Showing posts with label DojoAdventure. Show all posts
Showing posts with label DojoAdventure. Show all posts

Monday, May 30, 2011

Game Project Updates (5/30)


Today's blog entry: Updates on whatever the hell I'm working on!


"Codename: EPIC":


We're currently working on chapter 1 of the project.

We had a meeting for the plot and background of chapter 1 on Friday and I talked to my friend Airen who is working on the plot and dialogue. I'm not very good with intricate story-lines and plots in a game and the basic premise I have (had?) isn't (wasn't?) very satisfactory. He came up with a very interesting overarching storyline and we're probably going to roll with it. I hope you guys will like it! :)



Unlike Dojo Adventure which primarily focused on game-play and puzzles and didn't have too much of a story/plot, this project is going to have a nice mesh of storyline and game-play reminiscent of SNES/early PS1-era role-playing games.

The screen-shots I'm posting here are primarily development pictures. I'm going to be spending the next three weeks working on spells and abilities for the characters. Then I will focus on development of translating our plot and dialogue and represent that with movements and visual cues in game. Then I will probably spend the next couple of months staying up late working out these cutscenes and timing it with the eventual voices that will be added. After that, we're going to gradually swap in the assets from the art team.



I am really taking my time here to get it to the point where I'm satisfied with it. The enthusiast in me wants to be done with chapter 1 by the end of Summer. The realist in me says it'll likely be done by December or early next year. It really depends on the pacing and how fast people go. I don't want to rush this for the sake of a deadline, but we'll see what happens.

I'm also hosting a beta testing of the battle system from June 13th-June 19th. Keep watching for more information about that.



Dojo Adventure:



I'm going to go ahead and say I'm pretty much done developing the game. I may go back and revamp it with a new art style and re-do it with more of a storyline in the future, but I would need a whole new development team for that, and that is just too much for me to do on my own at the moment. Luckily, the game as it stands is completed and I don't plan on releasing any further versions or additions to the game. (Don't hold me to it though. I may go back and suddenly get some inspiration to do radical changes in a future version. But don't hold your breath!)

It was a good six year run, and without that project, I'd probably not be interested in developing games at all. I conceived the idea for the project back when I was in middle school during my time when I was kept away from everyone due to suspension. (When one is suspended from school [in this area, at least] they ban you from all extra-curricular activities for nine weeks.) So I spent a lot of that time coming up with the foundation for the project and spent the next six years actually making a game out of that.

Now with the new project I'm working on, going back and seeing the difference in quality already makes me cringe. I think that may be a good sign, though. That means there's a vast improvement in quality, and that's exactly what I am going for. :)

_


Until Wednesday. If you happen to live in the United States and are reading this, enjoy the holiday and take some time out of the day to remember those who have paid the ultimate price to keep our country safe.

Thursday, March 31, 2011

End of March Rant!



Hey, blog readers! It's hard to believe April is around the corner.

Dojo Adventure:

I've been working on a new version of Dojo Adventure, you can see the list of changes I've worked on to the March Version.

You can download the Dojo Adventure March 2011 Version here.

I also mentioned earlier that I'm giving away a special in-game item that I implemented to people who take the time to read these posts.

Anyhow, if you transfer your save file or create a new save file and e-mail it to me as an attachment (UltKnightGrover*at*hotmail.com) with subject "Dojo Adventure Ring", I will upload the special "Creator's Ring" onto the save file and send it back to you. The item is otherwise unobtainable in the game.




BETACinema:

Can you believe it? "If Jon Ruled the World" is finished! I spammed it on Facebook (as well as a lot of my friends) and it got 70 views, but it's funny and if you haven't taken a look at it, I suggest you do! ^_^ Note: I can't have children anymore because of it.





As always, we appreciate the support, and you can subscribe to us on YouTube or become a fan of us on Facebook! I will love you a long time (platonically).


Progress to Degree(s):


Another end of the quarter, another evaluation of my degree progress.

Here is how my grades looked (much better than I would have thought, but not as good as I would have liked!)

Geology: B
Software Engineering: B-
Machine Organization: B-
General Physics: C+

I'm glad I was able to pass all of them and move on. I know to take a much easier quarter next time. The classes I'm taking are circled on the diagrams above, but they are as follows:

Math 372 (Combinatorics)
Math 262 (Applied Statistics)
PHYS222 (Physics II)





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Dojo Adventure Download



Changes for December Version:

Please see: Changes for March 2011 Version


Please see: Obtainable Abilities for all Classes.


March 2011 Version – By: Whim Independent Studios

_________________________________________________________

Table of Contents:

I. Simple Dojo Adventure Download/Install Instructions.*
II. Reporting Bugs.
III. Dojo Adventure Disclaimer.
IV. Copyright Information.
V. System Requirements.
VI. Given Consent to Certain Agreements/Contact Information.
VII. Frequently Asked Questions
VIII. Credits


*Downloading Dojo Adventure implies that you give yourself consent to all of the information following the download.


