Monday, October 28, 2013

Woo! New version!

It's on the download tab at the top of the website right next to "News."

You can download it from bayfiles or kickass torrents. They're both pretty easy to download from and I hope you all enjoy the game. Thanks for all the support you 5,000+ viewers. And that random person that keeps +1'ing all my post. <3 And a special thanks to my "in real life" friends for throwing an awesome Halloween party the other night and celebrating my games achievements! Woo hoo!

Lots of love,

- Wizardcraft

Sunday, October 27, 2013

Tomorrow is the Update!

I'm happy with what I've done in the game so far. I've worked on it all day and now I deserve a bit of a break. Tomorrow I'll play test the guardian's guild and the story line because those are the only two I believe need to be tested now. The story has several new missions, the story line kicks off with a higher purpose to play the game, and there's much more content.

NEW THINGS:

  • New guild missions
  • New guild
  • New armor
  • New weapons
  • New items
  • New areas to explore
  • New enemies
  • Two major bosses, one mini-boss.
  • Many bug/glitch fixes.
  • Over one hours worth of game play that follows the story line.
    • More than 1hr if you actually look for things, do as many quests as possible.
Some parts of the game are still unfinished (like the arcade), but that's fine. They'll eventually be finished after the story line has been completed.


I hope everyone enjoys playing the game as much as I do making it.

- Wizardcraft

Update

I made some new music for my game that will be shown off in the main story line. These are original songs created in Fruity Loops too so I'm pretty happy about making these even if it's not that hard of a program to use.

Anyway. Progress is still being made, hopefully I'll be satisfied with the build and post it tomorrow. I hope you all enjoy it when it's released.

- Wizardcraft

Thursday, October 24, 2013

Update! Release is 75% done!

I just finished ALL of Melbu's area. At least the part I wanted done. There is a major boss though for this next update. It explains a few things that have already happened.

Still gotta work on the port side of Selinian City. I will do that tomorrow. I gotta wake up at 6am for work on a friday Dx but it's fine I'll try to work on some of it after work.

If you check on these updates a couple times a week then you'll be happy to see what I've done with the game, especially if you've gotten into it a little bit.

Unfortunately I don't think I'll have time to play test everything. So when I release it I need some people to tell me if they find a bug that actually stops them from progressing in the game. That is pretty important. O_o

I plan on adding a mega-ass-ton of content before releasing the game. This content will include items, alchemy ingredients, new weapons, armor, followers, and stuff like that.

Also, I'm on map 110. Compared to last update I believe that was around 30-50 maps. So yeah... There's a lot of stuff that's been done. I'm getting a bit better at RPG Maker VX Ace too. =3 I love finding short cuts.

I developed, in my own way, a new architecture for map making which is shown off in Melbu's area so I hope you all like it when you get to see it.

Thanks!

- Wizardcraft

Wednesday, October 23, 2013

A few new things

First of all, the donate button. No pressure. But if you like the game and have time/money to spare, that button is there and no fixed amount required. Just saiyan. =]

Added more alchemy stuff. I did another play through and found bugs. Fixed those too because there was alot and well no one decided to tell me about it except whoever commented. ='|

Anyway, I'll edit a few quest to make them more viable because the map changed for the better. Also, I'm really, really proud of the Wizard Guild's first quest. I loved it. I'm not even done adding the content to fill that story addition.

Melbu's map turned out much different than I imagined. It turned out better than I had intended. He still doesn't have his own evil place yet though. I will do my best to finish that tomorrow. So.... GOAL LIST TIME! For tomorrow at least.


  • Melbu's Castle part 1 of 2
  • Port side of Selinian City.
Blacksmith introduced at the Guardian's Guild. New armor/weapons added too. I'm tired and will see the game tomorrow. Night night.

- Wizardcraft

Tuesday, October 22, 2013

Flying Through More Stuff

I may end up exceeding my goal. Fixed several bugs/glitches on my first play through. Still playing through as the wizard, checking on the quest and stuff.

