Dear all RPG Maker fans! Thank you for your attention to RPG Maker Unite’s 2nd monthly Dev Log! I am VTuber MinamiYotuba who has been invited to work as a part of the RPG Maker Dev Team. As promised last month, I am here to introduce you to information on the latest development status of RPG Maker Unite!
Before we get started on the 2nd Dev Log, if you have not checked out our 1st Dev Log, please be sure to do so in the following link, where I introduced FHD resolution support and a completely overhauled UI!
In Dev Log #2, I would like to introduce a completely new feature called “Outline Editor”. This new feature is an assist tool that can provide users with an overall view of the entire project to help users better manage progress, story, and game balance! I have got some developmental images ready to share with you today.
RPG Maker Unite’s New Feature: “Outline Editor”
Here are some dev images of Outline Editor:
Above is an overview screenshot of the Outline Editor. The main purpose of this is to better visualize a project and to provide users with a better understanding of the project they are working on. Let’s zoom in a little bit.
As you may notice, the Outline Editor mainly consists of the Main Chapter node, and sub-sections nodes under it. Users can add and place sub-sections to be linked under a chapter. This gives users a visualization of how the game or story would flow.
Not only that, with the Outline Editor, you can also input things such as level ranges that you anticipate the players to be at when they reach that chapter. Furthermore, by assigning a map into these nodes, it allows users quick access to that map in the database!
How the Working Environment Changes with Outline Editor
In previous RPG Maker titles, Maps are displayed in a tree-fashion as shown below, and users would place events and many elements into the tree directly.
When the project scope is small this is fine. But imagine that when creating a large game with a huge package of maps, trying to find a particular map becomes exponentially more time consuming. Worse, for less experienced developers who have not developed a way to organize the developing process and are doing things all in their heads, they may become further confused and may impact morale.
With the Outline Editor in RPG Maker Unite, we really hope to streamline that by providing users with a more vivid, easily comprehensible visualization of the project, as well as a way to quickly access maps assigned into it. These modern UI features will give a more streamlined development process and assist both veterans and novices.
The 5 Pros of Outline Editor from a Creator’s Perspective
Writing as a long time RPG Maker user myself, I immediately would like to mention the 5 Pros that Outline Editor provides to users. For example:
Creating Flow Charts without Relying on other Tools
Some RPG Maker developers are industry professionals who like to visualize by drawing everything into flow charts, especially those who like to work on story-driven projects.
In previous RPG Maker titles, making a flowchart requires the use of some other 3rd party tools. The need to switch back and forth between RPG Maker and the Flow Chart could quickly eat away a person’s motivation and eventually turn into a point of frustration, ultimately resulting in the developer abandoning a project. With Outline Editor, all work can be kept inside RPG Maker Unite, and this should alleviate some of this issue.
(想定レベル下限:Anticipated Minimum Player Level) (想定レベル上限:Anticipated Maximum Player Level)
As mentioned earlier, you can also enter some details such as the player's anticipated levels and various memos (more on this later), and assign maps to each node to find them quickly in the project’s database. The Outline Editor is not a mere visualization tool, but also works as a project management tool!
Overall Understanding of the Project that Allows Easy Resuming
In previous RPG Maker, there was not a way to confirm the connection of maps and what sort of events are involved. This is especially problematic for creators who need to stop development for a while. When resuming later - they may become confused and not certain where to continue from, and end up spending hours just to re-remember where they left off.
Now with Outline Editor able to manage the relationship between maps and stories, as well as establishing direct links to maps in the database, resuming development after some time has passed will certainly become easier!
Using Memo Box to Record To-Do Items and Better Manage Schedules
Creators who are facing deadlines, whether it is trying to submit for a contest or meeting an already announced release date would know this pain - have you ever tried to just remember what needs to be done over the top of your head, and end up completely miscalculating the hours needed and missing the deadlines? Well, hopefully, by using the Outline Editor’s memo box, you can list up the items you still need to do to complete the particular Chapter or sub-section, and prevent that from happening again!
Or alternatively, this can also be used to record features that you wish to add in the future to set clear goals and milestones. It’s up to you to make the Outline Editor suiting your needs!
Adjusting Game Balance through Bird’s Eye View
As discussed earlier too, you can now set the player’s anticipated levels as they reach a particular chapter or sub-section. This gives you a better grasp of what enemy levels or stats to assign for a particular map, and also provides a way to control a party member’s level who would be joining in that particular chapter.
A top-down view also provides the benefit of eliminating potential repetitiveness, which happens a lot if creators just try to make things up as they go without some sort of visual cue. For example in the above picture, the creator made the mistake of adding too many dungeons into one chapter.
But the bird’s eye view gives the creator a new found perspective. Realizing that there should be some sort of shopping or break in the story before moving to the next dungeon, the creator then adds a TownA sub-section into the mix. Ultimately, this greatly helps creating a game that is both logical and satisfying to players.
Controlling Motivation with Outline Editor
Veteran or new, the motivation or morale to game development is always important. Lacking this, a project becomes abandoned immediately. Worse, the entire dream of becoming a game dev.
In a way, the Outline Editor should alleviate some of the issues. As creators take baby steps working towards their final goal and they see chapters after chapters and subsections getting built up, the sense of achievement would be much more noticeable than with previous RPG Maker titles, when there was no way to visualize what has been completed in one quick glance (without relying on other tools).
