Showing posts with label repl f. Show all posts
Showing posts with label repl f. Show all posts

10/14/17

Repl F Beta and Furnitures


Game: Repl F
Status: Beta
Link: https://www.mediafire.com/file/2osw92fxoot4uj4/HauntedHouse.zip

Version: 1.0.0.1
- Missing character file has been corrected.
- An event now checks correctly for a key.

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Here we go, the release of the Halloween game...Or at least a part of it.  It has enough content to be a full game, just a bit plain.  Despite the holiday, this game isn't scary or fetishy.  I can't say if I will polish this until Halloween or start another project, but I'll try.

Anyway, it's somewhat of a short game, just hunting some treasure. If you run into any enemies, I heavily suggest you run away from them.

Also, here's a pack of Furniture Battlers you can use:

http://www.mediafire.com/file/nqbnkg9crfax1av/Furniture.zip

10/10/17

Repl F Update: Near the End and Beginning

I think I have one more questline to complete the base of the game, then I might release the Beta of the game.  From that point, I plan to spruce up more of the gameplay like changing the room layouts and adding more foes, perhaps add a few more "little treasures" to collect.

Also, if you have played the title demo, you would notice that if you save the game and come back it it later, the game changes.  Even starting a new game is different.  If you wanted to start the new game as normal, what you need to do was get rid of your save files.  However, I realize that would be a bit cumbersome when it comes to testing, so there is a "cheat code" that allows you to start a new game regularly even after you saved.  Of course, you're going to have to find that cheat code in the game.

10/8/17

Update: Still Dialoguing

Huh, I suppose the reason I didn't do much with Repl F the past weeks was because I hadn't worked on the base of the game.  It's like making an ice cream float with a whole can of coke; you have to stop when it almost foams over the top and work away the foam.

So while it doesn't seem like much work, it is still good progress.  Putting in hints of what I currently have, sorting out the quests, generally getting stuff's that's already there out of the way.  I still need to take care of the final treasures and the enemies, though.  Hopefully enough things get done so I can pretty the game up.

9/20/17

Repl F Update: Scary Battle System

Currently don't have an enemy to showcase this, but I did code an alteration to the battle system.  Thanks to what I did with "Stupid Rubber Peril Game"'s Dark Knight, this is the basic I have so far:

-You will defeat an enemy the normal way...
-If an enemy "kills" you, you don't die but instead get Horrified.  You also gain Horrified from other sources.
-An enemy will have the chance to use an "Ending" skill when you are Horrified, ending the battle (in defeat) if it hits.  Some enemies will "play" with you before they End you.

Thankfully, there will be a few actions to reduce or heal Horrified, but don't be afraid to run away if you feel it's too risky.

9/13/17

Repl F Update: Cue the Lights...Again!

Previously, I created light by creating an event, and then using a "near player" snippet, I set a variable for that area.  I had a script that pretty much changed the tone of the screen based on that variable, which led to a flickering effect.  However, it seem that there was a moment in each room that the lights shift back to normal values because I placed them in the Custom Move Route, hence the variable wouldn't happen instant.  I could do a Parallel Process, though...

I ended up making another script that used notetags in the maps, and because the math takes place on the map, there is no adjustment time needed for the lights, making the light transitions pretty flawless.  This also means I need less "lightbulbs", which at least means more space on the map to work on.

Edit:  Also worked on a few "light-related" bonuses.  For example, a lit hallway would have a 1/10 chance of being ambushed.  Walking into a dark hallway is guaranteed to have a 100% chance of ambush.  I plan to have a Flashlight as something you can use to nullify most encounters.

9/11/17

Repl F Update: Keys and Surprises

My mapping adventure continues.  With most of the lights in place, I now draw my attention to putting in other events that will help you progress through the mansion.  As it goes right now, unlocking the third floor and activating the lights will be a simple process.  However, there are multiple goals you set out to do in this mansion, and getting out is one of them. 

This, of course, means that I have to put in events that impede your progress, like these books for instance.  Originally, I figured defeat was going to turn you into one of them.  However, I still want to mess around with the battle system a bit, and in turn, how everything else affects battles.  Anyway, I'd recommend not zooming through the library straight away.

9/4/17

Repl F Update: The Map (Such Labor)


I got me a mansion!  Well, I don't know if it is going to be the final product, but considering the number of rooms that comes with it, I'm most likely to work with this.  The layout takes inspiration from Maniac Mansion, though as I have not played that game, the order of events that you need to take to win is definitely going to be different.

I also added in some randomized hallways.  With four variables, I can use these hallways as transition points, or in other words, I can reuse these hallways to connect different parts of the house instead of making these set of hallways for each pair of rooms.  This should ensure some...variety when you're trekking through this house.

Hm, from my research of RPG Maker horror games, the type actually differs.  Some focus on mind screws, others on jump scares, and some focus on stories while others focus on puzzles.  Well, this RPG isn't far in enough to figure what kind of Halloween game it will be, though as I do plan one or two fetishes in here...partly exploration and unlocking the house (probably puzzle).  Speaking of which, are there any fetish Halloween games out there?

Repl F Update: Cue the Lights

Sorry, I was distracted by other video games, but I did managed to start on a few test concepts for the Halloween Game.  If you haven't checked the title demo, it'll be called Repl F for artsy reasons (though I only removed three letters from each word)



In addition to the face replacing enemies, I've decide to try my own lighting mechanic, because RPG Maker horror games need some sort of light manipulation.  When you get near an active light source like a lamp, or loaded batteries into your flashlight, the place will brighten up.  However, if you've watched RPG Maker horror games and you're alone in a dark house, you wouldn't exactly be running into the darkness, so in places without proper lighting, your running abilities will be negated.  With enemies lurking about in the place, it's best you get the lights working.

Also, some enemies and obstacles will affect your movements.



I also decided to craft one of those endless hallways for fun.  I can hardly tell the difference!

8/26/17

Title Demo: Jiggly Slime and Game Screw

Link: http://www.mediafire.com/file/ockek0k4k18f9ge/ReplF_Demo.zip

Here's a little tech demo of what I plan for my Halloween Game.  No reason for me to withhold the jiggly jello if you just want to play with that. 

8/23/17

Halloween Game: Starting Project

Alright, Halloween is about 2 months away.  I want to create a RPG by then.  My previous Halloween idea seems to have faded out and probably wasn't fun to try.  However, I just watched Miitopia, the 3DS RPG where enemies have your dudes' faces, and then I had an idea!
Yes, I've gone and made a quick script to put randomized faces on monsters, and customizable in plenty of ways, but this isn't a script update yet.  Still, it'll probably be a useful story-telling device if used right.

Also, I made a silly title screen mechanic that makes a slime jiggle.  I think it is more playable than the game, ha.