You can post pics through LBP.ME. Just upload a photo from LBP, then copy location of photo from LBP.ME.
Printable View
You can post pics through LBP.ME. Just upload a photo from LBP, then copy location of photo from LBP.ME.
Sorry, just read the update, yeah I am still working on the Gustaberg music, I am sure to be done today. Ill send it to you or you can come capture it, either way, I'll message you when I'm done.
Reworking some of the enemys I made and applying newer logic to them and adding there made animations. Some of my other levels... Mario kart randbow road and Final Fantasy Crystalva levels and Zelda Water Temples Have ben Deleted from pod to make room for this game.
Anyway gonna finish the enemys I made and save them. Then work on Respawn system/Glitche fix's.
While on the side have Clayton create music for the game. Game is currectly going pretty slow right now but I plan to speed it up once I have the currect parts of the game up to speed.
Then it will be like... Levels & Monsters & Music & Quests. Most of it is the logic & planning multple publish levels which slows me down.
When I have Glitches, 2 More Levels and Monster Logic done ill show some images of the game. Might take a Week plus.
Anyway back to making Monster.. Bomb.
6 Enemys down... sorta...
This gotta take a bit of time since I never applyed more then 1 Special attack to some of these enemys and never applyed any sound effects for them.
Also have to tweek each "material changer" on every part of the enemy now so the enemys/walls dont crash and break.
I tweek there beginning stats on every monster.
I had some players test the fights and complan that they cant take the enemy down... XD
Thats because there Evasion is high. You cant melee them. (Enemy Damage) Tag- Randomizer- Sequincer- (Enemy Heal) Tag x3-
You can see the enemys HP going up when you do damage.. yes but also consider that attack you did also "missed" at sametime.
There some future plans I want to set in motion like a power up chip. Can emite these micochips in any level. Gave it some thought and its really easy to do. Basically just give players more Auto-heal and active battle support boosts with the chip. Doing this I can tectually raise more stronger types of monsters at a higher "Level" without changing 1 thing with the sackbot system. Just adding in more sync logic basically.
While changing each enemy I also finished Spawn System for enemys. There needs to be more testing on a huge scale still to see if themo is beinging effected at all.
Had to redo Ghost & Bunny cus there enemy models looked so bad in hologram.
Also adjusted Quaav beastmen model. Will be making more beastmen enemys and placing them around the game.
Made more battle animations...
Made more enemys...
Syncing alot of logic...
Did a mini scale test of the spawn system and it improves level memory. I had to fix another bug with it.
Right now just gotta fix few glitches, make few more enemys, sync alot of stuff which ill take me the most amount of time.
After that I can create more field/dungeon levels.
See how much I can work at it still and get it out quickly with good amount of content.
Wow! What a huge undertaking! All the work you put into this is absolutely amazing! I actually used to play FFXI loooong ago and this just brought back a lot of fond memories. ^^ Can't wait to check this one out!
Ok theres a quite a huge amount of stuff I did for the game. Some of them im not going to go into the details.
illness logic tweeks on effects
illness acting logic made
enemys made
animations made
items made
landscapes made
I have Boss Dungeon (Battle Field) Room Complete. I have made a lottery system for Treasure Chest at the boss fight for quest items to be spawned out randomly when all enemys are dead.
I did some quite big adjustments to some of the logic.
I Synced "Cure" Logic correctly for Dragoon & will apply a more powerful version to Whitemage at a later time.
The long range attacks on some enemys were not working in synced as well as they should be.
Creation of a Monster spawn system with adjustments to all Monsters created.
I been going a bit off the orginal FFXI creation with few things. I will being my on sorta content in the mix to improve things like dungeons. Dont worry its gonna be same FFXI just make a diffrent name for a extra zone and new kinda quests. Main Storylines will stay the same.
New Battle Field Area called Darkhold Cavern. Hosts a Boss battle and treasure.
illness logic for acting for blackmage added.
Fixed casting range for blackmage Blizzard spell.
Added text within darkhold and time limit warnings.
animation glow to treausre chests has been fixed.
NEW Job Trait added to Blackmage.
Its a random effect skill that activates when you play the class correctly.
Job Trait
Manafort- Casting Blackmage spells will randomly let you reset your MP bar. 15% Chance to activate.
Added more job traits to more classes if needed.
The game currectly going quite well on plans. The First Publish should be ready within another month or two with alot of areas and large amount of improvements from the demo play now. Right now im working on content and 2 city areas, Windurst Wood & South Sandoria.
