#zrwp — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #zrwp, aggregated by home.social.
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ZAGS: The Role We Play has received a few bug fixes for the new year, along with a brand new game trailer thanks to Foxdrift Studios and Project Enso!
Details here: https://bobcgames.itch.io/zrwp/devlog/663577/bug-fixes-and-new-game-trailer
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I think the #ZAGS planner feature (which has a bunch of unlockable actions and which also can trigger VN sequences with additional scenes and story) is my favorite VN thing I've ever coded up
The more game-y thing I'm the most proud of coding (and designing!) is the snowballing door puzzles in Over The Moon, with a close second being the RPG engine used in Orcs of Mordick and #ZRWP
But the games I've made that people seem to enjoy the most are the strictly (and straightforwardly) visual novel ones, like YAGS or At First Sight or Charles 2.0, to the point where it seems there's an inverse relationship between how much the programmer in me enjoys a project and how much my players do
Trying to consider what this means for my 2024 #GameDev plans (including my continued desire to pick up an engine other than #RenPy )
...and particularly for a specific project where I've started commissioning art >_>
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I think the #ZAGS planner feature (which has a bunch of unlockable actions and which also can trigger VN sequences with additional scenes and story) is my favorite VN thing I've ever coded up
The more game-y thing I'm the most proud of coding (and designing!) is the snowballing door puzzles in Over The Moon, with a close second being the RPG engine used in Orcs of Mordick and #ZRWP
But the games I've made that people seem to enjoy the most are the strictly (and straightforwardly) visual novel ones, like YAGS or At First Sight or Charles 2.0, to the point where it seems there's an inverse relationship between how much the programmer in me enjoys a project and how much my players do
Trying to consider what this means for my 2024 #GameDev plans (including my continued desire to pick up an engine other than #RenPy )
...and particularly for a specific project where I've started commissioning art >_>
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ZAGS: The Role We Play, my queer Halloween-themed ATB RPG based in the #YAGS universe, is now out!
You can grab it here: https://bobcgames.itch.io/zrwp
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ZAGS: The Role We Play, my queer Halloween-themed ATB RPG based in the #YAGS universe, is now out!
You can grab it here: https://bobcgames.itch.io/zrwp
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ZAGS: The Role We Play, my queer Halloween-themed ATB RPG based in the #YAGS universe, is now out!
You can grab it here: https://bobcgames.itch.io/zrwp
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ZAGS: The Role We Play, my queer Halloween-themed ATB RPG based in the #YAGS universe, is now out!
You can grab it here: https://bobcgames.itch.io/zrwp
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ZAGS: The Role We Play, my queer Halloween-themed ATB RPG based in the #YAGS universe, is now out!
You can grab it here: https://bobcgames.itch.io/zrwp
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I've written so much code for achievements in #RenPy over the years that I figured I should just do it well one final time (for #ZRWP) and then release it
So uh... here it is, if you want to add achievements to your RenPy games: https://bobcgames.itch.io/bobcachievements
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It's been a productive #GameDev month, somehow
#AAGS has four more CGs complete, thanks to @Deevil (devlog: https://bobcgames.itch.io/aags/devlog/535855/may-2023-devlog )
#ZRWP has a lot of rooms completed, and a bunch of new mechanics added, and is approaching completion! (devlog: https://bobcgames.itch.io/zrwp/devlog/537041/may-devlog )
Hooray productivity!
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As per feedback from a beta tester, there's also a weakness/resistance guide in the icon guide
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CW: scantily-clad male game sprite
More #ZRWP progress!
One thing that's always bugged me is that Dan can learn skills from enemies, but the order of those skills is based on the order they're learned, and you can't "forget" any skills you might not want anymore
So I added a skill reordering and removal screen
(I wanted to do it as drag-and-drop, but draggroup in #renpy is annoying because you can't combine it with layout items like vbox, so buttons was significantly easier)
I think I should probably also add a toggle so Dan can have underwear on under his leaf 🙄
Anyway
I'll probably finish the final rooms for Carlos and Adam and then make a beta testing build?