I ended up creating a newish title screen so I can stray away from that plain text title screen. I'm still using the RPG Maker VX Ace title pictures (Because I'm a terrible artist) and I threw it photoshop for some neat effects. Hopefully it'll look a little better. I think it does.

Anyway. Adventurer's Guild has two quest now. So does the Guardian's Guild. Hunter's guild has an intro to a 2nd one, although I doubt it'll make it to the updated version of the game. Wizard's Guild has a 2nd intro quest, however it is unfinished and likely won't be in the update.

Melbu's beginning area is complete. However, he doesn't have really anything for him. No inside to his keep, no nothin'. I'm gonna work on that now actually, after this post.

Nerfed wizards again. They were way much stronger than I had wanted them to be. Sorry you wizard fans. I love magic and shit too, but I prefer balance over broken-ness.

I edited the stat gains of levels for all classes.

Warrior = High ATK, DEF, and HP. Low AGI, MDEF, MATK, Mana
Wizard = High MDEF, MATK, Mana. Low AGI, DEF, HP.
Rogue = High AGI, LUK, ATK. Low DEF, MDEF, Mana, MATK.

The wizard only got 3 lows because it got the crappiest HP gain. It sorta helps keep the balance between what's broken and what deserves to be a good character later on. There are items in the game (eventually) that increase your health anyway, even beyond the stat limit (I think).

And whoever that is +1'ing my post. I like you and I bragged to my irl friends that someone I didn't know was really keeping track of my updates. You are wonderful, and I thank you. <3

- Wizardcraft

Progress Report

EDITED PART:

I'm still working on the game as we speak, and I've decided to nerf the shit out of the wizard class. From now on when you're a wizard, you can only learn new spells from spell books. Wizards can learn new physical attacks as they level up that involve their staff. Using a wand will not be able to use staff attacks. Wands will add more mana to your mana pool though. Staffs will add more defense and damage. Wands can't really defend all too well, but I feel like their built more for using magic unlike a staff. The Wizard's Guild sells the books to guild members only.

New level 3 skill for the Warriors out there. New level 5 skill for the rogues. New level 5 skill for the wizards.

Thieve's Guild Area, done. Looks pretty good. 2nd mission already started.

Haven't started with Melbu's area, and I'm still giving it some thought.

Finally added your first 100% Power Break skills, however you earn them. (or find someone who teaches it to you in the guild of your class) These power break skills haven't been tested, I think I broke the Rogue's PB skill too much, hitting one target and ignoring their defense but the other two hit multiple sooooo we'll see how it does when I play test. Several new maps. I will make a new poll soon.

My birthday is October 29th, and I'm aiming to rollout the updated version on that day. Thanks for reading.

- Wizardcraft

Sunday, October 20, 2013

Expect an Update Soonish

Because I just did an ass ton of work involving the wizard's guild.

The first mission with Sophia is complete. I love this mission too. I put A TON of effort and thought into it. The mission itself is NOT that easy. You can't just breeze through it. The next update will have some newer things in it so make sure to talk to guild members just in case. While the mission isn't easy, I made sure to be extra generous with the loot you can get while on this mission. There's probably 20+ loot chest. Although most of them are well... Unique, and play a part in the game. I thought what I did was clever. *patting myself on the back*

If you remember the mission it was to find Cosmik's staff with Sophia to accompany you. She'll be in the new map called "Deeplands" passed the Howling Woods once you're out of the kingdom. Be careful, new enemies are there to kill you. Make sure to stock up on potions, new gear, revives (used to be stimulates), and mana potions.

The Hunter's Guild has finished their first mission (I think. I'll make sure before the release though).

The Guardian's Guild has their mission completed I think. The one where you scare the bajesus outta that one dude? I think. I'll double check.

