RPG World - Action RPG Maker - Massbot

Quest update #3
It's update o'clock! This weeks patch is now live. You can now set enemies to drop collectables and customise signs to give quests and dialogue. There's also lots of new items that have been added to the collectable tab. Full update thread >>here<<

Enemy Stash

When placing an enemy in edit mode, you'll notice there's a new button floating above their heads. Clicking this allows you to add up to 2 different types of collectables for them to drop inside a stash bag when killed. To open the bags, simply press 'U'.
These drops will count towards any quests that use the collectables as a completion requirement. For example you could set a quest to collect 10 apples. 5 could be placed on the ground to find, and 5 could be placed in some goblin stashes (everyone knows goblins love apples..)


New Collectables

To work alongside the new stash feature, we've added a bunch of new collectables items, including ears, boots and buckles!

Editable Signs

This has been requested a lot, so we are really happy to get this in! Signs now act like NPC's in terms of quest and dialogue setting. Simply place one down and click it's quest button to edit.
The signs have now been moved to the friendly tab, and note that any existing signs in your levels will need to be replaced to include this feature.

Have a great weekend, see you next week for another update!
RPG World - Action RPG Maker - Massbot

Quest update #3
It's update o'clock! This weeks patch is now live. You can now set enemies to drop collectables and customise signs to give quests and dialogue. There's also lots of new items that have been added to the collectable tab. Full update thread >>here<<

Enemy Stash

When placing an enemy in edit mode, you'll notice there's a new button floating above their heads. Clicking this allows you to add up to 2 different types of collectables for them to drop inside a stash bag when killed. To open the bags, simply press 'U'.
These drops will count towards any quests that use the collectables as a completion requirement. For example you could set a quest to collect 10 apples. 5 could be placed on the ground to find, and 5 could be placed in some goblin stashes (everyone knows goblins love apples..)


New Collectables

To work alongside the new stash feature, we've added a bunch of new collectables items, including ears, boots and buckles!

Editable Signs

This has been requested a lot, so we are really happy to get this in! Signs now act like NPC's in terms of quest and dialogue setting. Simply place one down and click it's quest button to edit.
The signs have now been moved to the friendly tab, and note that any existing signs in your levels will need to be replaced to include this feature.

Have a great weekend, see you next week for another update!
Sep 8, 2017
RPG World - Action RPG Maker - Massbot

It's been a busy week, we've got lots of new additions to the quest system and portals. Also there is now a way to add a proper ending to your worlds. Check out all the new features below! Full update thread >>here<<

New quest tab settings
'Quest ends with'
Kill / collects quests can now be set to be completed with another NPC. Example below.

1.Thor has a quest set in his quest tab, buy clicking 'quest ends with' Borris has been selected as the completion target. This means when you complete Thor's quest, you have to hand it in with Borris.

2.To set what Borris says when you hand in the quest, simply enter text into Thor's 'quest end' dialogue box

2.Borris also has his own quests to give you, however these will be locked out and not show in your game until you have completed Thor's quest. This means you can set the pace at which quests are completed, by using 'quest ends with'. you can no longer simply run passed Thor and pickup Borris's quests. This is great for making sure stories are told in the order you want.

3.NPC's must be named to be chosen as a a quest target.




Quests can unlock portals
In a NPC's quest panel you can now set a quest to open a portal. Click the icon and simply select which portal you wish to unlock on quest completion. The portal effects will appear off until the quest is complete. Again, another great way of setting the pace of your world.


New Portal settings
You'll notice when placing a portal down, there is a new settings button. Clicking it brings up some exciting new options!


Portal locked until..
Killed all enemies - This portal will not unlock until all enemies in the current world haven been killed. The player will receive a notification when this has been complete. This is great for gauntlet style worlds.

Completed all quests - This portal will not unlock until all quests in the world have been complete. This option will be overwritten if an NPC has a quest that unlocks that portal. Again a notification will be given when this is complete.

These settings can be combined (so you have to kill all enemies and complete all quests to open the portal).

Note - A quest that has been set to unlock a portal will override these 'portal locked until..' options.

End game - Running through this portal will 'end the game'. It will trigger end game text and end game music (see below).

End game text - Click to change the text shown on the end game text, which shows as a scroll. After this appears in game you have the option to head back to HubWorld. If you are testing your level and run through an end game portal, you can hit escape to go back into edit mode (rather than having to go into HubWorld).

End game music - Click to change the music which is played during the end game text.

These portal settings combined with the new NPC quest settings means you now have a lot more power in how quests and your game is completed. You have the opportunity to add real objectives and an ending to your worlds and stories. Looking forward to seeing what you all come up with!

