Jump to content

Zumi

Veterans
  • Posts

    2415
  • Joined

  • Last visited

  • Days Won

    271

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Everything posted by Zumi

  1. I assure you, we've been drawing the line at a couple of things already (dynamax being the most prominent example) and probably will keep doing so with every gen released in the future, because it's a lot of work and sometimes simply just not worth it to implement some of the stuff with: 1) how limiting rpg maker can be in making these features enjoyable vs. how they are in the main games due to the engine difference 2) adding some of the mechanics and additional features in would simply completely upset the balancing in the game, and I don't think anyone on the team feels like adjusting it for the entire game considering Gen 8 alone already has been so much work LOL Don't worry too much about it. We're already curating what we put in and what we don't!
  2. It's true that this is a limited time set of quests, and you won't be able to complete the questline if you didn't do them when they were available. In V13 we're adding a graphic to the requests to show that they are, in fact, only available for a limited amount of time to make it more clear and keep people from being unpleasantly surprised by that they can't go back and do those at a later point.
  3. Yep, you would be able to stack them! The effects that the terrains have will be canon to the main games though, so you only get the buffs from that and not as if it were a fully fledged field effect.
  4. Preferably do it in a way that isn't just posting the percentage whenever it goes up in that case then bc otherwise I'll just lock the thread if it's not being used for proper discussion lmao
  5. We're not removing any moves from learnpools, only adding moves that have been added to theirs in gen 8.
  6. V13 will contain all of the main story content for this version, along with a pair of sidequests. V13.5 is a separate patch that will get released later down the line that will contain a bunch of additional sidequests that have been pushed back due to the workload for the main release simply becoming too much otherwise.
  7. V13 has been in development since shortly after V12's release, so that's uh... well over 1 1/2 year by now, creeping closer to the 2 year mark even. Granted the scope for V13 ended up being way bigger than expected (what with it turning out to be the biggest update to the game since V6) and there's been a ton of various outside influences causing delays (Gen 8 project, Covid, Jan falling sick for a while etc.), which is why the decision was made to split all the side content from the main update as a separate patch to lessen the workload for main release, and even with THAT put to the side for now everything turned out to be a lot more work than expected, so yyyyyyyyyyyeah uh. Even with all the delays, this version had so much work invovled that it would never end up being a short dev cycle in the first place. This update's amount of content is basically multiple versions in one, there was and STILL is a lot left to be done, but the project never was truly at a standstill and just went incredibly slow for a long time due to stuff outside of our control. We're finally getting close to the end of the dev cycle though if the status bars don't already suggest as much, so hopefully it's not going to be a very long wait anymore!!
  8. Answered this question a couple of times before -- How terrain abilities and moves work will be changed in V13. Grassy, Psychic, Misty and Electric terrain/surge will no longer replace the field entirely and will work similarly to a trick room/magic room/weather overlay instead. The only times it will generate a complete field is if there's no other field effect active at the time.
  9. i actually never got to play SS because i couldn't afford the game at the time! but i have seen playthroughs and i can still confidently say i want ghirahim obliterated (hes a good villain character tho)
  10. *GURGLES LOUDLY* been pretty busy so there's not a whole lot a lot more than i thought because i always underestimate myself and the amount of work i do, yknow, like a fucking clown! but here we go. self indulgence once again separated from the rest LOL FFXIV self indulgence
  11. The designs for the deathwings will likely also get a slight overhaul, but likely will be a simple color scheme adjustment + a few other small changes as their designs are already relatively unique as is. It's likely being kept for V13.5 though, due to that they don't really appear as often in the story in comparison to the grunts and admins, plus the workload is high enough as is.
  12. Zumi