____________________________________________________



I. Simple Download Instructions


1. Download the zipped folder from FileFront. Dojo Adventure can be downloaded from this link:

Dojo Adventure March 2011 Version Download (Current Version)
GameFront (96 MB) | MegaUpload (96.26 MB)


Past Versions: *Note - Using a save file from a current version and moving backwards may corrupt saved data.*




2. Extract all of the files from the zipped folder. You should see "RPG Maker XP RTP", "Dojo Adventure", and "Geno's House Party".

3. Extract "RPG Maker XP RTP" and it will create a new folder. Inside the RGSS folder will be "Setup". Click Setup to run the RTP setup.

4. Run the Setup and press OK/Confirm. If it is in Japanese language, press the left button on what would be the OK or Confirm button. This installs the RTP, or the game engine.

5. After the RTP is installed, extract Dojo Adventure/Geno's House Party. (it should be an orange spiky circle inside of four green arrows). After that is extracted, open up the folder and click the DJA "Game" icon (for Dojo Adventure) or an orange spiky circle (for Geno's House Party) to run their respective games.

6. If you have any problems running Dojo Adventure, please see Frequently Asked Questions (bottom of page) or use the Contact Information to get assistance! (Section VI).


______________________________________________

II. Reporting Bugs/Suggestions

If you would like to suggest improvements or changes to Dojo Adventure or the Dojo Adventure project, please use the Contact information posted in Section VI. Please put "Dojo Adventure Suggestions" or "Dojo Adventure Bugs" in the subject line. If it is of legitimate concern, necessary changes or improvements will be made.

______________________________________________

III. Disclaimer

Note: This release of Dojo Adventure includes the data from all previous versions. If downloading this version, you will not need to download any previous version. If you are looking to transfer saved data from a previous version and port it to this version, locate the folder with the old version and find .SAV data. Drag (or copy) and paste that into the folder for the new release. If you are having compatibility issues, contact me using the information at the bottom.


Keep in mind that moving saved files from newer versions and pasting them into older versions can corrupt saved game data and cause errors with the Dojo Adventure software when trying to access files that do not exist.


__________________________________________________

IV. Copyright Information

Dojo Adventure is Copyright (c) 2010 by Grover Wimberly IV, Dojo Adventure Development Team, in association with Whim Independent Studios. All Rights Reserved.


______________________________________________________

V. System Requirements

Dojo Adventure Requirements:


Turn Based/Strategy Role-Playing Game
Players: 1

System requirements:


Game Engine Requirements: (Taken from Enterbrain):

Minimum System Requirements:

* Microsoft® Windows® 98/98SE/Me/XP/2000
* PC with 800MHz Intel® Pentium® III equivalent or higher processor
* At least 128 MB of system RAM
* 1024x768 or better video resolution in High Color mode
* DirectSound-compatible sound card
* At least 100 MB of available hard disk space

Recommended System Requirements:

* Microsoft® Windows® XP
* PC with 1.5GHz Intel® Pentium® 4 equivalent or higher processor
* At least 256 MB of system RAM
* 1024x768 or better video resolution in True Color mode
* DirectSound-compatible sound card
* At least 500 MB of available hard disk space

Dojo Adventure Requirements:

Minimum System Requirements:

* Microsoft® Windows® 98/98SE/Me/XP/2000/Vista/7
* PC with 800MHz Intel® Pentium® III equivalent or higher processor
* At least 128 MB of system RAM
* 1024x768 or better video resolution in High Color mode
* DirectSound-compatible sound card
* At least 200 MB of available hard disk space

Recommended System Requirements:

* Microsoft® Windows® 7
* PC with 1.5GHz Intel® Pentium® 4 equivalent or higher processor
* At least 256 MB of system RAM
* 1024x768 or better video resolution in True Color mode
* DirectSound-compatible sound card
* At least 500 MB of available hard disk space


RPG Maker RTP [Run Time Package] must be Pre-Installed on Your Computer before Downloading Dojo Adventure Software. The RTP is included with the Dojo Adventure folder, but still must be installed prior to running the game. If for any reason you cannot download the RTP software from the Dojo Adventure directory, you may download the RTP below.*


Download RPG Maker RTP here.

*Downloading the RTP makes you liable and subject to Enterbrain's terms and conditions.

______________________________________________________


VI. Consent to Certain Agreements/Contact Information

Downloading Dojo Adventure requires consent to certain agreements.

Ownership

Dojo Adventure Development Team retains all title, copyright and other proprietary rights in, and ownership of Dojo Adventure and its related add-on content. The player(s) involved do not acquire any ownership to the characters, areas, worlds, or any other object expressed in the downloaded software.