Few things currectly that need to be done still is a new glitche fix, levels, 7 enemy models, battle animations, Quest content, and more items.
I have made plans to make the game more item/sticker gainning. All enemys will drop Items(Stickers) like Chests. Shouldnt be too hard for me to sync all the data to those enemys and make items. It will take me bit while to make a item data base but will make me add more quest content.
Right now im not gonna go into full detail on my game updates till next forum post. Its actually ALOT of game updates. Like 2 weeks of create.
Huge Devloper Update on Final Fantasy XI
Its me Venat and id like to mention all the updates to the games devlopment.
From July17th till Aug14th the game has seen huge devlopment from Content to improvements.
Item System
Item System has gone from 5-8 items to a total of 50+ items.
The games devlopment has changed from most Special Enemys and some Content droping items from all
enemys in the game drop items.
Old Clock
Leaping Lizard Claw
Malbero Vine
Quvae Shell
Quvae Pads
Quvae Bracelet
Quvae Mask
Vulture Feather
Phenoix Feather
Yago Feather
Crow Feather
Orc Axe
Copper Arrows
Blue Core
Red Core
Yellow Core
Ronberry Graps
Apple
Bomb Ash
Vile of Beastmen Blood
Vile of Distilled Water
Quue
Silver Harness
Hair Meat
Wolf Meat
Pepper
Walnut Lumber
Walnut Log
Walnut Branch
Yagollo Salfur
Rock Salt
Goosbit Grass
Crab Shell
Puggle Scales
Wax Cube
Fake Gil
Hair Fur
Lucky Bunny Tail
Three Leaf Mandagora Bud
Four Leaf Mandagora Bud
Broken Silver Sword
Hofud Sword
Silver Ore
Copper Ore
Zinc Ore
Crawler Egg
Silk Thread
Damellfly Eggs
Lilly
Rose
Goobue Moss
Adiman Ore
Future planned item Content
Since the game has 50+ items there will be a Crafting Quests being placed within the game.
Grabing Materials from enemys and bringing them to there sackbots will reward players with Costume Prizes.
Music
I have other creators making music for the game. Its currectly a slow process but things are moving forward.
FFXI Songs
Recollection
Gustaberg (NEW)
(??? song) currectly being made
FFVII
Crystal Harp music
Chocobo music
FFVI
Battle2 Music
Enemys
Many enemys have been made and there logic and battle animations have been synced but currectly 15 still remain to be made.
Some enemy range attacks have gone some adjustments to emited,sequncer timers.
New enemy models
Walking Tree
Bunny
Ghost
New battle animations
Wild Carrot
Dive
Quvae Greatsword Melee
Headbutt
Levels
Currectly Finished levels have begun adjustments to new overall adjustments to camara play.
New Levels and objects are beinging created for Land, Citys and Dungeons
Dungeons
Content will be 2+ Players required to complete. Can earn access to boss level with 1 player.
Oredelle's Caves/Darkhold Cavern
Gusgen Mines/???
Maze of Shamadii/???
The second Levels will be boss room levels that will have a time limit and treasure chest system that will
drop random items to be used in quests.
Adjustments to game logic
Sackbots will emite by number of players within level.
Enemys will be emited once a sackbot is in range.
Group menu only activates when all 4 players are on & within the same screen view.
New Job System Sackbots improvements & future improvements
Illness Acting
illness battle acting has been set to all 4 sackbots when taken a illness.
Blackmage
Menu System.
Casting range for all spells increassed including Blizzard.
Job Trait MANAFORT has been added. Hidden ability activates randomly when casting spells and resets MP bar to full.
First and Second battle animations for Blizzard, Fire, Thunder have changed with less memory to be emited.
Can now do more damage when casting spells at targets with no players near them.
Extra damage has been added to spells.
Emited Length has been increassed by 2 second for spells.
Whitemage
Menu System.
First and Second battle animations for Holy spell have changed with less memory to be emited.
Can now do more damage when casting spells at targets with no players near them.
Cura can heal more.
Emited Length has been increassed by 2 second for spells.
(Future?)Esnua will gain the ability to dispel enemy buff ups along with froming debuffs on fellow sackbots.
(Future?) Adding new Job Trait?
Samaeri
(Future?) Add new Job Trait to randomly cause more damage to be added to Skillchains.
Dragoon
(Future?) Add new Job Trait, ability to drain its own Pets powers for a short time.
