Wednesday, July 13, 2011

Selatria and My Game Design Philosophy


Selatria:

I have been working on Selatria (almost) non-stop the last few days. I want to be done with all of the main cut-scenes by the end of the month... hopefully. Most of August and September will be spent making them look pretty, swapping graphics and appropriate animations in as they're finished...

The goal is to have chapter 1 done by the end of the year. I am planning on releasing Chapter 1 for free, and the whole game for sale via digital distribution. It'll likely be sold for less than 10 dollars, nothing too extravagant, but I at least want to use this project for funding for some licenses in the future. (As well as compensate the team, obviously!)




Although Mage is technically the main character, his best friend Melodia cares for him and has more of a cold-hearted/beat-them-up personality than other role-playing game female archetypes.




While Mage is naive and overconfident, Melodia is very intelligent and often taunts her enemies (and even friends) if she feels that they aren't worth her effort.

These particular cut-scenes I'm working on is in chapter 1 when Mage and Melodia return home. They come to see that their home has been taken over, and unsure of who or what has done such a thing, they charge through their town of Availia trying to find answers.





Game Design Philosophy:

Selatria is the second game project that I have worked on and the first of which I actually worked on a team with. Dojo Adventure I primarily developed by myself, and I felt like there was a lot of things I could have done differently. And I still may revamp the whole game after I finish Selatria, depending on if I am motivated enough or not...

Going off that tangent, my main motivation for Selatria was to have a really classic RPG experience mixed with somewhat of a new feel with games that come out now. (Like a lack of excessive punishment for example.)

I remember playing Lufia for the first time in the mid-1990's and watching the Sinistrals in battle die epically in the beginning scene. It wasn't a FMV or anything like that, you got to control the battles and everything in the opening sequence, prophecy, whatever.





The only problem was that there required an excessive amount of grinding and walking back and forth, I hate grinding. And I think I developed a good alternative to it, but without making the game feel short because of it. I'll have to explain that in a future blog post! (If the design and plans go as intended.)


Downloadable Content:

I don't really believe in DLC in the form of having to spend money on new outfits or anything like that, but I wouldn't be against the idea of designing bonus chapters at the end of the main story and sell them off. It depends on how the game is received when it's completed.



...




Perhaps I should go try and get some sleep now. On Friday, I will post my next write up on Naoki Yoshida. I have a lot I want to say about FFXIV's future.



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Monday, July 11, 2011

Final Fantasy XIV - Patch 1.18: Dirty Deeds, Dzemael Darkhold Dungeon


See also: Letter from the Producer XIII

See also: Update on Grand Companies Page

It seems things look very promising, given some of the stuff they released earlier this morning.


Here is a preview of the rank 50 dungeon: The Dzemael Darkhold.






According to the letter, all of this comes on July 21st. I gotta get ready! Need Raise for character >.< 10 days to go.

Sorry for the short post, but I am excited!



Now be right back while I try to sleep to no avail.


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Saturday, July 9, 2011

Random Rant Ramble III


Today's blog post: A random ranting of various things I care about.

Final Fantasy XIV:


A lot of my friends in the LS got rank 50 tonight, and congratulations to them! We have a nice high rank team in which we can actually kill things on our own merits, and I'm actually looking forward to that.

A couple of LS members went out and killed Uraeus in Coerthas tonight as well, I was shocked. Usually I see whole linkshells go out there and fight it, but they just went out and beasted it on a whim. If anything, that's a job well done.

Credit to Sojiro Jigabachi for the picture

Though one thing I worry about is other end-game linkshells seeing us as a 'threat'. I don't want to categorize Viva Eorzea as an end-game shell though, I have intended for us to have end-game as one of our activities all along. It's against my leadership philosophy to deny people in the linkshell based on rank or anything of that nature. I like to be around good people that get stuff done, and have fun while at it.

(Though to be fair, most of us are looking forward to the patch on or around July 21st. I know I am. Or maybe some aren't.) There are those who are worried that guildleves are going to be nerfed to hell because of Yoshi-P wanting guildleves to be that of a soloable activity. But I'm looking forward to the change in the battle system, the introduction of public companies, and the new raiding zones.

And now... some Uematsu (with lyrics!)






Selatria:



Become a fan on Facebook and I'll love you a long time!

We just got out of a really productive meeting, though there are some things that need to be changed. We're working on a new forum for the development team and there are lots of changes coming that we set the foundation for. We also had a big turnout for our small group. Most of the time no one cares to show up, but we got a decent enough one to actually get some stuff done.