Next Week
Continuing with our quest updates, also there will be some more editor content ːBuckeKnightː
Sep 8, 2017
RPG World - Action RPG Maker - Massbot

It's been a busy week, we've got lots of new additions to the quest system and portals. Also there is now a way to add a proper ending to your worlds. Check out all the new features below! Full update thread >>here<<

New quest tab settings
'Quest ends with'
Kill / collects quests can now be set to be completed with another NPC. Example below.

1.Thor has a quest set in his quest tab, buy clicking 'quest ends with' Borris has been selected as the completion target. This means when you complete Thor's quest, you have to hand it in with Borris.

2.To set what Borris says when you hand in the quest, simply enter text into Thor's 'quest end' dialogue box

2.Borris also has his own quests to give you, however these will be locked out and not show in your game until you have completed Thor's quest. This means you can set the pace at which quests are completed, by using 'quest ends with'. you can no longer simply run passed Thor and pickup Borris's quests. This is great for making sure stories are told in the order you want.

3.NPC's must be named to be chosen as a a quest target.




Quests can unlock portals
In a NPC's quest panel you can now set a quest to open a portal. Click the icon and simply select which portal you wish to unlock on quest completion. The portal effects will appear off until the quest is complete. Again, another great way of setting the pace of your world.


New Portal settings
You'll notice when placing a portal down, there is a new settings button. Clicking it brings up some exciting new options!


Portal locked until..
Killed all enemies - This portal will not unlock until all enemies in the current world haven been killed. The player will receive a notification when this has been complete. This is great for gauntlet style worlds.

Completed all quests - This portal will not unlock until all quests in the world have been complete. This option will be overwritten if an NPC has a quest that unlocks that portal. Again a notification will be given when this is complete.

These settings can be combined (so you have to kill all enemies and complete all quests to open the portal).

Note - A quest that has been set to unlock a portal will override these 'portal locked until..' options.

End game - Running through this portal will 'end the game'. It will trigger end game text and end game music (see below).

End game text - Click to change the text shown on the end game text, which shows as a scroll. After this appears in game you have the option to head back to HubWorld. If you are testing your level and run through an end game portal, you can hit escape to go back into edit mode (rather than having to go into HubWorld).

End game music - Click to change the music which is played during the end game text.

These portal settings combined with the new NPC quest settings means you now have a lot more power in how quests and your game is completed. You have the opportunity to add real objectives and an ending to your worlds and stories. Looking forward to seeing what you all come up with!

Next Week
Continuing with our quest updates, also there will be some more editor content :BuckeKnight:
Aug 31, 2017
RPG World - Action RPG Maker - RaveyLarge

This week we've started to improve and add to the quest system. A new race has also arrived in MyWorld, Dwarves!
Full update thread here >>here<<

Dwarves

In the friendly tab you'll find 4 new characters. We've also split them up and added 23 new parts into the character creator. So if you'd like an angry dwarf instead, simply piece one together and choose an enemy AI.


Questing
This is our first week on upgrading the quest system. The first step has been to add some new options into the NPC's quest panel.

Things have been shuffled around a bit, but the two new features are -

Multiple Kill and Collect - This works as before, however one NPC can set you 2 different types and amounts of enemies to kill and / or 2 different types of items to collect. This is one of the first steps in allowing you to create more complex quests.

Character Name - Click in the box to name your NPC. The name will appear above their heads in playmode. This will help with storytelling in your adventures.



Next Week
For most of September we'll be bringing you more additions and improvements to questing, we have a lot planned. We've got delivery quests and world objectives currently in the works!

Have a great weekend ːBuckeKnightː
Aug 31, 2017
RPG World - Action RPG Maker - RaveyLarge

This week we've started to improve and add to the quest system. A new race has also arrived in MyWorld, Dwarves!
Full update thread here >>here<<

Dwarves

In the friendly tab you'll find 4 new characters. We've also split them up and added 23 new parts into the character creator. So if you'd like an angry dwarf instead, simply piece one together and choose an enemy AI.


Questing
This is our first week on upgrading the quest system. The first step has been to add some new options into the NPC's quest panel.

Things have been shuffled around a bit, but the two new features are -

Multiple Kill and Collect - This works as before, however one NPC can set you 2 different types and amounts of enemies to kill and / or 2 different types of items to collect. This is one of the first steps in allowing you to create more complex quests.

Character Name - Click in the box to name your NPC. The name will appear above their heads in playmode. This will help with storytelling in your adventures.



Next Week
For most of September we'll be bringing you more additions and improvements to questing, we have a lot planned. We've got delivery quests and world objectives currently in the works!

