Hyperborea Dev Diary #1 Using Regions to Make Connected Maps in RPGMaker

Dear Friends,

Greetings I have begun work on Hyperborea: The Frozen North in earnest now. I wanted to explain a little tutorial to aspiring developers regarding how to make “seamless” transitions between maps in RPGMakerMV.  This technique works best if you have maps with large borders. Hyperborea, for the most part, is a barren and open environment. This, of course, lends itself to a maps with borders around 100 tiles. Doing this manually is a drag and if you make one mistake, R.I.P. Below are the steps that I took to ameliorate this issue.

Requirements:

 

1) Setting up your Regions

hyperborearegions 

Using the Map Paint tool, go to the “R” tab and select a region that you have not used. You only need to draw a region line one tile thick, however since I was counting tiles, I used the rectangle tool to draw large rectangles instead.

2) Setting the Common Event

The next step is setting up the Common Event. In this system, you will need a Common Event for every region that you traverse. Below are two examples of code. The first one is one that takes the player south. The second one, in text, takes the player west.

hyperboreacommonevents

◆Control Variables:#0005 YHyperborea = Map Y of Player
◆Control Variables:#0004 XHyperborea = 243
◆Control Variables:#0006 MapID = 16
◆Transfer Player:{MapID} ({XHyperborea},{YHyperborea}) (Fade: None)

Explanation of the Variables:

  • YHyperborea: Determines where the player will spawn on the Y axis. This iteration is based on their position. Since the player is traveling from the East to the West in the text commands above, YHyperborea is variable.
  • XHyperborea: Determines where the player will spawn on the Y axis. This iteration is static.
  • MapID, this is an indicator of which map they are traveling to.  It is a number obtainable from the bottom of the screen when working on a map.

mapid

To obtain some of the variables like Map X or Map Y of player, you can click on Game Data and select the character option.

variables

3) Adding the Event to Yanfly Region Events

hyperboreaplugin

Perhaps the simplest thing in this is tieing the region to the event. Open the plugin manager, select YEP_RegionEvents, select the region that you have painted, and choose the custom event! Voila! You should be set to go. Making region transitions “seamless” however, is another step that requires a bit of tinkering. It largely depends on how you have set your screen resolution. You will have to set the region markers a certain distance away from the borders of the map so that the player has the illusion that they are always in the center.

 

William Lucht

Self-Insert Draft: Developer Diary #10 Conditional Options 2018-07-24

Hello Everyone,

Apologies for the delay! Hope that you all had an exciting and fun-filled weekend. We’ve been super busy at Arcani and in my personal life. We just adopted a new kitten called Nike, after the Goddess of Victory, not the shoe! With regard to Self-Insert Draft, I am working on instituting conditional options based on your relationship with characters. Kind of like how in the Fallout Series you would have skill checks in dialogue (and other things), Self-Insert Draft will have relationship checks in dialogue. To this extent, relationship not only measures your bond between the character and yourself, it also measures your investment into the character.  While not game-blocking, using your party members to convince the folk of the world will become a critical component in advancing the story peacefully. Of course, if you want most of your dialogue to go violently… well, go ahead, you can do that too.

 

From,

William Lucht

Self-Insert Draft: Developer Diary #9 Quests and Quests 2018-07-16

Dear Viewers,

The progress with Self-Insert Draft has been proceeding well! I have finished the third and fourth “quests” in the system. We are starting to move from the starter town to greener pastures. At a certain point, related to the quest the player is forced to choose between two different characters: The Redeemed Bandit and the Chosen One. The Chosen One is a character that I particularly fell in love with. You entered this world. A world that she was meant to save. However, you have been getting the glory. To some extent, she can serve as the true foil to the story, especially compared to the eponymous Emo Foil. 

Additionally, I apologise for the new format. I thought it might be more palatable and a bit less formulaic to use a more casual and less structured style. Let me know what you think!

From,

William Lucht

Hyperborea: The Frozen North

Hello friends,

I am excited to announce a new game I am working on alongside Self-Insert Draft. Called Hyperborea, it follows the adventures of Hypatia as she gets trapped in the frozen wastes up north of the Tigotierian Empire.

done.png

Plot:

Hypatia is a soldier detached from the Tigotierian Exploratory Legion. Trapped and lost in the wintery Hyperborea, the Land North of the North, beyond all civilization, Hypatia must struggle against nature… or succumb to it.

Gameplay:

Hyperborea is a top-down survival horror game using the RPGMaker MV Engine.

 

From,

William Lucht

Self-Insert Draft: Developer Diary #8 A Brief Reprieve 2018-07-09

Progress Last Weeks in Numbers:

Lines of Written Code: 500

Story:

  • Finish 3rd quest

Please tune in next Monday!

William Lucht

Self-Insert Draft: Developer Diary #7 Battle System Again 2018-06-25

Progress Last Week in Numbers:

Lines of Written Code: 43 (but a lot has been modified from the battle system discussed last week.)

Story:

  • Finish Second Quest (Urgent)

Code:

  • Work on GUI for battle system

 

Please tune in next Monday!