Restriction

Downloader of the Dojo Adventure software shall not de-encrypt, de-compile, or disassemble the Dojo Adventure or add-on software. Further, the downloader shall not sell, distribute, or otherwise transfer past or current Dojo Adventure or add-on software without the written consent of the Dojo Adventure Development Team.

Contact Information:

If you need assistance with installing Dojo Adventure or add-on software and you are not sure whether or not it will work on your system. You may contact Grover at:

MySpace
Facebook
E-Mail: (UltKnightGrover@hotmail.com)

Downloading the Dojo Adventure software means that you have given consent, as well as have read "Ownership", "Restriction", and "Contact Information" provided to you on this page.

By downloading Dojo Adventure, you agree to the conditions and terms presented in the agreements above.

______________________________________________________

VII. Frequently Asked Questions:

_

Q: The game says "Extract Failed". Why won't it extract?

A: If you are having a problem extracting the game, where it specifies the file location, press "..." and click Desktop and try extracting it again. It should work after that.

_

Q: I click the "DJA" icon to start the game, and a window pops up and says "RGSS" with random characters and forces the game to shut down. What happened?

A: While you extracted the RPG Maker XP RTP, you did not install it. To install the RTP, click the new folder that the RTP created. (It should be called RGSS-RTP with some characters behind it). Inside that folder you will see "Setup". Open Setup and you may see a bunch of random Japanese characters. This is the original game engine. Press the left option (which would be the equivalent of 'OK') to continue installation. Once the RTP engine is installed, the game should work. Note that the RTP only needs to be installed once, and will not need to be re-downloaded with each subsequent release of Dojo Adventure.

_

Q: How do I save the game?

A: In your house or mercenary camp, press the ESC KEY to open the menu. From the menu, select "Save In Journal" to open up the save screen. You also have the option to save your game after every major boss battle.

_

Q: Will Dojo Adventure work on a Mac?

A: Depends on the Mac, it needs to have an Intel-based processor and have boot camp with a Windows XP or later operating system.

_________________________________

VIII. Credits

--------------
Dojo Adventure Development Team

Developed by:
Whim Independent Studios
Enterbrain, Inc.

RPG MAKER XP ENGINE
Enterbrain, Inc.

Created and Written by:
Grover Wimberly IV

Character Design/Sprite Design:
Grover Wimberly IV
Stefanie Brignac
RPG Maker XP RTP

World Design:
Grover Wimberly IV

Class Design:
Grover Wimberly IV

Ability Design:
Grover Wimberly IV
Neil Stucky

Monster/Sprite Design:
Grover Wimberly IV
Stefanie Brignac
RPG Maker XP RTP

Area Design:
Grover Wimberly IV
Neil Stucky
RPG Maker XP RTP

Title Screen Design:
Stefanie Brignac

Game Over Screen Design:
Stefanie Brignac

Credit Screen Design:
Stefanie Brignac
Grover Wimberly IV

Logo Design:
Grover Wimberly IV

Additional Animations:
Grover Wimberly IV

Additional Resources and Animations:
LandOfShadows

Special Area Effects:
Grover Wimberly IV
Stefanie Brignac

Additional Sprites and Battlers:
Andinout
Cedric "The Omega" Sawall
Naramura

Slime Sprite:
Skull

Tombstone Sprite:
Ryusaki

Music:

Musical Contributions by:
Maoudamasii
RPG Maker XP Run-Time Package

Residential Area Theme:
Rod Lazo

Original Title Theme:
Charas-Project

New Title Theme:
Charas-Project

Akademian Theme:
Charas-Project

Desierka Theme:
Charas-Project

Ecocrystal Warrior Battle Theme:
Charas-Project

Airship Theme:
Charas-Project

Dojo Master Fight Theme:
Charas-Project

Test Your Might Theme (Unused):
Charas-Project

Lost Continent (8-bit) (Unused):
Charas-Project

Final Boss Battle Theme:
"LRPGM"

Luxri Mansion "Haunted Grave" Theme:
Myles Davis

Tomb Theme:
Myles Davis

Mercenary Theme:
Myles Davis

Dojo Adventure Victory Theme:
Composed by:
Grover Wimberly IV

Arranged by:
Myles Davis

Ruby Programming Language Scripts:

Area Picture Script:
Unknown
Grover Wimberly IV

Splash Screen Script:
Amaranth Games

World Map Script:
The Inquisitor

Monster HP Variance Script:
Sandgolem

Damage Output Visuals:
Selwyn

Dashing Script:
Arbiter "GoesSpooky"

Menu Enhancement Script:
Unknown (Uncredited)

Level Up Script:
Unknown (Uncredited)

HP/AP Battle Bars:
Unknown (Uncredited)

Credit Script:
Emily_Konichi
AvatarMonkeyKirby
"UNKNOWN"

Testers:
Matthew Estrada
Jabari Smith
Gabriela Torres
Paul Vela

Special Thanks:
Stefanie Brignac
Matthew Estrada
Jabari Smith
Gabriela Torres
Paul Vela
Jonathon Finan

All resources used in the making of Dojo Adventure were used with
permission (implied or explicit).

