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Announcement

Game Information (Very Important-- READ!)

I decided to post this part separately because I wrote a lot in the other update. So, I didn't want to clutter everything and was worried that not everyone would be patient enough to make it to the bottom. So instead, I'm going to post this separately so it's more available for everyone (and more appropriately titled). This is purely convenience, since I want all the followers to see this-- even if they aren't exactly interested in how the development is coming along.

In about a month or so I'll be asking for beta testers, so stay tuned! Testers will get credits in the game, and will get a sneak peak at a lot of the details surrounding the game (length, plan, etc). Additionally, you'll have access to the Debug Room that I use in the game which allows complete access to everything you could think of.

Lastly: speaking of the Debug Room...I will most likely release the secret to accessing the Debug Room for the "demo" that is out right now, if there is enough support for it. Yes, that means there is an access point in the demo version of the game RIGHT NOW; it's a secret though and no one has (to my knowledge) found a way to access it. Of course, I won't be doing this until the game is near completion, but it will allow you to basically access any features you might have missed! So, if you guys would like to see this-- show your support by asking for it here, as this is a limited time offer!


Also thank you all for your patience and support. I would like us all to try to make this an awesome DBZ game!

Progress Report

CBS Update

First let me start by apologizing for the delay. I was trying to find a good video recorder because I would really rather have a video...instead I'm stuck using pictures-- at least for now!

Alright, well I know most people think CBS...and are very skeptical. Trust me, I'm the same way-- I was really hesitant to even start because I'm afraid I won't finish. Almost all CBS's end up as failures/incomplete.

However, there was something which changed my mind slightly, and if you knew me-- you know I wouldn't bother unless I thought this wasn't going to be hard to pull off. I've been using a patch which allows me to call pictures through a variable. This made the process fairly painless.

Now here is some screenshots of how the battle system will look and explanations of how it will function:

Here we can see 3 of our heroes fighting a test enemy. The enemy is fully functional, however, at this point-- he's the only enemy type that is functional and will be used as a template. Some things to note: the HUD here doesn't have the full graphics, that's because this was an early build of the CBS. Each hero has a personal "Release" gauge, as well as the "Party Release" gauge at the top right.


Here is a more recent version of the battle system (hence the scouter on the HUD). We can see one of the Piccolo's are getting ready to attack, his idle picture slowly fades while his "start attack" pose fades in. As we can see, the system supports up to 4 heroes and 4 enemies. Additionally, we can see each enemy has a gauge for their health and powerlevel.


The last screenshot just shows Piccolo...attacking Piccolo. This shows the transition from "idle" to "taking damage" animations. Also important to note, there will only be 4 commands available-- the ones that are shown (Attack, Power, Ki, Item), this should make things much simpler for players.

Lastly, it should be noted that all 4 of these enemies while they only have the graphics of Piccolo with a cape-- their stats vary and they function fully. This means that they choose an action based on a bunch of different conditions and can than carry out that action.

Questions? Concerns? Complaints? Post them below, I'm really interested in hearing what you guys think!

I've been working hard, and I plan to try to keep the target completion date! However, to be fair-- it could possibly get pushed back, but I'm making it a mission to finish this game by this year!

Game Design

Hiatus Over! (Big Update)

Alright, it's time to get back to work on this project...and there is plenty of work to be done-- that's for sure. I've "emboldened" all the most important parts in this post, so you can skim through it if you don't want to read the whole wall of text :p.

So for starters...we're officially out of hiatus, which means I will be actively working on this. The Saiyan Saga is complete, in its entirety-- all the way to the fight with Vegeta. However, I've decided to start working on the CMS and CBS.

The CBS is almost done-- believe it or not, I worked on it before we went on Hiatus. It was designed to look a lot like the original DBS (in fact so is the CMS), and function a lot like it as well. The key difference is some graphical things, and a MUCH more involved AI. So all in all-- the CBS is about 80% complete. I don't have pictures of it yet though, I'll save that for the next update -- since there is a few things I want to fix before showing it off.

The CMS is in the works as well, and there is already quite a bit of work put into it. I've actually been working on this for about 2 weeks now, and I have pictures with what I have come up with so far. So here we go!