This weekend I'm going to be working on Abilities that each character gains. A lot of the work I set the foundation for in Dojo Adventure, but some abilities were separated over other characters, so I'll need to find a balance.

I'm also working on all the spoils for each of the monsters. Lots of work to be done in that area. It'll probably take a few weeks of late night designs. :|




Change in career goals:

You know, I've been working on this project for Selatria, and I think I've come to the realization that I don't want to be a game designer. ...Not that game designing isn't fun, mind you. I have a lot of fun with game design, but I think I may want to be more of a game producer.

Now, I'm pretty much a recluse, I won't hide that fact. But I really like working with other people on a large project... Well, if it's a project I'm interested in at least. Selatria wasn't the first time I was involved with a big programming/design project, but it's the first one where I've actively played a leading role, and I think it's a lot of fun. Even more if I actually got paid for it... but that will be for another time.

I think a dream job would be to run a small independent studio (or even better, a contracted second or third-party developer), but I'd need to get experience first as a designer and work through the ranks.

A man can dream, can't he?





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Thursday, July 7, 2011

Goals for July!


Summer's in full-swing, and I'm on a full-schedule. Well, a personal schedule at least. Usually I post at the beginning of the month of my goals for the month and then I disappoint myself at the end of the month with how much I failed to complete. Har har.

But stuff like Operation Rainfall and upcoming XIV patches were more important, so I put this post off until today!

Games to complete... or at least hope to complete:

Final Fantasy VIII:


Goal: To get Squall and Rinoa to get all mushy. Easy enough, right?

I started this game up again from scratch a week ago after a long 10 year ish hiatus, and I'm already past the point of where I was at my first file, with little difficulty. The game is so much easier when played the right way and not winging it with Guardian Forces, I swear.

Now for obligatory Uematsu:





Chrono Cross:
Goal: To save the parallel dimensions of Serge's world from going to chaos.

I put this game off too, but not as long as FFVIII. Chrono games tend to get so un-linear that you get confused on where to go next. ...Or lose track. That's the problem I'm at now. Maybe, I need a walkthrough to get the mind jump-started again on where I was.

Now for obligatory Mitsuda:






If I get some extra time, I want to go ahead and play through some Vagrant Story and finish up Revenant Wings and Final Fantasy Tactics. What can I say? I'm a sucker for Ivalice. :X

Next summer, I will probably play through Lost Odyssey and some certain Wii games if a certain Operation goes through. I'm writing my letters!

...I'm hoping.


Game Projects:

Selatria:

Progress is getting there, I work on the game usually late night. Perhaps this weekend I will unveil some new areas. Depends on my creativity... and the heat. Damn this heat.


University:

Easy classes this term. At least I'd like to think so. I'm going to study with a friend of mine for a midterm on Friday. Hopefully we ace it! Interesting class, though. Both "Race and Racism", and "Studies in Music". Though the latter is kinda filled with common sense. Meh.



Anyway, I think completing these two games and passing courses and doing this game design project is a fair amount of goals to achieve, right? Nothing too hard to do. ...I think. I said that about my goal to finish FFXIII and that took an additional five months. (I finished that last month.) So take that with many grains of salt. Or a large chunk of salt. ...


Oh, and I almost forgot. New BETACinema skit.





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Tuesday, July 5, 2011

Selatria: Meet the characters!


Today's entry: Some of the characters of the Selatria project!

Character Concept Art: Teresa Wambold
Character Sprites: Grover Wimberly IV









Mage


Mage is the main protagonist. As a 16 year-old soon to be graduate of the Availian academy and near the lowest of his class, he his paired up with his childhood friend Melodia to go retrieve a lost treasure from a nearby cave as a 'final exam'. Overconfident and arrogant he overestimates his own mediocre abilities which causes quarrels at time between him and Melodia.


Class: Magician (Starting) - Single-target spells of both healing and elemental disciplines.
Starting Spells: Fire, Heal

_







Melodia


Melodia is Mage's best friend since early-childhood. Growing up, she has taken a a more protective demeanor around Mage, and instead of going in the path of becoming a magician, goes down the path of knighthood. Ascending to the top of her class quickly, she suggests to attend Mage to help him with his final exam.


Class: Swordsman (Starting) - Can block up to 50% damage when guarding as opposed to 25%.
Starting Spells: First Aid, Fire Blade

_










Number 16


Not much is known of Number 16. She speaks in small words and doesn't seem to be in touch with either side. A neutral vigilante who has no affiliation.

Class: Assassin (Starting) - Can steal stats from the enemy.
Starting Spells: Unknown


_










Luis


An old man who was stuck with the job of saying the same damn line to adventurers for the past half-century. Annoyed with his place as a "non-player character" and knowing he doesn't have much time left, he takes off to find out the actual meaning in adventuring.