This game was created for non-commercial use. Contents created by the Dojo Adventure Development Team and/or Grover Wimberly IV may not be re-used without explicit permission.

Dojo Adventure is (c) 2007-2010 by Grover Wimberly IV in association with Whim Independent Studios. All Rights Reserved.

______________________________________________________


Modified March 31, 2011

Friday, March 25, 2011

Indie Dreamin'

See also: Can anyone that knows Japanese translate this article by chance?

Title of this blog taken from this Mega64 movie:






But yeah, this post is focusing on what I'm going to work on project-wise for my independent [indie] groups: Whim Independent Studios and BETACinema!

For one, I came up with a new logo for my indie game work. It's nothing too special, but I didn't have one before hand, but now I have something simple and straight to the point.



And there it is!

Some people may call me conceited to come up with a title for an indie studio that does the work, but for Codename: EPIC (which will also use the above logo) has a much larger cast of people contributing to the project, so perhaps this logo may be used in the future for some of my side projects as well as any further games I/we may work on under this name. (Like Shadow Kid if I ever get the inspiration to take that out of hiatus.)

Dojo Adventure:

A new version of Dojo Adventure is coming March 31st. You can see a list of planned changes here.

On top of that I'm planning some more features:

Aging (Status Effect):

A party member afflicted with aging loses 1/10 of total HP a turn and cannot gain EXP at the end of battle. Unlike Poison, however, Aging ends at the end of battle. It can be healed by the magic spell "Reverse".

Resistance Rings:

I'm adding more options for rings/accessories that can be equipped. These will be obtained through new side-quests that are planned to be in the March Version as well.


Here are some aesthetic changes going to be implemented in the March 2011 version:


BETACinema:

I'm also hoping to edit together the footage for the newest skit this weekend and have that done by April 1st. More info to come in a future blog post.

Tuesday, March 15, 2011

Marvelous Middle of March Updates!

Happy Middle of March!

As I always do every month, I want to post some updates on stuff that has been going on.


Last blog post, I stated that we had some progress on some future skits that are coming. In the last couple of days, some of the BETA members uploaded some commentary and footage from our meeting. So here's a quick compilation. Credit goes to Shadoe (for the first) and Mechanical Mia (for the last two) respectively.

BETACinema:















Pokémon:

I'm stuck at the Elite Four! Kind of my fault really, I taught Bacon some terrible moves. I re-taught it Heat Crush in order to go back to the Elite Four. I will be giving them a beating on Wednesday. Looking forward to transferring my team over from the older games and doing all that online content. I'm also going to be working on a team of all Unova pokémon within the next couple of months too. So look forward to that!

Also, my friends code is 4169-3822-6605. So add me!

Also, doesn't this pokémon look badass?



especially when it evolves into this:


I was lucky enough to find a Deino in Victory Road. :D

Dojo Adventure:

The changes I posted in Dojo Adventure will most likely be implemented in a few weeks. Sometime between March 27th and 31st. I'll advertise that as well. I'm maybe adding some NPCs in that ties in to upcoming game project Codename: EPIC as well.


_

Also, haven't completed (or touched?) Final Fantasy XIII yet. Most likely after finals. I'm also looking to finish Donkey Kong Country Returns too. So much to do, so little time! And now, I have to get back to my Physics work. Until the 17th!



And I shall end this blog post with two epic remixes. Enjoy!







Wednesday, March 9, 2011

Game Project Updates: Dojo Adventure/Codename: EPIC - March 2011

Some things to mention, I am working on two game projects at once. Dojo Adventure for the immediate month and Codename: EPIC throughout the rest of the year. I'm looking for someone who may be interested in making/designing the user interface. (IE: The look of the menus and windows.) For Dojo Adventure, we're going for a black/white design. For Codename:EPIC, a dark silver tone. If you may be interested, let me know.

Dojo Adventure:

The current version of Dojo Adventure can be downloaded on the top bar with all of the links.


I'm currently outlining some changes that will be coming in the new version of Dojo Adventure that will be released near the end of this month. I've received some suggestions about improving some aspects of the game, so I'm going to announce some adjustments to several classes:

- (New) New semi-bosses will be added in the eighth dungeon of each nation.

-(New - Finished) Several sound effects in-game have been modified.

-(New - Finished) The new "Whim Independent Studios" logo has been implemented.

-(New - Finished) The current transparent black user interface will be changed so the player can see the cursors easier.

-(New - Finished) The player will no longer be required to talk to the guard to enter a residence.