From,

William Lucht

Self-Insert Draft: Developer Diary #6 Battle System Tweaks 2018-06-18

Greetings folk! Last week I talked about some aspects of the story,  but more importantly, the battle system! This week was primarily focused on the battle system. At this point, I have to really realign/determine my game design. Is this game going to be primarily a visual novel or a JRPG? If I am promoting a mixed format, how can I integrate them well enough in order to have a seamless experience? I don’t want to burden the people primarily interested in VNs with unnecessary battles.

Progress Last Week:

As stated in my previous I am using DemonAngelz’s Framework. I built the skills for the characters so far and am trying to iron out bugs as well as improve the GUI. I was proud that I became familiar with the tooltip function so people will understand the mechanics of “Ha! Nothing Personal!” rather than sighing at a dead meme.

screenshot0024.png

DemonAngelz framework is great, however, perhaps purposefully, bland. I’ve tried to spice up the system with multiple varieties of attacks that players will have to choose from. There are simple attacks like “Dark Blade Bathory” which just absorb health from your enemy, but then you have moves like “Passion of the Angels”, which removes most of Love Interest’s health but completely heals other party members. This, of course, can be combined with 90% > chance stun moves. To prevent the said character from dying.

 

Progress Last Week in Numbers:

Lines of Written Code: 235 (but a lot has been modified from the battle system discussed last week.)

 

Goals for Next Week:

Story:

  • Finish Second Quest (Urgent)

Code:

  • Finish skills for battle system
  • Work on GUI for battle system

 

Please tune in next Monday!

From,

William Lucht

 

Self-Insert Draft: Developer Diary #5 2018-06-11

Last week I talked about the encyclopedia that I was working on. For the most part, the encyclopedia is finished, however, more updates will of course be warranted as I develop the story further. Some people might ask? Hey William, what’s the point of an encyclopedia in a small visual novel? Well I suppose more features couldn’t hurt, Plus with tropey names being tossed about it can be nice to have some extra backstory.

Progress Last Week:

Story

The story writing this week was dominated by writing regarding the first major quest of the main questline: introducing the main characters to the stage including the infamous Emo Foil.

Code

Oh boy, oh boy. This week was a hectic week for code. I’m trying to work on the battle system, but you see, I programmed a battle system before. For Cassandra’s Fabulous Foray, I developed a robust 1v1 system, however, the graphics leave something to be desired. Using DemonAngelz’s Framework, I am fleshing out the battle system. I made good progress on developing the skills of the player characters and will be finished this week for some sweet sweet pics.

Progress Last Week in Numbers:

Lines of Self-Written Code: 1228

Goals for Next Week:

Story:

  • Finish Second Quest

Code:

  • Finish skills for battle system

Please tune in next Monday!

From,

William Lucht

 

Self-Insert Draft:  Developer Diary #4 2018-06-04

 

Last week I talked about two new characters that I was introducing into the game: the Redeemed Bandit and the Chosen One. While not all my goals were met last week, I can still say that I believe that significant progress was made in the department of worldbuilding. Writing encyclopedia entries for my game was surprisingly fun. I hope people get as engrossed in my silly world as I did!

Progress Last Week:

Story

For the most part, progress on the story last week has been replaced with worldbuilding. I managed to make good progress on the Chosen One, introducing her character to the story.

Code

Using jsfehler’s Renpy Encyclopedia, I integrated the system into Self Insert: Draft. Here is a small draft of his encyclopedia adapted to the art style in the game. Will need to get rid of that garish red, but otherwise, I’m loving the system so far.

 screenshot0023

Progress Last Week in Numbers:

Lines of Self-Written Code: 700

Goals for Next Week:

Story:

  • Finish transition into DoodleWorld
  • Add Combat Scenes to Norse Outpost (Taken standstill)
  • Work on arcs on the Chosen One
  • Finish the first quest
  • Add more Worldbuilding.

Code:

  • Finish draft for battle system URGENT

Please tune in next Monday!

From,

William Lucht

 

 

 

 

Self-Insert Draft: Developer Diary #3 2018-05-28

Last week, I talked about an Elder Futhark section as well as outlined my plans for a battle system. Trying to meet 100 lines of code a day goal is somewhat hard, but I’m working toward it. Its almost a bit like NaNoWriMo, but with code. Spooky.

Progress Last Week:

Story

I am currently in the works of writing for two new characters. One, the Redeemed Bandit and two, the Chosen One. These characters will have major arcs in the story and will be encountered shortly after the “tutorial section of the game.”

Art

Worked on a draft map, doing a bit of worldbuilding on the side. This image or an image similar to this will act as the “world-map” for the game.

Terra Magnior

Progress Last Week in Numbers:

Lines of Code: 400

Goals for Next Week:

Story:

  • Finish transition into DoodleWorld
  • Start arcs on the Chosen One
  • Add Combat Scenes to Norse Outpost

Art:

  • Work on backgrounds

Code:

  • Finish draft for battle system

 

Please tune in next Monday!

From,

William Lucht