This first one just shows the updated custom save system. The system gives us various relevant information, such as the version of the game, percent complete, location, party members, and time


This is the CMS in action! EVERYTHING seen here is live (meaning it updates automatically), such as the character and all of their info hp/pl/lvl/etc. Nothing shown here is static, it all functions properly. In addition you can use a mouse for the menu as well! This is also fully functioning, although there is some kinks in it still.


This is the new and improved "Settings" menu which was in the demo version of the game. The demo version was accessed from a save point however and didn't have all of the features yet. This one is fully complete and has all of the features working. More importantly, it's integrated into the menu itself. In fact, you can see the hue changer for the menu is working, and you'll see a few more colors/styles in the other screenshots. I can't show you all of the different settings...can't spoil everything.


This is just the main menu again, but with this time it looks less like the traditional/default one (it has a semi-tranparent style and a different color). Next it's set to go to the item menu.


This looks somewhat similar to the default version, except it has a few key features. The item description has two lines, the list of items is one single long list, and at the very bottom of the screen there is an item "type". This type will allow you to sort the items based on your settings-- but that's going to be later...WAY later (since it's very low on my priority list).


This is the same as the above, except now it shows the item actually being used on Goku. Again this menu is fully function and all the information is live.


Suggestions...Comments? Please post them!

Announcement

Update: Peek at the New Features. Suggestions Welcome!

Demo Game

Well, aside from working on the full game-- I've also went back and updated several parts of the demo. I noticed some minor (and major) glitches and decided to fix those. I don't have a list of any changes since at this point in development I don't think it's of any use. The game is constantly evolving and everything is changing, so a lot of the smaller problems will likely go unfixed.

The latest version is "V3.00f", at least for the time being :). Since I will continue to support the demo for another 2 months, or somewhere in that realm.

Full Game

So if there is anything you would like to see, please let me know. Without further adieu; here is a list of the features that you can expect to see in full game:

01. Mouse compatibility will be increased (100%) - You will be able to use the mouse for walking.

02. Redone battle system (70%) - There will be a CBS that will mimic the default, but with a lot of extra features. It will still try to be as simple as possible.

03. Most Items will be redone (50%) - This includes items in and out of battle. (Suggestions are particularly welcome)

04. Hero stats redone (100%) - the "Powerlevel" system that was in the game has been recreated, and I've basically abandoned the way RPG Maker makes use of stats. The Powerlevel stat is representative of your overall power and it can change dynamically in battle through the use of commands, making you weaker or stronger. This means that your characters strength will change DURING battle.

05. Rebalancing of scenes (20%) - The pace of the game needs to be heavily improved, as it is a bit slow in the beginning. Therefore more battles will be added.

06. New enemies (0%) - This includes random enemies, optional bosses, and mandatory bosses.

07. New minigames (0%) - I'm looking at 3-4 more at this point.

08. New story (40%) - The game will be completed with this next major release, therefore, it will continue the story to the end of the Saiyan Saga.

09. Graphics overhaul (15%) - Battle animations, Battle backgrounds, and Maps will be improved graphically.

10. Custom menu system (54%) - The menu will now be a custom one that I created for this game.

11. More custom systems (25%) - You can expect more custom systems, which I won't discuss as of right now.

Overall Completion: 65%

More information will come with the next blog, while these are all of the changes; I have yet to release the details in full. So you can expect more thorough explanations, and screenshots of what's to come once I develop everything more. The next update will most likely be in about a month, as I still have a lot of work ahead of me ( frowny face)-- so don't hold your breath.


I'll now be taking suggestions in this blog.

Progress Report

New Version Available! Updated (08/01/10)

New Version Available! (POST BUG REPORTS)

The newest version of the game is complete and available for download. I have immediately began work on the Final version, and managed to already implement several new features.

While I did test this extensively there could be any number of steps during the encryption and compression process that could have gone wrong. So if you have any bug reports; respond to this blog. Be sure to make them as detailed as possible.

I no longer have any testers, so there could very well be some issues; since I had to do all the testing by myself.

If you have version 3.00
I recommend you download the latest patch, since version 3.00 has broken battles.

Announcement

Game ReRelease imminent! (June)

I was going to post this blog when I actually finish this, but I've some extra time today and figured to share what I have been working on and some explanations.

The release will be on June 8th 2,010. OR NOT! Apparently I forgot to "carry the 2", the new release date will be June 12th 2,010. This time I'm positive, since now everything is finished, I'm just want to make sure it all works.