-(New - Finished) The mercenary system will be changed somewhat:

--- (Finished) Mercenaries will no longer leave your party when you enter your own residence. However, a Voucher/Mercenary Pass will still be required at camps outside of the residence.

--- (Finished) For new save files, Mercenaries will now be able to advance to level 85. However, the EXP required to level up from 81 to 85 will be significantly higher than a normal EXP curve.

-(New - Finished) More Wanted Species will be dispersed throughout several of the areas.

-(Finished) Paramedic is also going to get the ability "Heal 4" which restores all HP to a party member. This will be learned at level 85. (Added to list 2/27/2011 - Modified 3/9/2011)



-(Finished) Some of the Blackbelt, Swordsman, and Tamer abilities are going to be adjusted and split into tiers. (Added to list 2/27/2011)

For example, the Blackbelt ability "Crit Hit" will be split into three new abilities: "Crit Hit 1", "Crit Hit 2", and "Crit Hit 3". Each one will have increased damage and accuracy over the previous tier. This effect will be done for various abilities over various classes. (Added to list 2/27/2011)



-Final abilities will be adjusted so that it will require a minimum of 999 AP to cast, and will take all of the player's AP, even if it exceeds 999 due to Max AP+ attributes. For example, if the character possesses 1036 AP and uses the respective class final ability, it will take all of 1036 AP, instead of having 37 AP remaining. (Added to list 2/27/2011)

-The ending of the game will be modified. The storyline will remain the same, but there will be some added scenes in order for a longer, more consistent flow and not give the impression of a rushed ending. (Added to list 2/27/2011)

Cancelled Changes:

-An angelic flow will be added that will now restore HP at a very slow rate in areas with a Magic Localization value of 3 or greater.


Codename: EPIC:

There are still some spots open for the development team for this new game project. We're currently at 14 people in the team, and I don't really want to go past 20 for the whole team, but here are the positions we still need for the team:


Looking for Positions:


[X] Denotes that the position has been filled. Positions listed at the top are of most important, positions near the bottom are of least importance, but may be moved up in a later blog post as development moves through the stages.

Urgent:


N/A

Needed/Wanted:

-(New) Sidequest Designers
-(New) In-Game Icon artists
-(New) User interface artists
-Monster Artists
-Ruby programmers (Mostly concerned with user interface tweaking, and battle system re-design)
-RGSS Scripters (Mostly concerned with user interface tweaking, and battle system re-design)
-Voice actors for the characters.
-Game Designers knowledgeable with RPG Maker 2000, 2003, XP or VX software/engine or are willing to sit through an in-person tutorial to learn from me.

Going to need in the near future:

-Map Designers
-Dungeon Designers

Filled Positions:


-Musical Composer [X]
-Sprite/Battle Artists [X]
-Logo Designer [X]
-Character Artists [X]
-Storyline Writers [X]
-Protagonist Artists [X]
-Antagonist Artists [X]
-Title Screen/Game Over Screen Designers [X]


Here's a teaser of one of the upcoming characters of the game. His codename in development: Gobby.

Sunday, February 27, 2011

Dojo Adventure March 2011 Version + Codename: EPIC Timeline Update


Dojo Adventure:

The current version of Dojo Adventure can be downloaded on the top bar with all of the links.


I'm currently outlining some changes that will be coming in next month's version of Dojo Adventure. I've received some suggestions about improving some aspects of the game, so I'm going to announce some adjustments to several classes:


-Some of the Blackbelt, Hunter, Swordsman, and Tamer abilities are going to be adjusted and split into tiers.

For example, the Blackbelt ability "Crit Hit" will be split into three new abilities: "Crit Hit 1", "Crit Hit 2", and "Crit Hit 3". Each one will have increased damage and accuracy over the previous tier. This effect will be done for various abilities over various classes.

-Paramedic is also going to get the ability "Heal 4" which restores all HP to a party member. This will be learned at level 80.

-Final abilities will be adjusted so that it will require a minimum of 999 AP to cast, and will take all of the player's AP, even if it exceeds 999 due to Max AP+ attributes. For example, if the character possesses 1036 AP and uses the respective class final ability, it will take all of 1036 AP, instead of having 37 AP remaining.

-The ending of the game will be modified. The storyline will remain the same, but there will be some added scenes in order for a longer, more consistent flow and not give the impression of a rushed ending.



Codename: EPIC:

We have made a decent amount of progress with the Codename: EPIC project yesterday, and we pretty much have a rough time-line for when parts of the game is to be released.

Unveiling of Game Title (Early-Summer 2011)
Tech Demo Trailer of the Game (Mid-Summer 2011)
Playable Tech Demo of the Game (End of Summer 2011)
Chapter 1 Download (December 2011)
Chapter 2-12 Download (2012)





.

Friday, December 17, 2010

Dojo Adventure December Version is up! / December Version Changes





Changes for December 2010 Version:

-AP now recovers at a faster rate outside of battle. (More dependent on MLS value of the area. Higher MLS value = quicker AP regeneration.)