Sackbots/Control
(Future?) Adjustments to head size for sackbots & Add your own Costume...?
Change Square button (Engage/Disagage) to L1 button. Give players access to type messages without keyboard.
Delay timer between Engage/Disgage so those actions cant be spammed.
New players often think this is actually a melee option.
World Map Level
Players can now change views from 3 camara settings by pressing Triangle.
Wow! This is quite a project! I hate to intrude, but are there any costumes needed for characters, villains, or anyone else? I'd be happy to help
Just here to advertise The FINAL FANTASY VII: ADVENT CHILDREN Project. Check out my blog for info on Phase 1
Venat - I'd be happy to help! Just give me a list of what I need to make along with how many. I can probably make 20+ this week if you needed that many.
Just keep it themed with rest of the game. No Tech objects and keep it human. Anyway need som magical sackbots with wizard hats and staffs and children. Make fisherman, farmers and city guards.
I only really going to use the costume parts and just link them with the currect npc/none playble charcter bot logic.
Theres a few things you should keep in all your costumes... Cartoon Eyes and try no hand objects.
I forgot to mention a few items in the list and by now I made like 20+ more items. I think im going to work some more on my items then refresh the list again and list all the new items plus add Photos. Hopefully I get to show up to 100 items. Most of the items are monster parts and matherials for crafting,gathering,reg quests. I think I want to stray away from the item system a bit cus of the limitations on how many community stickers a player can carry at a time. Ways im tackling it is lowering the drop rate of some items. limit some items to enemys & locations. Making some prize/stickers none shareble. Mainly the very common ones will be none shareble but events that require 2 to 4 players will be shareble.
NEW Battle System
Adjustments to Auto-Attack has been added to one sackbot
Square Button Spam Logic
Pressing Square button multple times within a 3sec period will reset it to be enactive
Activation Delay of Auto-Attack Engage/Disgage has been increassed
NEW
Hate System currectly being devloped
Abilitys, Melee, Spells will gain players hate.
Enemy Follows the player with the most amount of hate.
Adds the steadyness of gameplay and gives players new battle tactices and lets players Tank/hold enemys in a location away from mages without enemy locking on them nearby.
For this to be devloped properly all the enemys need adjustments to there micochips.
Hate control, job traits, menu emite improvements, sync rest of the auto-attack and few emite glitches. Hate control is going to take some time to get it synced (wirelessly). Its very complex... 100 wires criss cross...
Tested it in linked wire mode and it works quite nice but each ability, auto-attack could use adjustments on class balance.
Also working on a Ranger sackbot enemy that shoots arrows. Might be a job later down the road. I have gave the enemy some power up arrow abilitys and its own Limit break and bow auto-attack.
Not really working on adding anymore actual jobs for awhile since they take alot of time to build up to this point in logic. I was considering it back when logic wasnt so complex as it is now. I would like to release multple sackbots that are the same job so players can costumize there group. Like have everyone come as a Dragoon or Blackmage. Not having players forced to play a job they dont want. Eventally if there set up doesnt work they need to rethink of a new group set up before handling the monster. Which eventally some very tough enemys will require everyone blackmage or 3/4 whitemage to handle a overpowered monster.... Omega Weapon..? Once I have the hate system down and auto-attack fixes which wont take that long ill start working on content again. I need like 20-30 more items and im done for a very longtime. Each enemy depending on area will hold 2-4 items.
NEW!!
Darkhold Cavern:
(VERY TOUGH) Ranger Bandit (Fight) is now playble (for limited time) (Made this for the fun of it)
Goodluck... It has 2 power up & 1 attack that does alot of damage. Its mainly because his attack speed is faster & has 80HP.
(NORMAL) Malbero Menance (Fight) is now playble (for limited time) Future Adjustments to it will be happening within next few days
(Currect adjustments to Enemy Logic & Sackbots are not included)
New Opening movie to battlefield has been added
New finishing movie to treasue chest has been added
Hate System COMPLETE!!!!!!!
Take Control where the enemy is attacking and be able to hold the enemy away from mages or other warriors.
All Abilitys, Auto-Attack,Spells have got Hate tags.
Using moves that gain you more or less hate toget the enemy to attract towards you.
(This took 2 LONG DAYS to COMPLETE... Annoying as heck.)
Auto-Attack has been adjusted to all the sackbots. (What I currectly mentioned)
All Range Attacks has been fixed. Holy Has been fixed.
Sackbot Adjustments...