Class: Geezer - Cannot be controlled in battle and occasionally gets amnesia.
Starting Spells: Unknown









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Sunday, July 3, 2011

Operation Rainfall

See also: Operation Rainfall on Blogspot
See also: Operation Rainfall on Facebook
See also: Operation Rainfall on Twitter
See also: Operation Rainfall on Wikipedia

So... I've been looking forward to two main titles for the Nintendo Wii for the past year or so. Two RPGs in particular, The Last Story by Mistwalker, and Xenoblade Chronicles by Monolith Soft. While I haven't checked on updates on these two games until recently, I discovered that not only was Nintendo not planning on releasing these games on North American shores, there's a giant campaign going on to bring these two games to North America along with a third title called Pandora's Tower. The movement is called Operation Rainfall (hence the title), and it was born out of a forum on IGN (or so I read) and has gained quite a traction and has been featured on may gaming sites and magazines.

The Last Story:

Trailer:





I'm going to start off with this title, because this is the one I have been looking forward to the longest. The Last Story is a RPG that was developed by Mistwalker, which is a company founded by Hironobu Sakaguchi (Final Fantasy creator) after he left Square. The Last Story is the first title he's directed since the release of Final Fantasy V (so almost 20 years!)




Xenoblade Chronicles:

Trailer:





The creator of Xenogears and Xenosaga worked on this project. Originally it had a different name, but they renamed it to Xenoblade in tribute to his contributions to development. I was interested in playing this game since the battle system draws a parallel to that of Final Fantasy XII. Not to mention, Yasunori Mitsuda (composer of Chrono Trigger and Chrono Cross) had a hand in composing the score for the game.


Pandora's Tower:

Trailer:





...I've never actually heard of this game until AFTER I heard of this operation, but it looks really fun. Like an advanced Zelda-like action role-playing game mixed with platforming elements. The game looks like a lot of fun, and I would definitely purchase a copy if it came shore-side.


_


But on that note, Nintendo not releasing these games on these coasts reminds me of the late 80's early 90's era when games got skipped over because they were worried we would find it to be "too difficult" or we're "not worth the market". It's sad, really. And releasing it in Europe is going to be a harder kick in the teeth because we will have a translated English version, yet it will be for PAL territories.

Nintendo wants to appeal more to the market for hard-core gamers, but then they don't release these epic titles for whatever reasons.

What's it going to be, Nintendo?


I've already joined the movement, and I suggest you readers do too if you'd want to see these games be released in North America.





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Friday, July 1, 2011

Naoki Yoshida "Yoshi-P" Part VIII

See also:

Interviews:

4Gamer Interview (Translated)
Famitsu - Interview for August 2011 Edition (Translated)

Official Posts:

Instanced Raids Unveiled! (6/20)
Letter from the Producer XII (6/27)
Guildleve Reforms (6/29)
Battle Reforms: Auto-Attack (6/30)

Battle System Reform Movie:






_

(Credit to akirussan on ZAM for these points)


4Gamer:
  • Physical Levels removed in [Patch] 1.19
  • Changing the battle system while adding content will not work. Since the changes to the battle system are so complex, it is taking a long time.
  • Auto-Attack and changes to Hate Algorithms are coming in 1.18, changes to the calculation system (damage formulas? stats?) and growth (stat allocation?) are coming in 1.19.
  • Currently one job is planned per class, but they are open to adding additional jobs per class later.
  • They are working on making all three action bars visible at once instead of only showing one at a time.
  • "In FFXIV...we took the wrong direction at the start."
  • They are looking into "Self Combos" (self skillchains or battle regimens?)
  • "We’re thinking of fixing FFXIV, not thinking of when to start charging for the game."
  • A character from the FF series will be added in 1.18 (Ifrit? Cid? Bahamut? Chocobos?)
  • Depopulation of of certain countries (I'm guessing Grid/Limsa) is a "big problem" due to the "inconveniences" of certain cities. They are planning on fixing this not by reducing Ul'dah's convenience, but by increasing the convenience of the two other cities. This could involve content, guild adjustments, battles, and also map remodels (Yes, Please).
  • They are planning something for the countries' airships (not necessarily related to transport) and will do their best to include it in 1.19.

_

So we won't be losing Physical Levels in the upcoming patch. That's a relief... sort of. I want to use my physical level 50 in order to get my classes up while I can. Soon it's going to be like FFXI where I lose any sense of strength or progress when I level a new class. Maybe it's better in the long run, but there's no sense in rushing my other classes up while I have "the crutch", so to say.