Have a great weekend :BuckeKnight:
Aug 25, 2017
RPG World - Action RPG Maker - RaveyLarge

Todays update brings you more editor items and improved path finding for enemies.
Full update thread >>here<<

Props
Following last weeks caves, today's update brings you the perfect props to fill them with, carts and tracks!

4 different mine carts, including an empty one that allows you to stack other objects in.



A straight and bent track section. Also a track buffer.


Also in this update, skeletons in various poses!


Enemy path finding
Today's main addition is that enemies will now navigate your worlds in a much more logical and intelligent way. They will no longer get stuck running into objects! Additionally if they are blocked by a breakable object, they will attempt to take a swing at it and break it. This upgrade makes battling and running away from foes feel a lot more polished.
Another improvement when in combat is there's now a lower chance of being bumped around (mainly happened when an enemy was picking up his weapon after a swing) or being able to walk up enemy weapons, which sometimes made your character bounce about.
Here's a quick video showing the new path finding.
https://youtu.be/8g9gGKewQGo
Next Week
Next week is going to be an exciting one, we are starting our questing overhaul and improvements. More info on that front next week ːBuckeKnightː

Have a great weekend everyone
Aug 25, 2017
RPG World - Action RPG Maker - RaveyLarge

Todays update brings you more editor items and improved path finding for enemies.
Full update thread >>here<<

Props
Following last weeks caves, today's update brings you the perfect props to fill them with, carts and tracks!

4 different mine carts, including an empty one that allows you to stack other objects in.



A straight and bent track section. Also a track buffer.


Also in this update, skeletons in various poses!


Enemy path finding
Today's main addition is that enemies will now navigate your worlds in a much more logical and intelligent way. They will no longer get stuck running into objects! Additionally if they are blocked by a breakable object, they will attempt to take a swing at it and break it. This upgrade makes battling and running away from foes feel a lot more polished.
Another improvement when in combat is there's now a lower chance of being bumped around (mainly happened when an enemy was picking up his weapon after a swing) or being able to walk up enemy weapons, which sometimes made your character bounce about.
Here's a quick video showing the new path finding.
https://youtu.be/8g9gGKewQGo
Next Week
Next week is going to be an exciting one, we are starting our questing overhaul and improvements. More info on that front next week :BuckeKnight:

Have a great weekend everyone
Aug 17, 2017
RPG World - Action RPG Maker - RaveyLarge
Combat and caves

Update thread >>here<<
Today's content update is an exciting one, 4 new cave 'buildings' have been added to the editor and the knight enemies greatly improved.

Combat
All 3 knight enemies have had an upgrade, with improved animations and unique moves. These changes carry over into the character creator Ai also. They are a lot more fun to battle against!

Dark knight sword (pictured left)
The easiest of the bunch to take down, he'll take a good swing at you.
Dark Knight Hatchet (pictured right)
The bruiser, he's an elite still so can't be stunned. He uses a wider swing and attacks from greater range.
Dark Knight sword 2 (pictured middle)
Watch out for his electric shield, hit it and the damage will be reflected back to you.

Cave 'buildings'

They all vary on the inside, from a mix of rooms, winding tunnels, a huge cavern opening and my favourite, the dwarven cave. (Dwarves will be coming in the future!)


They really are huge, here's a house for scale at the entrance of one.


Next Week
Some editor items will be coming to fill the caves with (mine carts, tracks etc). There will be another combat update, then we'll be moving onto improving questing! More details on that to come...

Happy building, see you all next week
Aug 17, 2017
RPG World - Action RPG Maker - RaveyLarge
Combat and caves

Update thread >>here<<
Today's content update is an exciting one, 4 new cave 'buildings' have been added to the editor and the knight enemies greatly improved.

Combat
All 3 knight enemies have had an upgrade, with improved animations and unique moves. These changes carry over into the character creator Ai also. They are a lot more fun to battle against!

Dark knight sword (pictured left)
The easiest of the bunch to take down, he'll take a good swing at you.
Dark Knight Hatchet (pictured right)
The bruiser, he's an elite still so can't be stunned. He uses a wider swing and attacks from greater range.
Dark Knight sword 2 (pictured middle)
Watch out for his electric shield, hit it and the damage will be reflected back to you.

Cave 'buildings'

They all vary on the inside, from a mix of rooms, winding tunnels, a huge cavern opening and my favourite, the dwarven cave. (Dwarves will be coming in the future!)


They really are huge, here's a house for scale at the entrance of one.


Next Week
Some editor items will be coming to fill the caves with (mine carts, tracks etc). There will be another combat update, then we'll be moving onto improving questing! More details on that to come...

Happy building, see you all next week
...