how Ap (action points) is used in battle. Originally, Ap was limited to a small amount and a character was able to use multiple actions in one turn. Since then, I’ve made changes to the battle system that allows for movement and now utilizing multiple actions per turn doesn’t feel appropriate any longer. So I’ve limited action to once per turn and now Ap works like regular Mp. The difference being, a certain amount of Ap is recovered every turn.

This pretty much makes the battle system works more like a traditional turn based game. (but with movement) I have some fun ideas to make the battles interesting.

That’s all I have for this week. In the coming week I’m going to continue documenting the game and testing the gameplay. Hopefully by february I can get the ball rolling on year 1.

 

Allugic: The Blueprint for 2022

2021 has seen some of the most promising development for Guardian’s Guide since I begin making the game many years ago. Even though I took the time to transfer the project over to a newer framework, the setback was very worth it and has allowed me to make changes that will benefit the game once it is complete.

With that said, development time is a foul beast. It is very easy to get caught up in feature creeps and “improvement” spells. I spent a bit too much time in 2021 doing these things when I should have been pushing the project forward. Towards the end of 2021 I realized I didn’t have a release date for this project. As a matter of fact, I didn’t even have a release time frame. “Was I even planning to release this game?”, I asked myself. The obvious answer is yes, it’s the predominant reason I’m making this game, so people can play it.

I have to get serious. More serious than any time in my life. I have to set a dead line, and then push myself to meet that dead line. So I decided for 2022 I will “complete” the game. As in, the game will be playable from start to finish, minus the polish, effects, final art, etc. Having the game in this state by the end of the year will allow for a early 2023 release date. So here it is, an official declaration.

Guardian’s Guide will be released in 2023.

Everything I do from now on will be to make that deadline. Unfortunately, it is very difficult to split my focus from development to site maintenance, to social media and beyond. Most of these web sources will suffer since I plan to hyper focus on accelerating development. I will still attempt to update the website regularly, but the updates may be sparse. Keep in mind, I am also working a full time, 40 hour job. I will be sacrificing all my free time to make this dead line.

I have a plan that splits the game into chucks to be completed each month. Here is roughly what I am attempting.

January – Entire game completed on paper/begin completing year 1

February – Complete Year 1 (age 11)

March – Complete Year 2 (age 12)

April – Complete Year 3 ( age 13)

May – Complete Year 4 (age 14)

June – Complete Year 5 (age 15)

July – Complete Year 6 (age 16)

August – Complete Year 7 (age 17)

September – Complete Post Game (age 18)

October November December – Work on final 10% (testing, adjusting, editing, improving, other endless task)

This is a very favorable outcome. The truth is I have no idea how long completing a year will take. It might be quick, it might take much longer than a month. Nevertheless, once I have a good idea of the time frame, I’ll be able to get faster. I expect to fall behind in the beginning as I know I still have many things I need to do before I can really get into full development swing.

This 2022 year time span also gives my artists plenty of time to complete my initial request bulk as well as the images I plan to add once I start working through the years of the game.

Once I get to the fateful “Final 10%” I will start doing more site specific stuff like advertising and showing off the game. I guess that will be more of a 2023 thing. If I’m not at that point by then, hopefully I will be close enough to get an official release date in mind. If I’m not even half way, then that’s pretty much a fail on my end.

2023 might sound like a long wait for you guys, but it feels like almost no time for me to get all the work I need completed. lol But I am going to get it done. I want more than anything for the project to be successful. An entire future of other projects and my personal life depends on me properly bringing this game to market. I won’t let everyone who’s helped me up to this point down, I WILL complete this game. Please give me all your support for 2022 and 2023!

 

Minor Update: Item Colors

Another short update because I’ve been pretty busy not working on the game much. What I’ve been messing around with off and on is getting item names to change colors. I believe I finally came up with a solution I like. The colors are based on the grade of the item with blue being Rare, green being Unique, the 3rd being purple and the final a mix of the 3 colors.

Now I have to go back and update all the other menus to make this visible everywhere items are present, nonetheless, it was worth it as I like colors on item names.

That’s all mates, be well.

Minor Update: Game of Numbers

This will be a rather small update but I wanted to get something out this week.

This week has been a mix of number crunching and bug fixing. Since the full release of the framework I’m using is around the corner, I want to make sure all the features I need are production ready before then. Unfortunately I won’t find everything but it’s worth testing to make sure there will be adequate stability once it’s released.

Besides that, I’ve been building and arranging development data related to the monsters. Unlike the main character, the monsters in the world and in your party will have a fixed development over time. Their stat development will range from (lowest to highest) Inept, Weak, Average, Strong, and Gifted. There is also Genius and Sage but they are special cases. Most monsters will have a fixed job with a fixed stat development. For example:

Attacker

  • Stamina = Average
  • Strength = Average
  • Intelligence = Average
  • Willpower = Weak
  • Perception = Weak

Mage

  • Stamina = Average
  • Strength = Inept
  • Intelligence = Strong
  • Willpower = Inept
  • Perception = Average

In order to increase their development limit you have to evolve the monster. All monsters start at Common, then evolve to Rare and finally Unique. There are 2 additional evolutions but they are only available at end game and require special circumstances.

I have to be careful in dealing with these numbers, if I include a mix of items that makes a character too strong, it will ruin the balance of the game. At the same time, I want to include enough freedom so the player can build a team just the way they like it. Choice is kind of an important element in this game.

Well, that’s more or less where I stand right now. I have a number of menus and data I need to create in the framework so I’ll be getting back to that.

Until the next update, stay frosty friends.