A familiar character being added in 1.18? Given the timing of upcoming companies, I have a hunch that it's going to be the XIV incarnation of Cid making an appearance. I'd be willing to bet gil on it that's for sure... not that it's not already hyper-inflated or anything...


_

(Credit to Reinheart for these points from the official forum. (Translated)):

FFXIVプロデューサ/ディレクタの吉田です。
少しパッチ1.18の作業も落ち着いてきたので、ポストさせて頂きますね。
Hi FFXIV producer Yoshida here, patch work for 1.18 finally got stable so will post.

この3国の過疎問題は、吉田も非常に大きな問題と認識しています。
皆さんが挙げて頂いているように、都市そのものの利便性、周辺コンテンツの有用性が
そうさせているものと思います。
I also feel that depopulation is a big problem with the current 3 countries, the cities inconveniences.

これを調整するためには
「ウルダハの利便性を下げるのではなく、他の2国の利便性を上げる」
「それぞれの国の特色(=コンテンツ,ギルドの調整)を出して調整する」

の2つの要素が必要になります。
To adjust this it requires the following two features - “Not lowering Uldah’s convenience, but increasing the other 2 countries convenience”, “Giving more specifics (contents, guild adjustment) to each countries”

ただし、3国独自のコンテンツ実装は、やはりバトルが絡むものが多くなり、
かつ、MAPそのものの改修とも切り離せません。
場当たり的にウルダハの利便性を下げることだけは絶対にしたくありませんので、
(結果的に全部利便性が悪くなる、皆さんに不利益しかない)
かなり時間をかけさせて頂くことになります。
But for the 3 countries additional content, it will involve more battles and also MAP itself needs to be remodeled.

全マップの改修でもREPを通じて回答させて頂いていますが、
3国の都市を含め、全MAPの「根本的なテコ入れ」は既に計画して、
仕様の作成も終わっています。年単位の作業になりますが、
必ず実施しますので、そのタイミングに合わせて3国バランスも
根本調整を行います。
As we have replied through reps regarding the entire map, including the 3 cities we are already working on a plan that will changes to the root. And the specifications are already made. It will be long term changes but will make sure it happens. With that timing will make root modifications to the 3 countries as well.

その際、3国はランク50に至るまでは、ランクに従って拠点とする都市を変え、
ランク35-40辺りで、それぞれの国の特徴に従い、プレイするコンテンツにより、
拠点をチョイスするという方針で導線を設計してます。
Till rank 50 the 3 countries will have times where you will need to change your base location (starting point). Plans are made that around rank 35-40 following the different characteristics of the countries, you will have a choice to decide where to set your base location depending on what content to play.

かなり長期プランにはなりますが、特に重要と認識していますので、
FFXIV立て直しの最も規模の大きな改修ポイントとお考えください。
This will be a long term plan and understand this is very important, think of this as a major point required in FFXIV remodeling.

最後に3国の飛空挺移動(実MAP上を飛行するシステムではないです)はMAP大改修前になんとかします!
パッチ1.19に間に合うよう、頑張りますので、今しばらくお待ちください!
Lastly, we’re going to do something about the 3 countries airships (They are not the type where it flies above the map) before the big fix towards the MAP! Will try our best to make it by 1.19 patch. So please wait!


I'm glad they're doing something about Gridania's and Limsa Lominsa's de-population. While Ul'dah is bustling, the other two cities are ghost towns, and something really needs to be done with them. While they announced that the guild marks will only apply to the nation they're tied with, Limsa and Gridania still have really crappy leves compared to Ul'dah, and something needs to be done about that.

Also, rebuilding the map? "Copy-pasta" was a big problem players complained about the game at launch, the mapping (especially with The Black Shroud) was done very poorly. I'm glad they're addressing this from their first excuse that it was because they didn't have the memory space. (PS3 Limitation excuse?)

Reinheart also translated this tidbit when regarding PS3 release.

4Gamer:
 なんにせよ,PC版が形になってから,ということになるのでしょうね。
4Gamer: Either way making it work for the PC version first right?

吉田氏:
 そうですね。僕は,どっちつかずが一番だめだと思っている人間なので,まずはPC版のFFXIVを立て直したうえで,同時にPS3版での完成度を徹底的 に上げようと思っています。非常に難しいことにチャレンジしていますが,FFXIVはある意味,一度プレイヤーの皆さんを裏切る形になってしまったので, もう二度と同じことはできない。そう思って,チーム一丸となって進めていますので,ぜひ期待してお待ちいただけたらと思います。
YoshiP: Yes, I believe not sticking to one side is being bad (being PC or PS3). First making the PC version of FFXIV remodel and at same time improving for the PS3 version to work as well. It is very challenging task. In a way FFXIV betrayed lots of players, so I do not want to do that again. That is how our team is working together. So if you can please wait and look forward to it.