Dragoon
Wyvern Pet Model has gone Changes to Wings,Colour,Moving Animations and has been lower to be shown behind weapon attacks and near the Drgoon away from Menu screen.
Damage of the High Jump Ability has been increassed by 1.
Wyvern Pet Fire Breath is a Long Range Attack now with extra animation.
Fire Breah gives back TP/Limit Break points to Dragoon and has extended illness prevention to Breath.
Wyvern HP has increassed by 2
Wyvern Pet has his own Evasion Logic. Evaded attacks by pet will benfit Dragoon also.
Evade-1HP 1/21
Parry-2TP 1/23
No Job Trait will be added since Boost to Wyvern is more then enough.
Menu tracking has been fixed. (Other players back menus would overlap and someones back menu would follow the other player.)
Dead illness has been fixed to all the sackbots.
Death Timer has been added.
IMPROATNT MESSAGE
Because I can only Emite the all sackbots in level instead of the single sackbots I have made a Death Timer.
Being cus I have to emite them all at once im sorry but I cant no longer promess custom groups such has 4 dragoon set ups till i find a way around this.
Beinging outside of a sackbot for more then 50secs will cause the sackbot to be KO'd.
Make sure you enter the sackbot at the very start when the timer is starting and that sackbot will not die. Any left over will die regardless of HP.
Future
Because diffrent follower logic I need to add some adjustments to all enemys, during this process I will reemite the sackbots & enemys within Darkhold with there new impovements. Hopefully I can contune with monster progression after that and start laying down the game to the currect finish levels.
Theres still citys, fields and other stuff that needs to be created and im trying toget the game to launch at a very strong note that will keep gamers playing and checking the game out on periods on end.
Wow, I'm thoroughly impressed with this project. You should try to organize all the updates into some super post (or series of posts). Every day it seems you've made new things, I don't know where to start :p.
Just to answer that. Game will be launched at 15-17 levels, including worldmap and tuterial.
The game is currectly uneven right now on on made levels.
I have content thats finished for post #2 but still dont have stuff done for #1 which im currectly working on.
Post #2 will be like 5-8 levels.
Past while its been hard because I been woking the game sideways for a longtime with improvements & adding stuff like "Items" and Quest Camara/Story improvements soon... im currectly working on more City Areas. I made decent cutscene in Darkhold & would like to keep that kinda cutscene element within Citys also.
Enemys will have Wound display now. After removing % of there HP a battle scar/wound will show on the enemy.
(Wound Display still currectly in progress for every monster)
Darkhold Carvern Fight is complete.
Once I have other Dungeons comeplete there will be boss battle music added.
Malbero & Bombs have Wound Display.
Beginnning Cutscene has gone small adjustment.
Enemys have there "hate" logic.
BattleField text has been changed to cutscene.
So basically Sackbots & enemys are done.
You can play it now still.
(RPG P1-P4) Final Fantasy XI, Darkhold Cavern, Malbero Menance
Sorry its bn his long but im going to show images and here they are of the Item System & Darkhold Cavern Boss fight and menu system.
Item System
(These arent all the items)
http://ie.lbp.me/img/fl/c0e01e9a53fc...8edb37fca1.jpg
http://i5.lbp.me/img/fl/0958b6dee488...12cc9c4b16.jpg
http://i1.lbp.me/img/fl/bc147132904d...b17d24a257.jpg
http://i1.lbp.me/img/fl/f5152a732ddf...71b1e1885b.jpg
http://ie.lbp.me/img/fl/1ae7cae21092...256676cdbe.jpg
Darkhold Cavern
(Malbero/Bomb Wound Display Before & After)
Before
http://i4.lbp.me/img/fl/4e4f96272da6...4c801307c0.jpg
After
http://i3.lbp.me/img/fl/863067bc90f1...12120e4188.jpg
Sackbots & Menus
http://ib.lbp.me/img/fl/cab3d1f8b9d5...f12894eca2.jpg
Offering PSN $$ for your LBP skills for my game
Anyway im looking for people that have musical skill and is willing to recreate Final Fantasy songs for $10.00 PSN giftcards.
Rules:
Need 4-5 Songs per giftcard.
Songs need to sound like or near close to there recreation.
Songs need to be 2-3mins in length.
Songs cant be stolen or taken from anyone else.
Once completed and traded I will email you the giftcard info.
These songs cant be shared by you.
Song credit will stay with you within the "Credits"
You have to be within United States or Canada to be able to "Use" the cards or...
have a Western PSN account.