-The geography of certain areas have been modified.



-The AP cost of various spells have been changed. (Old Value -> New Value)

First Aid: 10 -> 5
Heal 2: 32 -> 16
Heal 3: 72 -> 55
Heal 4: 128 -> 92
Recover 2: 74 -> 55
Recover 3: 114 -> 92
Reverse 2: 25 -> 60
Poispur 2: 40 -> 38
MagSafe 2: 60 -> 50
Negate 1: 45 -> 35
Negate 2: 95 -> 80
Divine 1: 80 -> 36
Divine 2: 160 -> 55
Divine 3: 72 -> 84
Divinity 2: 95 -> 84
Safe 2: 40 -> 36
Paralypur 1: 12 -> 8
Paralypur 2: 48 -> 32

-The strength and HP of monsters in the final dungeon areas has been decreased.

-The encounter rate has been halved in these areas.



-The EXP and Coins obtained from these monsters have been increased.

-New areas have been added.

-New treasure boxes have been added.

-Equipping daggers on an Assassin now makes it easier to run away from random encounters.

-Weapons now have increased stat modifiers proportionate to the class it is used with.

-New weapons and graphic icons have been added.



-A new ultimate weapon has been added.*

*Added via a new quest that involves deactivating special ancient clusters around the world.

-The ability "First Aid" now restores HP to the caster as well as remove status ailments.

-The final boss has an updated, more comprehensive move-set.

-The player will no longer get "Game Over" if the mercenaries disband while the main character is incapacitated. The main character will be revived and left with 1 HP.

Dojo Adventure December Version can be downloaded here.

Dojo Adventure Class Abilities

Back to Dojo Adventure December 2010 Version Download.

Key:
Front - Front line class. Gets priority from monsters and in most cases takes hits before all others.

Middle - Middle priority, will usually get attacked after front line classes but before the rear.

Rear - In most cases, gets attacked last.


Swordsman:
(Front)

LV 3 - Rally
LV 8 - Blueblade Slash
LV 13 - Aqua Buster
LV 18 - Heal 1
LV 25 - Spiral Blade
LV 28 - Heal 2
LV 32 - One Hit Wonder
LV 35 - Focus
LV 38 - Heal 3
LV 50 - Cleave
LV 70 - Revive 1
LV 85 - Quadraslash
LV 90 - Final Cross-Slash (Final Ability)

Assassin: (Rear)

LV 5 - Fire 1
LV 6 - Rally
LV 7 - Slow 1
LV 8 - Aim
LV 10 - Ice 1
LV 12 - Flame 1
LV 17 - Water 1
LV 20 - Paralyze 1
LV 22 - Wind 1
LV 23 - Blizzard 1
LV 24 - Mute 1
LV 25 - Stealth (Battle)
LV 27 - Confuse 1
LV 30 - Poison 1
LV 31 - Sleep 1
LV 35 - Sacrifice
LV 40 - Quick Strike
LV 43 - Paralyze 2
LV 45 - Slow 2
LV 47 - Mute 2
LV 49 - Poison 2
LV 50 - Fire 2
LV 53 - Confuse 2
LV 55 - Ice 2
LV 60 - Water 2
LV 62 - Sleep 2
LV 65 - Wind 2
LV 70 - Flame 2
LV 75 - Blizzard 2
LV 80 - Flood 2
LV 85 - Tornado 2
LV 88 - Death 1
LV 90 - Octoslash (Final Ability)

Blackbelt: (Middle)

LV 2 - Crit Hit
LV 5 - Iron Fist
LV 10 - Chi Flow
LV 15 - Chi Explosion
LV 18 - Fists of Anger
LV 25 - Tiger Stance
LV 30 - Tranquility
LV 35 - Claw Strike
LV 45 - Rage
LV 50 - Meditate
LV 55 - Dragon Stance
LV 65 - Flame Claw
LV 70 - Ice Claw
LV 90 - Final Knockout (Final Ability)


Paramedic: (Front)

LV 2 - Heal 1
LV 3- Quick 1
LV 4 - Paralypur 1
LV 5 - Sleepur 1
LV 6 - Poispur 1
LV 7 - Sharp 1
LV 8 - Safe 1
LV 9 - Revive 1
LV 10 - First Aid
LV 11 - Mute 1
LV 12 - Recover 1
LV 13 - Paralypur 2
LV 14 - Age 1
LV 16 - Heal 2
LV 17 - Sleep 1
LV 18 - Divine 1
LV 19 - Reverse 1
LV 20 - Safe 2
LV 21 - Paralyze 1
LV 22 - Recover 2
LV 23 - Divinity 1
LV 25 - Negate 1
LV 26 - Quick 2
LV 27 - Sharp 2
LV 28 - Divine 2
LV 30 - Age 2
LV 32 - Heal 3
LV 33 - Divinity 2
LV 36 - Paralyze 2
LV 37 - Sleep 2
LV 38 - Divine 3
LV 39 - Mute 2
LV 40 - Recover 3
LV 40 - Paralypur 2
LV 42 - Sleepur 2
LV 44 - Poispur 2
LV 46 - Reverse 2
LV 50 - Revive 2
LV 65 - Negate 2
LV 80 - Revive 3
LV 90 - Rejuvenation (Final Ability)