The adventurer's guild has their first quest. It's not hard, just kinda... money issued. Enjoy level grinding though! =D

New alchemy stuff. Crafting Stuff. Introducing... Smithing! Smithing will be a skill in the game. =] However... I have a few new things planned for those special skills. I'll update the "Future Plans" tab in a sec.

Finished the elf village of Arcysus (did it the lazy way, sorry). Just gotta add elves and a purpose for it (I love things that have purpose).

I have not worked on the thieve's guild, and that makes me sad. So before the release here is my goal list...


  1. Finish the thieve's guild area with a mini mission. (NOT like the Wizard's Guild mission that was supposed to be mini but turned out to be holy fuck cow long)
  2. Work on Melbu's area, introduce the new enemies there too.
  3. Play test the ever loving shit outta that version before next release.
I think that's really all the needs to be done for the next version comes out. Now is the time for you lurkers to email/comment below and tell me any grammar mistakes I've made in the game, glitches, or anything else. Thanks for the love and support.

- Wizardcraft

Saturday, October 19, 2013

TODAY'S UPDATE

Things I'm working on:

  • Crafting! Like alchemy, but you make stuff instead of mixing ingredients. Alchemy hasn't been 100% fixed either, but crafting won't come first neither. Crafting is new because of the things you could do with certain items. Wolf pelts can make wolf leather armor, for example,
  • Howling Woods, edited. The Howling Woods has been edited for a quest in the adventurer's guild.
  • Deeplands! The new area is getting some more make up to look more appropriate.
  • Bug fixes. Sound fixes. A couple of story errors and what not are getting fixed.

Friday, October 18, 2013

To let you all know more about the guilds. (Common knowledge)

This entry will just inform you about the current guilds in the game.

Warrior's Guild  Guardian's Guild (I'm an idiot, okay?)

           The warrior's guild is made up of five ranks: Recruit, Warrior, Guardian, Specialist, and Master. The task of gaining these ranks is no easy one. There is a Head Master of each guild, but the Warrior's Guild is so large large that is contains it's own council to help with job commissions and promotes the guild.

           As a recruit you'll deal with troublesome citizens. Although, the guild is misinformed, or bribed to kill someone, although who, you don't know. You may need to discover that yourself as a new recruit, even if you're going outside your ranks to perform higher job levels. If you do a good job and keep is clean, you'll obviously be rewarded and praised highly for your efforts.

           When you become a Warrior, the first thing you'll get to start doing is martial training. The training at this level is weak, but remember, it's not easy leveling the ranks in this guild. There are more members in this guild than any other, and the council have debated on increasing the number of ranks, although the Head Master prefers to keep the ranks a tradition and keep them the way that they are.

           Guardian's and Specialist are similar, and sometimes the rank doesn't quite describe how good someone might be at their job. For example, Guardians do what you think they would, guard. Specialist are the strikers, the specialize in killing. The ranks are set this way to teach a better fundamental purpose to being a true warrior in the eye's of the Goddess. An exceptionally good Guardian can prevent a decent Specialist from killing their target, and vice verse. They're not assassins, Specialists, but they could be if they wanted to. They're a team of elite warrior's with many years of training.

           Masters are rare, and bluntly, there are fewer of them every year. People want to do dirty deeds, cheap tricks, and bribe people to get by within the Warrior's Guild. It takes honor to be in these ranks. Masters are in a completely different league than any of the other guild members, with the exception of the head master. In the Warrior's Guild, there is only one way to become a Head Master, and that is to defeat five Master rank warriors.

This fight must in a team of five vs. one, no battle royal of six people. If you worth isn't proven, you're not allowed to retake the challenge. Masters are considered to be the best of the best and therefore, by the council of the Warrior's Guild, can not improve. Some members believe that is not true due to legendary members, such as Tardis's Grandfather, Tyreal.

           Tyreal was said to be the greatest warrior who would ever live. He can make a weapon from anything without trying. They said he lived to be two-thousand years old and never suffered an injury once he became Head Master. Tyreal's test was also the world record breaker of Head Master's test. In a single swing of his halberd, without hitting the masters, knocked them out by the force of his swing and not the steel of his weapon. Tyreal was considered too dangerous and was banished from the Warrior's Guild by the council. Tyreal was never seen again.