Send me a PSN friend invite if your intrested.
Planning to add some kinda damage to the Auto-Attack.
dmg+1 on auto-attacks but it plays only when you do 5 hit actions... with auto-attack.
Dragoon & Samaeri gonna need 5 hits. Mages are gonna need 5.
It really depends on the weapon speed these classes have which go at diffrent speeds.
Expect to have some quick auto-attacks for daggers though.
Because of this im going to raise to TP cap for all classes by... 2-4. Total of 17-22 depending on job.
I am also making the evasion "boost" less. Trying to balance the game. I also removed counter attack from Dragoon.
I kepted the TP/limit break cap the same.
Need 5 hits to = 1DMG.
Fixed where Samaeri Menu should change layers due to a create mistake.
Increassed the Follower Tags for Menu Follow in solo mode.
Also been working on enemy models for Update1 & 2.
Scorpion Model done
Yagauo (beastmen model) done
Orc (beastmen model) done
Dhamel model done
Beetle model done
Redoing Quave & Goblin beastmen models.
Im going to do major remodel adjustments to all enemys once I use new hologram material in move pack.
More enemys.
http://i0.lbp.me/img/fl/a300d4ca7e57...690a9b6e68.jpg
http://ie.lbp.me/img/fl/baed44376300...c0a71b0005.jpg
http://i4.lbp.me/img/fl/c34375729fad...571e9316cd.jpg
http://ia.lbp.me/img/fl/fdaefc348688...5247cfbf17.jpg
http://i0.lbp.me/img/fl/9a07d63154d7...8f1d5e27a9.jpg
(Enemys should look more like this ingame with there cutout models)
http://id.lbp.me/img/fl/b7d79c1f7fac...1f23f45540.jpg
Grand Companies
(Work still in progress)
Each nation has a special force to undertake the portals that have been appearing around Vanadiel.
The forces have shards of empty crystals which let them access the void sources that been appearing.
They teleport people to these locations.
---------------------------------------------------------------------------------------------------------------------------------
Im adding 3 rooms (levels) in each of the 3 citys that will host special missions you can undertake.
Enter the room, select a mission and it teleports you there. You clear it and gain access to more missions. Im thinking of adding 6 missions for each city.
Types of Objectives:
Clear all Enemys
Reach the End
Collect 5 items
Kill Mega Boss
Escort NPC
Slay Waves of Enemys and protect the fort
There will be a grouping curve in completing these.
lv1 1 sackbot
lv2 2 sackbot
lv3 2 sackbot
lv4 3 sackbot
lv5 3 sackbot
lv6 4 sackbot
Completing all 3 nations will give you access to a special mission and be able to access alot of rare treasures for the "Conquest" World map.
When can this be expect?
Around Update2 but will only access lv1 missions for each nation.
Each update after will release a new mission which can be done next.
This can be found near each nation on the map. Mission levels will be hidden.
Wow that Goblin brings back some memories--erm nightmares lol
Thanks to "Sticker Panel" I gotta redo alot of aspect of the game.
Enemys, Battle Animations, Sackbots, Areas.
I already looked into doing adjustments to menu and only can adjust the icons.
Alot of stuff within each level have started adjustments.
FFXI Battle tracks are being developed.
Grand Companies have already started with menu logic and display.
Currectly having some problems with menu logic.
Grand Companies will be Copy/Edit released Areas in the game which will go changes to field limitations, enemy placement, and enemy level and will have time limit content with goals to be completed.
Gameplay Tuterial Mission will be added in
More Grand Companies text, future planning, small amount of gameplay mission content finished and more details, pictures and mission types have been added in.
Stronghold Protection (Take down waves of enemys and keep the building/NPC's from attack.)
Gathering/Collecting (Collect Items/Slay Enemys)
Slaying all enemys (Slay all enemys & fight mini boss)
Boss (Fight 1 Single tough enemy)
Escort NPC's (Protect NPC while she/he walks threw the level)
Grand Companies of FFXI will see 19~20 levels total
3 Grand Companie Nation Levels
3 boss missions
3 Stronghold missions
3 Gather missions
3 Escort Missions
3 Slay All missions
1~2 Final Grand Companie Mission (Which either be just 1 boss or all missions types together in 4 player level)
Each Mission will be diffrent in... area, enemys, toughness, adjustments to objective, job Access, and mission order.
Final Reward: Completing the final mission in a group you earn: (Grand Companie keyitem Sticker) "Anima of Single Power" Using this sticker within any Grand Companie you gain overwhelming status & unlock reward objectives in any Grand Companies mission if completed within a time period.