Elementalist: (Rear)

LV 2 - Fire 1
LV 3 - Bolt 1
LV 4 - Ice 1
LV 5 - Earth 1
LV 6 - Water 1
LV 7 - Poison 1
LV 8 - Wind 1
LV 9 - Fire 2
LV 9 - Flame 1
LV 10 - Confuse 1
LV 12 - Ice 2
LV 12 - Blizzard 1
LV 13 - Bolt 2
LV 13 - Lightning 1
LV 14 - Wind 2
LV 14 - Tornado 1
LV 15 - Water 2
LV 15 - Flood 1
LV 16 - Slow 1
LV 18 - Dark 1
LV 19 - Earth 2
LV 19 - Quake 1
LV 21 - Fire 3
LV 21 - Flame 2
LV 23 - Ice 3
LV 23 - Blizzard 2
LV 24 - Bolt 3
LV 24 - Lightning 2
LV 25 - Earth 3
LV 25 - Quake 2
LV 26 - Water 3
LV 26 - Flood 2
LV 27 - Wind 3
LV 27 - Tornado 2
LV 30 - Dark 2
LV 35 - Nightmare 1
LV 45 - Dark 3
LV 50 - Nightmare 2
LV 65 - Fire 4
LV 68 - Flame 3
LV 70 - Ice 4
LV 73 - Blizzard 3
LV 75 - Bolt 4
LV 78 - Lightning 3
LV 80 - Wind 4
LV 83 - Tornado 3
LV 85 - Earth 4
LV 87 - Quake 3
LV 88 - Water 4
LV 89 - Flood 3
LV 90 - Elemental Wheel (Final Ability)

Hunter: (Rear)

LV 5 - Aim
LV 10 - Stun Shot
LV 15 - Poison Shot
LV 20 - Mute Shot
LV 25 - Paralyze Shot
LV 30 - Blazing Shot
LV 35 - Frozen Shot
LV 50 - Triple Shot
LV 65 - Crescent Force
LV 75 - Quadruple Shot
LV 90 - Disease Shot (Final Ability)

Tamer: (Middle - For Player Only)

LV 2 - Snake Bite
LV 3 - Entice
LV 5 - Scorpion Sting
LV 15 - Eagle Claw
LV 20 - Imp Claw
LV 25 - Bird Swoop
Lv 30 - Ravage
LV 35 - Ram
LV 40 - Regeneration
LV 45 - Dust Storm
LV 47 - Tidal Storm
LV 49 - Ice Rain
LV 50 - Charm
LV 51 - Fire Breath
LV 53 - Thunder Strike
LV 55 - Repurification
LV 65 - Healing Wind
LV 70 - Fire Skean
LV 75 - Bolt Skean
LV 80 - Ice Skean
LV 90 - Reaper (Final Ability)

Magician: (Rear - For Mercenaries Only)

LV 5 - Fire 1
Lv 6 - Earth 1
LV 7 - Ice 1
LV 8 - Wind 1
LV 9 - Bolt 1
LV 10 - Heal 1
LV 11 - Water 1
LV 15 - Fire 2
LV 16 - Earth 2
LV 17 - Ice 2
LV 18 - Wind 2
LV 19 - Bolt 2
LV 20 - Poispur 1
LV 21 - Water 2
LV 22 - Sleepur 1
LV 24 - Safe 1
LV 25 - Heal 2
LV 26 - MagSafe 1
LV 28 - Paralypur 1
LV 30 - Mute 1
LV 32 - Sleep 1
LV 34 - Paralyze 1
LV 35 - Heal 3
LV 36 - Slow 1
LV 38 - Sharp 1
LV 45 - Fire 3
LV 46 - Earth 3
LV 47 - Ice 3
LV 48 - Wind 3
LV 49 - Bolt 3
LV 51 - Water 3

Monday, December 13, 2010

Upcoming changes/additions to Dojo Adventure (December 2010 Version)

The October Version of Dojo Adventure can be downloaded here.

I received some suggestions that the October Version of the game was much too difficult in the end-game areas. Regular monsters can wipe the party, random battles are too frequent, and it is difficult to progress through the final dungeon.

For this reason, I'm planning to release a new December 2010 version of the game later this week with some changes and additions:


Changes to existing content:





-The encounter rate in the Naise Tundra, the Naise Caverns, and the final dungeon will be halved.