Wizard's Guild

           The Wizard's Guild was a small guild to begin with, when magic was first birthed back into the universe. This was because no one really knew about it. Eventually scientist found that magic acted like a single celled organism, similar to a parasite, but on a massive scale that spanned from one end of the universe to the other. Although magic in this universe doesn't cause harm to people, it can give the wrong people power to change the laws of physics.

           Magic, as the organism is called, can create anything from itself, and replenish itself again over time. People that began to first understand this power and new found gift were scientists. Using magic with science and technology became more and more dangerous over the technological advancements of mankind, so the council aboard the Nexus banned the practices of combining magic and technology. Leaving many scientists without purpose, except with their new powers. They studied their power, learned to control is, mastered it even, and eventually formed the Wizard's Guild. The Wizard's Guild is similar to the Warrior's Guild in its ranks.

           There are five ranks: Magician, Mage, Warlock, Wizard, and Master Wizard. These ranks vary in job descriptions based on what the person wants to learn in a certain school of magic. The school of magic are as follows: Spell Casting, Aura, Alchemy, Enchanting, Dispelling, Curses and Hexes, Black Magic, White Magic, Summoning, and Special Magic.

           Spell Casting is exactly what is sounds like, the fundamentals of casting spells, the elements you can cast, and how to prepare incantations for spells. Many young wizards take this class to begin their training.
            Aura is a martial art, physical combat form of magic. Monks practice this type of magic if they've been infected by the magical arts. They are increase their defenses, heal themselves, create barriers around themselves, or anything that involves using their own body as their implement. This is considered the hardest form of magic to master because Aura Wizard's must have the physical conditioning of a warrior.
            Alchemy is simply mixing different concoctions to see what the effects are. There are simple potions to powerful alchemical bombs, or even strange creatures that accidentally get created by mixing the wrong (or right) ingredients together.
           Enchanting involves taking an object and improving way beyond its normal limitations. A wooden stick can become a powerful one ton mace only someone with insane strength could use, or a child with enchanted bracers that add strength to their own. The down side to enchanting yourself is that its usually illegal except in sports where enchanting is permitted. Most enchantments that enhance the body in an unnatural way are banned from all practices. However, certain enhancements are allowed, such as personal protection enchantments that prevent cuts, bruises, scratches, or burns. Longer life span enchantments are given to certain people that want them, and sense enhancements are welcomed at all times, especially to children during school hours to help them focus and really absorb their school work.
           Dispelling is the knowledge to cancelling out other spells completely. Only certain kind of wizard's use this knowledge, but it's a basic fundamental knowledge that they must learn to protect themselves.
           Curses and hexes aren't exactly bad all the time, some curses are good, and well hexes are generally not. However, hexes are considered a unique kind of spell casting for wizard's who can't cast spells normally. Hexes are an alternative to spell flinging. For example, instead of conjuring a fire ball and firing it, a hex might drain the strength or magic from another wizard, or slow them down.
           Curses are really unique and focus around manipulating the mind. Curses are banned in all countries, but are still available to be taught, and practiced in controlled environments. Curses for evil intentions usually involve making someone think they're reliving their personal nightmares for the rest of their life, when really they're standing in a crowd of people just screaming for no particular reason, or making someone experience pain for any amount of time. Some curses are good, such as making yourself or someone else happy when they're sad. It's more of an illusionists of the mind game. Most good curses used are the ones in brothels, to make customers experience intense arousal and pleasure. This is still considered banned and illegal, but curses don't have incantations, so it's hard to tell when someone is using them.
           Black Magic isn't practiced in the Wizard Guild. It's only studied. It's outlaws by all planets and governments because it takes a portion of the organism and manipulates it for the casters own benefit, such as killing people infected by magic on a massive scale. Black magic is, and always will be considered evil. White magic is the opposite, and is used by healers, priests, doctors, and other medical professionals.
           Summoning is a controlled privileged in the world. It uses magic and creates another life form. It's illegal to summon certain creatures, although still allowed in controlled environments. Guards and police use special goggles to tell if something has been summoned. Things that aren't allowed to be summoned are other humanoids, foul beasts/creatures, golems, or anything else that is going to be considered alive for the intention of living. Golems and beasts that aren't alive, but are still physical illusions are considered safe to use, however, are still banned in public areas except when defending yourself. Those non-living summons are only alive for the during of which the summoner permits them. The summon does not have a mind of its own, but instead shares a mind-link with the summoner.
            Finally, special magic is special because it involves an interesting usage of spell casting, summoning, curses, enchanting, and other magic all wrapped into a single spell. For example, casting a volley of arrows from your hand. Not really an element, but still a ranged attacked with summoned wooden steel tipped arrows still would kill things.