Anima of Single Power:
Activates:
Only inside Grand Companie Missions,
Level only has 1 player inside and is triggered on the player with (Sword Icon)
Skillchain WS point+1 every 20 seconds
+3 Limit Break every two second
+3 HP Gain every three seconds
+3 MP Gain every three seconds
NPC healing +3HP every second
Esnua (Remove Debuffs) every two seconds
Job Trait Rebirth (Doubles the chance of Job Trait being activated)
+10 Points every five seconds (To tackle less enemys for points to earn access)
Can cause trouble to appear (based on your points)
Any longer activation then 8mins will cause your player to be KO'd & End the Level & lose 10000 points.
Missions Completed under 5-8mins will gain bonus Treasure Stickers used for the game. Item details are still in the air.
As you can see I am getting this to be Easy~Tough Content that will ask groups of 1 to 4 players to undertake. Once Completed though it can be soloed and replayed for the rewards. Anima of Single Power should be enough to give any Job solo power and ability to tackle any objective with ease.
Mission 1 1 player EASY
Mission 2 1-2 players EASY
Mission 3 2-3 players MED
Mission 4 3-3 players MED
Mission 5 3-4 players MED-Tough
Final Mission 4players Tough
--------------------------------------------------------------------------------------
Job & Anima Insight
Dragoon will be least favorite job with the anima of single power cus it will be limited unlike other jobs that are overpowered and will be needed for speed runs. Its a unkiillble compared to other jobs but lacks the damage output to complete objectives. If correctly done with Wyvern pet, can cause more damage.
Samaerai will be the best with its 3 weapon skill limit breaks and Meidate Ability. It will be crazy killer. Lets the player access a limit break every 3~7 seconds. Also adding extra damage with Limit break+limit break+ limit break WS+1 connection it will do skillchains like crazy and be able to do damage close to... 20~30 in a few seconds.
Blackmage can do huge damage also with its long range attacks benfits of MP & Jobtrait
Whitemage is next to Dragoon cus its lack of damage but it can still pack a punch with its unlimited HP Pool with HP+MP+CURES. It still has Holy to cause damage with.
Menu Logic is near... completion. Theres few bugs and backward improvements I would like to address.
Theres few aspects I would like to change and add in.
Buy items from Tuterial NPC and put Tuterial into the main menu.
Returning to Grand Companie room after winning a mission with number of points to spend with.
Will see after everything finished in the menu selection cus its roughly 70-80% full right now.
This is about 5/17 of the actual missions that been working on.
Grand Compaines of Sandoria
Mission Room & Some of the Menus
http://i6.lbp.me/img/ft/0a6fad2010e9...9bb60782d0.jpg
http://i4.lbp.me/img/ft/934f9cd18e96...0df01098ff.jpg
http://ie.lbp.me/img/ft/d8ebf9f98631...2f49a72df7.jpg
http://i2.lbp.me/img/ft/af2ab63986fe...545401801a.jpg
http://i4.lbp.me/img/ft/764a542cfcf8...4e4a34a34a.jpg
Story Text will be added in above Select & Close.
Updated Chnages
Grand Comapnie room has gone changes.
1 of the NPCs has text now and a "sad" icon above the sackbot.
I have "Anima of Single Power" Logic complete.
Anima of Single Power Sticker has been made.
Testing of it has been fun. Giving players unlimited power.
Test has gone in Malbero Menace Arena and completion of that in single player has been close to 1:30mins.
I restate my order of top jobs using it.
Added in "Fire Breath" trigger tag in the anima. Wyverns can use fire breath with & without weapon skills every 20secs.
Mana fort Job Trait (MP Reset to full) can be activated by +2 (+35%) (Total 70%)
Ability delay has limited the player by over using abilitys & spells.
Blackmage,
Samaerai,
Dragoon,
Whitemage
(I plan to add a extremely tough enemy just for this awsome boost)
Expect... Undead or Demon Megaboss that casts "Death" & does massive damage. Each sackbot has its own KO Death timer that be triggered randomly just by a tag.
Still having menu logic problems.
I redid menu's by making them more detailed and starting to add text.
I added a "Cost" spot in the objectives section.
Mission 1: Cost 0pts
Mission 2: Cost 100pts etc
Using Higher Level stickers give you more points & access to multple missions.