Updates:

Part One: Battle

An image of some improvements made to the way the battles look and how they function. From now on (for this version), the Release gauge will show in the top right corner filling up as one of many different things happens in battle. The way the gauge fills depends on what heroes you have in your party. However, they all fill the gauge jointly. So basically, depending on your hero, the gauge will fill in a different way. To find out how exactly the gauge fills you just have to talk to different people and eventually you will get an answer. Once filled all of the party will gain there super abilities, allowing you to decide which one is more appropriate for the situation. However only one ability may be used per completion of the gauge.

Some bug fixes were made here, along with major enhancements to the flow of battles. Some visual improvements include: different font sizes for battles only, and font colors for battle messages (such as damage indicators).



Part Two: Functionality

The settings menu has been overhauled, as well. Allowing you to choose a lot more options and change many different parts of how the game is played. In addition, I removed any options that were obsolete.

Aside from the settings menu, I also allowed some items to be put on "auto" use, especially ones that usually require you to go into your menu a lot. You can now also save on the world map, at any time, but you must purchase the item: "Journal Tablet", to be able to do so.

Lastly, PLENTY of bug fixes have been made and I feel a lot more confident in the reliability of the game at this point. I would be surprised if there were any major problems, but I have been surprised before :).


Part Three: Visuals

As well as the visual improvements made to the battles, I've went ahead and cleaned up a lot of the different visuals in the game. Some maps have been improved, 3 in total. As seen from this screenshots all of the messages are now using a custom message box that uses a "Scouter" to display messages.

The Scouter consists of a semi-transparent lens, that has 3 different colors: green (default), red, and blue. In addition, the Scouter has several animations and custom sounds. Although, it only uses animations for cinematic scenes, because I felt it would be too annoying to display something everytime a message pops up.

Since I didn't like use the Scouter for an "item retrieval" purpose, I decided to also add a special custom message box for this reason. When you pick up an item or receive one from another person, you'll get to see it. However there is no reason for me to spoil everything about the update :)


Part Three: Items
Finally, I've added a total of 9 new items all of which have completely unique abilities. What I mean by that is: you can't just make the item in rpg maker and check a box to make it. Of the 9, I'm going to be explaining 3 below.

Among the items is one called the: Ancient Amulet, which gives you a random buff in battle. It has a 15% chance of activating each turn; a slot machine then selects an outcome. The effects are mostly positive with only 1 negative effect that can occur out of 10 (10% chance).

Because the game heavily deals with time and making it to places on time, the "Boots of Travel" are now available. The boots allow you to walk on the world map faster, thereby giving you more time to do other things in the game.

The "Sash of Fury" allows you to build up your "Release Gauge" a lot quicker. Although, the effect only works for the person wearing the sash. Because the characters all fill up the gauge in different ways, this will allow you to magnify the amount. However, it will only magnify the amount earned by that particular character, and the way that they fill the gauge.


Feel free to tell me what you think, if you have an opinion about anything I've expressed here.

Announcement

Game Update Coming Soon!

Recently some minor issues came to my attention, so I'll be fixing those. As well as implementing a lot of different ideas that I thought might be cool.

This update should be ready sometime this week. After this update, I'll be putting the finishing touches on the game and hope to bring this to a close. I wish to finish the game, and start working on another, original project.

I wasn't keeping track of all of the different things that I fixed, and changed, but there are plenty of new unique items now and some other game tweaks. Some portions of the game were made easier, and money should be easier to come by, provided that you spend some to make some first. In addition a lot of aesthetic alterations and improvements have been made to make the game more enjoyable.

I'll be posting screenshots along with the new version.

Miscellaneous

Content Updated

New Content

Miscellaneous Content
We at Cetra Studios have created a custom background specifically for use on this website, and a banner which can be seen on the main page.

New Screenshots
The screenshots page has been updated and filled with more unique custom system screenshots and some other pictures we found interesting. However, we still feel that the screenshots still do the game very little justice, as there is plenty more content in the game; but what would be the point in revealing everything?

New Pages
In addition, some new pages have been added "Heroes" and "Media". The "Heroes" page features some of the playable characters from the game and basic information about them. The "Media" page just has the Promo Video of the game for now.


What are you waiting for? Go check it out!

Announcement

Game Available for Download.

The game is now available for download, there is two links; the main link from my website and an alternate one that comes courtesy of RMN.
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