-The HP and strength of enemies in these areas will also be reduced.




-The final boss will have an altered move-set that does overall less damage to the player and mercenaries. However, it will now possess the ability to use Instant-Death single target spells near death.



-The Magic Localization System value of Naise Tundra and Naise Caverns will be changed from <1> to <2>.

-The "save journal" in the bottom floor of the final dungeon will only cost 50 magic shards to use instead of 200.

-The amount of fake chests in Zaya Caverns - B15 will be reduced.

-The mercenary class "Magician" will have an expanded spell list.

-The color of the wanted species "Jasmine Jonny" will be changed from the color light blue to jasmine.


Addition of new content:


-Several new areas will be added in each continent that emphasize having monsters of mid-level to ease the gap between EXP for low level content and end-game story content.

-New special monsters will be added that give EXP bonuses and special weapons.

-There will be a new super-weapon added into the game that all classes will be able to use. It will require completion of a quest that involves some lengthy exploring through the world (including the new areas mentioned above.)

Sunday, November 21, 2010

Late-November Updates: Dojo Adventure, Shadow Kid, BETA.

I wanted to get some blog post in to keep the schedule going of one post of every two days. I've had a lack of motivation to do much in the gaming world lately. Call it a slump if you will, but other than some progress with Chrono Cross and Dissidia, I haven't played much of anything.

As for game design:

Dojo Adventure:

I'm working on some additions to the game in the form of side quests, optional boss fights, and new weapons and other neat additions to the game. I want to do this for the sake of better scores when the game gets reviewed after being sent to some forums. It already has some good scores on the RPG Maker Web forum on Facebook and from some friends, but I really want to expand to the Independent RPG developers on PhanxGames and Amaranthia to get some additional feedback.

For the time being though: New weapons, areas, and sidequests are coming. Expect them in December. It was originally going to be the 4th, but it's going to most likely be pushed back to December 18th.

Shadow Kid:

While Unity 3D is easy to pick up, it's a lot harder than I thought it would be to learn. Not to mention I am teaching myself. I need to be disciplined enough to work through all of the tutorials to understand and comprehend how it works. I learn more by example than by an online lecture, so it's not exactly easy. We will see what happens though, I'll keep the blog posted with my future discoveries with Unity.

BETA:

A new skit is coming sometime in the future, I don't know the exact expected release, but nonetheless, it's going to be called Control Freak. We also have two more skits that are going to be filmed a week from now. One that I have written, and another that a team of three in the group has written. The one I have will be more comedy based, the other is a serious love story of sorts. It's interesting to see that we will start branching out into new genres and I'm excited to see where this group goes! We are all having a lot of fun, and a fun environment always leads to expanded creativity among members.

That's the official update for late November!

Oh and by the way, if you haven't seen our first movie:





Friday, November 12, 2010

New issue found in Dojo Adventure

An issue was found in Dojo Adventure by Landen Bigham on 11/12/2010:

-When a main character is dead and you have other mercenaries, if you do any action which results in the mercenaries leaving the party, the player will automatically die and the "Game Over" screen will appear.

In a future version/patch, this will be edited so that if any Mercenaries leave and any action that leaves the protagonist going solo with 0 HP, will be returned to 1 HP to save from going to "Game Over".

The following issue has been added to the "Current Issues" section.

Sunday, October 3, 2010

New Dojo Adventure version is up! Please read. [Archived]








A preliminary warning if you will:

While the game in essence has been completed, there are still bugs throughout the game that may be addressed later on. I have one important piece of advice that must be said if you are willing to play the game.

SAVE OFTEN.

This way progress is not lost in-case the game messes up in certain areas that call for a reboot. Any bugs or issues within the game should be forwarded to me AS SOON AS POSSIBLE.

Also, if you're reading this, I am very grateful that you're taking the time to play the game project! I have spent over six years with concepts and other details to try and come with a somewhat decent first video game project. Of course, as it is my first video game project, it is not a masterpiece, probably never will be. But I am pretty proud of the game as a whole and how it evolved from simple pen and paper concepts I conceived in my free time six years ago.

Anyway, without further ado:

Dojo Adventure Download Page

Tuesday, September 28, 2010

Update on Dojo Adventure Progress (Sep. 28) [Archived]

I know I said I was getting Dojo Adventure finished sometime last week, but as I play through it, I keep finding minor bugs that need to be fixed and improved upon. Luckily, most of the major bugs are gone now, but I am looking to post Dojo Adventure on Amaranth Games and one of their rules specifically states that the game has to pretty much be devoid of issues. Anyway, that's what has been taking most of my time. I may just post the current build of the game on MySpace or Facebook within the next couple of days and let my friends try and catch things I may have missed, but I think I did an overall good job as far as these issues are concerned. Anyway, if you were wondering why the game still isn't up, that's your reason.