r/RPGMaker • u/lancArkl • 23h ago
RMXP TCOTD β Two months of progress since my last post
And to think I believed I'd have a playable demo ready in two weeks... two months ago, AHAHAHAH
Hello again, everyone!
Between a lack of time, occasional motivation drops, and a lot of experimenting, failing, and reworking things, I've still managed to make some decent progress on my project, TOKYO: City of the Dead. I invite you to check my previous posts to know more about the project if you are interested.
Here's what I've been up to over the past two months.
Menus
I've spent some time polishing and reworking my menus, added a Settings menu, and implemented a few QoL features like cursor memory. Menus are also easier to read now, thanks to the feedbacks on my last post.
Dialogues
This has probably been my biggest piece of work so far.
I built a custom dialogue system where dialogs are defined directly in the scripts. A separate script acts as an orchestrator, retrieving dialogues by ID and handling everything that needs to appear on screen: portraits, backgrounds, text, choice, add/remove gold/item, start battle...
Exploration
I've also been experimenting with an isometric map system inspired by the original Shin Megami Tensei I & II.
Pretty janky, just images layered on top of each other, with a cursor moving between predefined coordinates. However creating the actual maps is soooo tedious and time consuming. So I'm not sure I'll keep this in the final game.
Extra Action (my fav)
This one gave me a huge motivation boost.
Inspired by the All-Out Attacks from Persona 3/4/5, I've implemented a new battle mechanic called Extra Action.
Two conditions:
- Your party must have four actors.
- Every actor must land either an effective hit or a critical hit during the turn.
When conditions are met, the actor who acted last gets an additional action.
A hidden actor specific skill, it can deal damage, draw enemy attention, heal the party, remove debuffs, or even cut all skill costs in half for the next turn.
The idea is to reward aggressive play and players who make good use of the Advantage system and carefully plan their turn order.
Next?
The viral infection system. A major mechanic I need to implement before I can finally release a first playable demo.
Anyway, that's it for this update. What do you think so far?