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Played some more #FinalFantasy12 today and did some more #GameDev on #ZRWP tonight!
Finished the writing for two more rooms and updated the save/load screen to also include room progress per character... and these changes are indeed backward compatible with demo saves
Each of the characters now has at least one room to play through, so I might look into making initial beta builds soon, just to get other eyes on it and see how it's playing
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I've been bad at posting updates here
#GameDev wise, I've finished the enemies for another two rooms in #ZRWP (which I count as 0.5 of a room each), and will finish the writing for those two today
Hoping to get another few rooms done by the end of February, although I'll maybe want to re-balance some of the level requirements before I make too much more progress
Relatedly, if you like #JRPG #RPG games and are interested in helping beta test, please let me know!
In non-dev stuff, I've been playing #FFXII (#FinalFantasy12) at the recommendation of a couple friends... I'm currently just through the Lhusu Mines and discovering Quickenings, and generally really enjoying the game so far!
It's kind of interesting to play this immediately after Soul Hackers 2, because the two games are somewhat opposites in the JRPG space (from character aesthetics and the UI to combat style to music to the worlds in which they take place), but they're both very good in their own way
Hope everyone's had a nice weekend!
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@musicvsartstuff I'm currently working on an ATB-combat-focused RPG featuring queer characters
ZAGS: The Role We Play is available for preorders now on itch, and swag like stickers are available!
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And there's the Malik skill 😀
Available in single-target and multi-target varieties from level 1 (Lip Sync For Your Life and Lip Sync For Your Lives), it gives allies a buff that restores MP when a song is cast on them
I've also removed "Torn", an enemy debuffing skill, from Malik's skill list to focus him even more on party buffing
Hopefully this'll make Malik significantly more useful (in addition to his extremely strong high-level buffing skills)
Time to write the monthly devlog...
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Anyway, the *reason* I wanted this new setting is that it's always bothered me how the skill targeting screen during combat overlaps the enemies and/or characters, especially because I have special targeting hover effects in place
So now the targeting window shifts positions depending on whether you're targeting an ally or an enemy (and you can always toggle the setting back if you prefer your windows in consistent positions)
I think if I can fix up Malik's skills today, that'll be enough done this weekend!
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Solved the problem by redoing the other options before it (and moving the "skip combat re-intros" setting
Before and after screenshots: #ZRWP
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Ugh, my preferences screen currently looks nice, but I need to add another combat setting in and it's going to break the entire layout😭
Maybe I can try to get rid of one of the current settings... 🤔
#GameDev problems
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So the rooms in #ZRWP have a somewhat recommended order because the enemy levels (naturally) increase as you go
But the order is not "complete one character's rooms first", nor is it "do the first room of each character first" and I figured that would not be in any way clear to players
So I added a screen that both shows the fear represented by each room *and* shows the average level of enemies there, to help chart a course through the rooms
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Some #ZRWP progress today!
The save/load screens have always shown screenshots (because that's #RenPy's default behavior), but I realized it was less useful given the only place you can save is from the dungeon-selection screen
So I removed the screenshot, added some extra tracking information, and added the chibis (based on slot number and save type) as background art instead
Besides that, I also got two more rooms written today, so I count that as a win
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Hi everyone new to peoplemaking.games!
I'm Bob, and I'll just link my old introduction toot here: https://peoplemaking.games/@bobcgames/109396044317501624
I typically make story-based games, but have been doing slightly more gameplay-based stuff recently (such as puzzle and clicker games)
My current projects are #AAGS (a kinetic novel about a gay man finding love) and #ZRWP (a Halloween-themed ATB RPG), both based in the #YAGS universe
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Oh right, and when attacks miss now, it says why (cloak, immune, shield) instead of just "MISSED", which should hopefully help some of the early-game confusion
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Some actual #ZRWP progress!
Primarily: some skills can also double (or triple) hit, and there's an effect that will make skills do so
There is also a new effect that will prevent the ATB meter from increasing until the unit is damaged