           Magic in this world has made most military power obsolete. Police must use spell breaker bullets to break through barriers, although they don't work against the more powerful barriers or enchantments. Primitive weapons such as the bow and arrow, sword, and similar tools, are actually more effective during this time because technology is easily out classes by magic. Wizards, even a beginner, could make a nuclear bomb turn around and go back to its original position. Children are able to hack computers with encrypted passwords with encryptions. These reasons are only a couple, of why magic and technology are banned from each other. Wizard's can't make a sword turn around and attack the user, unless they're a master at special magic. They could however, use a hex to heat the metal, or curse their opponent to thinking the sword is a snake, or anything like that, although it doesn't work with special magic detecting goggles.

           The reason behind the Wizard's Guild is to learn from magic, practice it, and grow from it. Since magic was introduced to the world the Wizard's Guild has played a huge part in the universal peace treaties. The Wizard's Guild is almost are large as the Warrior's Guild, although with smaller numbers, it is considered more powerful because of the influence they can have over people.

Hunter's Guild

           The hunter's guild is very, very unique. It's rather small, and a local guild in the world of Symphone, but it's got a secret they want to keep hidden from everyone. The hunter's guild aren't exactly assassins, although, that's what they say. They are instead, calling themselves bounty hunters. Although not many of their missions involve bounties of the human kind.
       
            The Hunter's Guild has a reputation for killing monstrous beasts. And they only want the meanest, biggest monsters out there. The Hunter's Guild is responsible for rare beast slaughters in the past, and has said to cease their pouching actions. However, word get's around easily and people believe that they sometimes make certain deals with the Thieve's guild. They obviously do not claim this accusation, but instead fight against it.

           In the past, the Hunter's Guild used to slay dragons, trolls, lamia, demons, angels, anything they could to get valuable... Body parts. Angel feathers, dragon scale, horn, teeth, troll fat, eye, skin, lamia vemon, fangs, anything. They were very, very good at it. They don't have a rank system. (If someone said there was one in the game, I'll remove it.) Instead they have a "Do what's on the list" system. They post jobs in a book for people to take and they know you succeeded when you come back with your kill. They teach not only stealth, but strategical powers of the wild. The Guild Master, and only Guild Master, is an elf named Jin (Again, will change in game) Jin is the founder of the Hunter's guild, and is over 500 years old. He's been the head master for a few hundred years.

Thieve's Guild

           The thieve's guild has no ranking system. No known history, and a bad, bad reputation. They're hunted by an extremist group called "The Order" and so far the thieve's have done well to not get in their way. Not much is known about it, but from rumors, there's not even a master. The thieve's guild chooses their target to join. You don't get to join them by asking.