"Thunder" Animation has been added to Menu once starting a mission.
http://if.lbp.me/img/ft/fbfa17e4084d...3b3974264b.jpg
http://i6.lbp.me/img/ft/866ed24236e8...18f1dc0ef3.jpg
http://ib.lbp.me/img/ft/c4be5a0a98be...d61a6240d3.jpg
Major game changes going to be added in.
Introduction to "Level Ups!!" will begin.
The Chest of Goals will be added.
Each sackbot will be started at level 1 regardless or skills/magic options.
Every so many level areas Ability will be changed or removed.
Players can now progress in the game in level ups which carry over to level to level.
Level Up Stickers will be added in.
Earning these Stickers will subjected to killing enemys which give out points.
More Points you earn you will earn Level up.
Level Up Stickers will be earned directly from the Chest of Goals will appear in near every level. (Levels with no Chest of Goals will not read your exp points for level up stickers)
Using Level Stickers in ..... Divine Crystal Rift will summon level up mircochips that will follow your sackbot and give you stats based on your level.
You will only gain a sticker every 5 Levels.
Enemys have respawn rates which will be able to earn points more & more if you stay within same level to progress.
Going to Higher Level "Area Levels" and kill enemies in those locations will earn you more points.
The Currect Level cap that game has now is set around lv30
Micoship stats will not share with other players that are in other sackbots.
Activation of these stats will be based on # of power & timer
Level up Stickers will be limited to your job
Addictional Damage Logic will be added.
Micochip will now read auto-attacks,spells,abilities,limit breaks,evasion activations and apply extra stats based on your level.
(Level) Icon will be added in to the menu when your level sticker is active.
Physical and Magic Attacks will changed from "DMG" Tags to "DMG" & "M DMG" which both will be read by the enemy.
Evasion Boosts on enemies will no longer be triggered by Magical Attacks. (Only if some Special enemies will)
Redo Enemy Points earning
Sackbot & Enemy changes need to be addressed to meet the above followed
Attack, HP,MP will be raised.
The cost of spells and limit breaks will be raised slightly
The Damage of all attacks will be lowered.
Points will be greatly lower from enemies.
Before 200-1500-3000
After 10~300
((Grand Companies will not require any level up stickers, it will have a basic set level)
Stronger Areas will yield more exp for players to progress up the rank faster.
Intro/Tutrerial will be added in explaining the game making sure the "Players" clear there Community Stickers bank for the game.
-------------------------------------------------------
Enough of talking about future plans and what have I completed so far...
Weapons have been created in "Sticker Panel"
Iron Greatsword
Poison tipped Dagger
Bastokian Gun
Makan Staff
Double sided spiked staff
Spiked Club
Iron Longsword
Woodlong bow
Crab bow
Eyepatch has been created for NPC costume.
These weapons will now be used in abilitys, enemies, shops etc.
Each of the 3 Nation Grand Companie Rooms are complete.
Menu Logic still needs to be adressed to fixes.
Aethright Crystal, with animation has been created.
Aethright Crystal acts like a Homepoint for Grand Companie Missions. They tell you the objective and give you your progress completion. They also recover HP & MP. Since these missions are on a time limit you cant totally leech on these crystals to progress threw the level and complete it.
3 Gathering type Logic/Locations have been made for Gathering Missions.
Its been awhile since I worked on LBP. ( 2-3weeks Sorry) But I have been thinking of the level up system and major enemy and gameplay changes. A few things I would like to do is:
1. Launch the game in December with 7-10 levels. (Worldmap, 3-6 Field Areas, 3 City areas) Will try to aim for middle or end of December.
2. Add NEW Areas (Finish South Sandora, East Sabur1, East Sabur2) (Have not touched this)
3. Adjust Enemies (Will take long to finish this due to alot of adjustments to older model enemies)
4. Starting phase of laying down EXP Logic of some sort but it maybe incomplete. (Need to tweak this alot)
5. Add very small amount of Quests (Ongoing but little bit of it is complete)
6. Add (Check/Scan) to controls (L2) (Shows Enemy Level and Name) (Ongoing)
7. Change Controls to other buttons to improve gameplay options. (Ongoing)
8. Complete Sound Tracks for Citys and Fields (finished a very small amount)
9. Finish small amount of enemies and then build upward. (Will start this after sackbots are complete)
10. Add in Easy~Hard~Special Enemy display (Already started but isnt quite finished yet)
11. Add in Agressive and None Agressive display (Already started but isnt quite finished yet)
12. Enemies reward proper exp (Should be easy)
13. Logic adjustments to Enemy STR display based on # of sackbots & players (Might be tough)
14 Adding in 2hour abilities (30mins Timer) (This will take awhile...)
15. Menu/Control Adjustments to using 2hrs (This might take awhile)
16. Adding in Item Stickers off of enemies that will be shown in the game. (Should be easy)
17. Adding in 1 Special Enemy within every field level (6 total)
(These enemies will be very easy due to every sackbot has no level up tweeks up of them. The sackbots are actual more stuck at lv30. Will be removing actions and damage as the game progresses.