    weaselslash

    what the fuck
  13. Whoa! Wasn't expecting one of these until after V13, were you? Well, Boy Do I Have A Surprise For You(TM) For context -- not too long ago I mentioned to Jan that if I had free time I'd like to try and redesign some of the outfits for the Team Xen members, for the heck of it! The designs were thought up on the fly and the generic grunt uniforms were a bit too similar to the original sprites they were edited from, so I wanted to see if I could redo the designs to be more thematically cohesive, while remaining recognizable compared to their old outfits. A few days ago I decided to finally start on them... ...Only for me to get the urge to actually go through with them and add them in the game. Sooooooooooooo here's the conversation that followed. Now, as you probably know from Rejuv at this point, is that some of the characters have special animation sheets for the overworld, making it harder to get everything done in one go due to having to edit both the default overworld sprites *and* the animation sprites, as well as having to take care of some of the new overworld sprite sheets that are necessary for V13 content. So long story short, OW sprites were the biggest concern -- and therefore the Xen redux would probably have to be added in V13.5. HOWEVER, since there's a lot of people who will likely start a new file for V13 and would want to play the side stuff in V13.5, I wanted to push for a V13 insert so people would get to see the designs on their fresh playthrough and get the biggest brunt of the work out of the way ASAP, which is the VS/Battle sprites + the official art. And I'm more than happy to tell you that I got the go ahead to show them off + managed to finish them today -- So here are your redone team Xen members, all neatly tucked into a spoiler so the page isn't long as hell by default! (By the way, as a disclaimer: Please note that the sprites might not be the final product that will end up in the game and are subject to changes/improvements!! The official art is final tho :]) To wrap everything up into a neat little bow, here's the sketches I made of the grunt designs + a bonus height chart for the admins I made while drawing! Hope y'all are excited to see the designs in the game when V13 comes out! As per usual with these character art posts, the art has been added to the Official Art Thread, as well as icons. No wallpaper updates yet -- that's something that'll have to wait until after V13 is out. Anyways, that's it for me for real this time -- You probably won't see me post stuff on the blog until after V13 at this point. Just a little while longer y'all, we're getting there! Until then! o7
  14. Yes, there's updates to older areas both graphically and storywise to improve overall story flow and tying up loose ends that were previously unaddressed. 1) Because... we want to? Gen 8 adds a lot of new mons that ppl from the dev team like a lot, so it's not like we're doing it because we have to. We want Gen 8 to be in, so we're adding in Gen 8. There doesn't need a better reason than that. 2) Older content gets reworked and other QoL updates to keep the quality of the game consistent across the board, and not just have the quality get better further into the game. We still get a lot of new players even now, meaning that these players also have to go through the older content, and since we want the game to be as enjoyable as possible for any and all players, we want to make sure that new players don't have to worry about early game being a slog. This really kind of sounds like you're being impatient in regards to the new version, but we're really just trying to make the game as enjoyable of an experience as possible. If we know something could use some work and there's time to fix it, then there's really no reason not to. We have no set deadlines for ourselves and we're not going to rush things in order to get the version pushed out sooner.
  15. There are quite a good couple of changes throughout the whole game in terms of encounters and event pokemon, though it's mostly additions of Gen 8 in various places. However, as far as I'm aware, Lapras/Aggron/Gardevoir have not changed obtaining methods, and will remain in the same place as they've been obtainable before. The only pokemon that currently are publicly known to be moved are Rockruff, A-Grimer and Eevee, which will no longer be the reward for the Sheridan help center quest. I don't think I can disclose any further information though, but I wouldn't worry *too* much about drastic changes to encounters!
  16. The music for Goldenleaf was composed by me specifically for Rejuvenation, and the nighttime music was composed by a mutual friend of Jan and mine's (though not specifically for rejuv, just used with permission).
  17. You will have to revert to an older savefile for the hotfix to work, which is explained how to do so in the image below.
  18. We do recommend starting a new file, but when V13 is out we plan to host a public project to get the Rejuv wiki fully up to date, including adding a story summary. The reason we are waiting for this is due to a lot of QoL changes in older content, which makes it so that writing a summary now would be wasted effort.
  19. You do actually have to do both!
  20. You're allowed to use Rejuvenation's graphical assets as long as proper credit is provided and aren't used with malicious intent! For character sprites it's still more recommended to edit your own for originality's sake though
  21. its been uh a While(TM) so time for a very big update yall, strap in bc it's gonna be a ride!! separating some things bc it's a bit more self indulgent ffxiv stuff that not everyone cares about probably HAHA first off, here's my art summary for the year!! all of the other art i've done can be found in the spoilers. Main FFXIV self indulgence (so....... many......... sketches)
  22. still happy ppl enjoy the music i made for v13 so far, even though they're mostly previews (with the exception of one of the songs posted in the latest showcase)!! hope you'll enjoy the full versions when you hear them in-game when the update is out 👀🙏

    1. Vinnie

      Vinnie

      You shouldn't doubt as much as you do. You're an incredibly talented artist with both your visual arts as well as your compositions, and you're only going to continue to improve.

×
×
  • Create New...