Adventurer's Guild (new)

           This guild was recently introduced in the game, and is apparently 50 years old, a new guild. This guild is called "The Baby Warrior's Guild" by muscle head's at that guild. This guild helps everyone, and I mean everyone. They have 0 bad reputation. They do any job for anyone, for a good deed though. The guards love them, the police love them, the thieve's guild laughs at them, everyone else enjoys what they stand for. And that, is adventuring. They hunt, like the hunter's guild, they cast magic, like wizards, they beat people up, like the warrior's guild. They do it all, in small ways. They have special trainers for the guard's and police that help new recruits learn new things like spells, stealth, or powerful attacks.

Joining this guild has no down side, unless someone ends up hating them, which also includes you if you join them, and they try to... well... kill you.

I'm a work and ran out of time to get more detailed with the last two guilds, but those are the basics. Thanks for reading. =)

Tuesday, October 15, 2013

ANOTHER UPDATE??

Finished the Howling Woods area. Worked on the next spot and added a new entrance to a new city "Elf Village" or whatever. Someone comment below for the name of the Elf Village and it will be so. First name I see gets it unless it's stupid sounding like "PEE PEE VAGINA!" I won't post that. No elf would dare step foot in that place willingly.

Anyway... More content has been added. Spelling errors have been fixed. A new guild called the "Adventurer's Guild has been introduced because I didn't know what to do with that building in the guild district.

The wizard's guild first mission has seen a little bit of progression, as the cave entrance to get (ERROR 404: Name of so-and-so can not be found)'s staff for Sophia. There will be another spell for Wizards.

When I finish the elf village someone there will teach rogues a new attack. The wizard's tower mission teaches a new spell, and when I get to it, Tardis, the mini-boss of the warrior's guild will teach you a new ability if you're a warrior.

New enemies. New items. The first artwork collectible is now in the game. I'm adding more content in existing places as we speak so I'm not burnt out on mapping.

Another thing... Originally I had this split into 8 chapters. It is now 4 chapters because the first parts weren't really needed. So less game play, yeah, but less bull crap to go through that doesn't play a role in the story. There will still be mini-bosses like every other game. If you follow my other (Not going to mention it here) blog, there will be references to that as well. Because why not?

Last but not least, more alchemy stuff has been introduced. Enjoy.

Anyway. Battle Field 4 comes out on my birthday. I'm also working on my birthday. Yay and Nay on that day. -_- Back to making content I go.

Better Update

I got an ASS TON of stuff done yesterday while I was at work. It's an office job, no biggie.

But I made the next map called "Howling Wood" basically the scary ass place (with interesting things to see in it) and it will lead the player to the Grove of Shadows after they pass some other areas. WARNING: This is a maze, and it's more elaborate than the first forest maze. HOWEVER, remember that whole "talking to a flower saved my life thing" you learned from an old guy near the temple in Odict? Yeah that'll come in handy this time, but the maze, while elaborate, is really simple and straight forward mostly. Just twists and turns with tiny hints of alternate story parts that branch from the main story line. I plan to get more done today, hopefully moving forward to the next areas which are much larger and grass landish.

If you ever want to submit bugs, spelling/grammar errors, art, or anything else, please send me a message at cowlofsymphonicmystery@gmail.com so I get the message. Thanks everyone!

- Wizardcraft

Sunday, October 13, 2013

Update

I've went ahead and fixed the audio issue someone told me about. I fixed the guide district and the other bug in the wizard's guild. If there's anything else, let me know. I don't plan on posting this update as a download yet until more of the game has been completed. I'll let you guys know what's up.

Wizardcraft

Wednesday, October 9, 2013

Bug Fixes

While I was on haitus I have been busy with work and school. Midterms are finally over and I might have a little time to focus on the game.

It has come to my attention that the demo have several unfinished areas and sound glitches. I can fix these sometime this week and I'll re-upload it as a hotfix. I'm glad so many people have enjoyed this game because it means I'm not doing a bad job and it's worth doing and keeping up the good work. I honestly didn't expect to have an average view amount, but if you're one of the ones always checking up here, thanks. I hope I don't disappoint anyone.

Love you people!

- Wizardcraft