This update will show lv1~12 enemies. This is beginning of the game so plese expect pushovers.
Following 1shot/30min Special Attacks
WHM Healers everyone 100% and removes all debuffs
BLM Casts Rare Magic (Will cast 1 random very powerful spell) Flare,Flood,Quake,Burst,Tornado,Freeze
SAM Meysoku... Ability to have MAX TP for 5~10secs
DRG Spirtbond... Using this will KO your Wyvern you have out but will gain 2TP, 2HP, 2MP every sec for 30secs
(These may change due to being overpowered due to limitations of enemy adjustments.) These Abilities will have no text display on the menu but will be a icon.
Its very small amount of content but the ground work is very important. Plus redoing and relaying the logic takes time.
Update after this one should show some lv12-35 enemies. So expect game toget way better. It will show some easy to mid range toughless for Grand Companies.
Things to expect in the future:
Small amount of content in breeding Chocobo as a baby. Egg~Baby. (Baby-Middle Age will come after) (Using items earned on the field and Chocobo hot & cold will be useful towards breeding your own chocobo)
Chocobo Hot & Cold Mini Game (Will be 1-3mins but will be fun) Rewards are random /craft,breed,quest,NM popitem/, Passing digging checkpoints will earn you more time,points and raise your digging level.)
Grand Companies (First Small update in this Major Content) (3 Missions, 1 in each Nation)
3 New areas just for Grand Companies
New Field Areas (2-3) La Phateau, Kosaula Highlands, Tahua Cayoun...
New enemies (5+)
Earning exp stickers (There will be no level up system yet to use the stickers but repeating the gain of points earns you a higher level when level system is ready)
Adding in Chest of Goals
Windurst Woods is near completion... About 60-70% done. I need to add in.. Music, Sackbots with Quests, Building Logic. Little more designs within buildings also.
This one has alot of trees and actually looks nice. Using 3D tools and mix of Sticker Planel.
Any ideas on what kinda quest content I should add in please be free to give ideas.
Windurst Woods is a small area within level which has quest sackbots. This is 1 small part of the hole city so please be expecting more in the future.
Windurst Woods (Near Completeion)
Windurst Waters (On Hold)
Port Windurst (On Hold)
Windurst Walls (On Hold)
Grand Companies of Windurst (Near Compleetion)
Water Seed (On Hold)
Wow, looks great.
I suggest you get someone to check for grammar errors, since I've seen a few here and there.
For example, a screenshot near the top of this page says "slay all enemys" when it should be "slay all enemies". It's not that bad but fixing any grammar errors you have will give your project a more polished feel :)
Few things completed and things still in motion.
Scanning enemies logic has is finished. L2=Scan nearest monster. Will display its level and name.
(Targeter Animation made)
Popit menu is now an option to use within a sackbot.
Auto-Attack Square Button is now L1.
(No where on the menui screen can I add in Special Ability. I will make R2=Special Ability.
Special Abilities you can only use ONCE. It will give you a very special buff depending on your job.
Special abilities are still in testing phases.
(Having Menu control problems.. Maybe be some kinda overload of logic glitching the game up...)
Exp plan:
Each enemy at those levels will give you that amount of exp
NM=Special Enemy and will be at max level and give you that much exp
Enemies Exp=
lv1-5=5exp/ NM=30xp
lv5-10=15exp/ NM=40xp
lv10--15=25xp/ NM=50xp
lv15-20=35xp/ NM=60xp
lv20-25=50xp/ NM=70xp
lv25-30=75xp/ NM=80xp
Players Max exp cap for every level
(You only need to get that # of points to earn that level)
lv1= 20xp
lv2=45xp
lv3=60xp
lv4=100xp
lv5=100xp
lv6=200xp
lv7=400xp
lv8=600xp
lv9=800xp
lv10=1200xp
Players share exp bar so more players you have and longer you contune playing the higher the exp cap will raise earning everyone higher levels.