They aren't lying when they're really working together to rebuild the customer's trust. They even said themselves that they're thinking more about improving the game than charging. While that's nice to hear, it's kind of unrealistic given that they've already been hemhorraging money like crazy the past 9 months or so to try and fix this mess. While I applaud them for their efforts, how long can they possibly keep this up? It's like they're using the sales for FFXIII and upcoming XIII-2 to try and keep this project a-float, it just doesn't seem realistic to not charge for this much longer.

Now I'm not trying to be a Negative Nancy, as I really want this game to succeed more than any other. But how long before we start getting charged and will be it soon enough that players will stick around once they do?


_

Famitsu:

Famitsu had by far the most interesting interview (at least that's what I thought).

(Credit to Kristina_Farron on the official forum for this translation)

Here's an excerpt of some of the more interesting points I've found.

パッチ1.18ではオートアタックに加え、敵視のアルゴリズムもすべて変更する。FF11の敵対心のような"揮発型"ではなく、"加算型"の敵視システムになる。具体的には、モンスターを占有してからバトル終了まで敵視は積み上げられていく事になる。
Available from patch 1.18: in addition to auto attack, the enmity algorithm will be totally changed. The new algorithm will accumulate all hostile action into hate list until the end of battle, which is different from FFXI (in FFXI some kind of enmity will wear out by time).

パッチ1.18では魔法の範囲と単体の切り替えをスムーズにする事を目的に、ケアルに調整いれ、ケアルガなどを追加する。
Available from patch 1.18: the Cure will divided to single-targeted cure and AoE Curaga. For the sake of smooth playing.

Wouldn't this eat up more ability slots?

蛮神イフリートバトル(仮称)はパッチ1.19で実装予定。
Implementation of Ifrit battle quest goes live on 1.19.

Awesome! I love story-related quests.

ジョブシステムで実装予定しているジョブは、決定しているものが、ナイト、モンク、白魔導士、黒魔導士、竜騎士、吟遊詩人(ジョブ名はすべて仮称)※たぶん、戦士を言い忘れたと思われ
Currently the "Job" names that finalized are: Paladin, Monk, White Mage, Black Mage, Dragoon, Bard.
** Maybe the axe and bow class are just not finalized, don't be afraid!
** There is no any evidence that bow class will get a job as Bard.

There. Archer is not becoming Bard. But what will become Bard?


時期については明言できないが、特定の二つのクラスを一定ランクまであげると取得できる、複合ジョブも用意する。たとえば、幻術士と呪術士を両方育てると赤魔導士といった展開もあり得る。
Although the time is unknown, they are planning to have "combined job" which is obtained by two specified class over specified rank. For example, CON + THM = Red Mage.

So Thief might be a combination of Gladiator, Pugilist, and Archer?

レイドダンジョンについて、クリアのルートは複数ある。攻略に要した時間によって、ドロップ品が変わったり、選択したルートによっても報酬の種類が変わる。
About raid dungeon, there will be multiple routes to clear. The loot item will change based on the time spended, and the route choosed.

Good! I don't like linearity. >.<

イラストで発表した"イービル装備"などは、ジョブ固有のアーティスファクト的な位置づけになる。
The "Evil Armour" introduced in producer's letter IV, will be one of the artifacts of those jobs.

Ooh, Dark Knight?


PS3版の発売こそが起死回生の"最終タイミング"だと思っている。
そこに向けて想像を超えるぐらいガラッと変えようと準備しているものがある。

They treat the relaunch of PS3 version as the "final chance". They are preparing to deliver huge changes over our expectation.


Good! They should have treated it as their final chance from the beginning!



Letter from the Producer XII:

Guildleves won't be the driving force of FFXIV any longer? So much for the point of this whole CG movie:





On a more serious note, aside from dungeon content and NMs there won't be much group content, there has to be something to do in the time gap from when they change it or we're going to have a lot of bored people... that's for sure.


_


Changes are coming, and I can't wait. I'm near Gladiator 50 so I can get right on top of all this new content. I also want to get Conjurer 38. Ahhh, so much to do and so little time! I'm excited, I'm patient, and I might be a little crazy for sticking with a game for 9 months in hopes that it improves, but I hope it pays off. Well, or I wasted 9 months...

Until next post!



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