And… the flowchart of Outline Editor is also a great way to share with others and show off to others how much and how far you have done in a project, such as the above impression image. Take screenshots of the outline editor and post them to SNS or blogs and garner some of that support and praise you need from your fans too!
We are not Finished with Outline Editor Yet
Up to now we have discussed a lot about the Outline Editor feature. However, do note that this is still under development. Once development for this matures and more features become available, I will certainly cover it in future Dev Logs!
2nd RPG Maker Unite Q&A
Continuing from last month, this time we would like to pick up some of the most frequently asked questions on SNS and answer them here. Do note that since RPG Maker Unite is a WIP, there is a possibility that things could change without notice.
Q1. From Dev Log 1 we now know that projects don’t convert directly. When can you release asset specs so we can convert to the Unite’s standard before launch?
Since there are still bits of info not finalized yet, we cannot make a commitment to a date on this. However, we understand that many users are eager to become as ready as they can for RMU. We are working to release them as soon as we possibly can.
Q2. How are plugins handled?
There will not be an equivalent of Plugin Manager. Advanced users familiar with C# can modify RPG Maker Unite’s code and are free to share these modifications with other users, so long as these modifications do not violate the terms in RPG Maker Unite’s EULA (available later). A Plugin Manager-like feature to facilitate modifications could be considered post-launch if there is enough community demand for it. Do note however that as was in the past, we cannot offer official support for user modifications.
The Next Dev Log is around Late May
This concludes RPG Maker Unite’s April Dev Log. I hope you enjoyed reading it! Wrapping up, we introduced the Outline Editor, a brand new feature of RPG Maker Unite. Through this built-in assist tool, it helps users visualize the project and better manage the development process and schedule. As well as also acting as a form of morale booster, by eliminating the need to rely on 3rd party tools and a more comprehensible way to learn how far you are into a project.
Although many things are still in development and may change, the overall idea and the goals we wish to achieve would not. I will continue to bring you first-handed dev information!
The next dev log is planned around late May. As usual, we really wish to answer as many questions as possible to make up for the fact that we cannot answer questions directly on SNS at this time.
If you have questions regarding the Outline Editor or many other things, please feel free to post on SNS using the hashtag “#RPGMakerUnite” to draw our attention, while also helping us spread the word about RPG Maker Unite! We look really forward to all the support and curiosity you have!
Today, we are eager to share with RPG Maker fans and potential creators looking to buy RPG Maker Unite about a new feature - “Outline Editor”!
■ Outline Editor - A Completely New Feature to Provide Top-Down Project Visualization to Help Project Management!
Outline Editor - as its name suggests, it is a built-in assist tool of RPG Maker Unite that user can use to turn the project into easy-to-understand nodes for better project management! In the developmental screenshot below, one can immediately see that the new feature works by connecting various chapters and scenes from the opening to the ending via various lines, essentially into an easily understandable flowchart!
In game development, it is very common to use some sort of spreadsheet software in order to track progress - but using an outside software is always a tedious process due to needing to switch back and forth between multiple software. But with RPG Maker Unite’s Outline Editor, now you can keep track of most things within one software, as well as writing down notes on particular sections to list up to-do items!
(Game Chapters and Underlying Sections Connected to make an easy-to-understand Flowchart)
As in the above example screenshot, through visualization of the entire project, users now have a better grasp of where they left off, and what they need to add. This would greatly help their thought process when making games!
Also, users can now assign the corresponding maps to each node to establish a quick link from the Outline Editor to the map in the database. No longer would users need to spend huge amounts of time just to find a map as the project gets bigger, increasing work efficiency!
For beginners, seeing your game taking shape in a more understandable way would certainly make the development process smooth and fun too!
(Record anticipated player level and write down memos for each chapter)
Clicking on each node, users can further write down level information or memos / to-do lists, all without relying on other external tools or software!
(Easy to understand for self-use, also easy to share with others!)
With RPG Maker Unite, we are looking to improve the usability of the engine better than before. Also on the other hand, we believe that by eliminating some of the perceived tedious points of frustration for the user in game development, we could help reduce the number of times users end up abandoning projects!
■Introducing More Default Characters!
Last time, we introduced the default characters of Miguel and Sharon. It is time for two more!
The third default character is called Glorianos! A veteran warrior from a distant land to warn the outside about some mysterious catastrophe plaguing his home. Glorianos is a powerful warrior whose weapon of choice is a large axe.
(Click to enlarge) (Weapon Swing Animation)
The fourth character is Kayore! A monk with a distinct, easily recognizable signature hairstyle that travels the world as a mercenary seeking challenges to master her martial arts!
(Click to enlarge) (Evade Animation)
■2nd Dev Log and Fan Questions Q&A
As with our previous News announcement for RPG Maker Unite, we have also posted Dev Log and Q&A in our Steam Store page. For those interested in understanding more about the Outline Editor, please be sure to check it out too!
Greetings, Warriors! Thanks to all our Warriors and to everyone who has supported Overprime! You made this happen! We are here again with the 2nd Closed Beta Test.
Based on your feedback and suggestions during the 1st CBT, we've improved the 2nd CBT build to make it more complete and more fun.
The changes in the 2nd Closed Beta Test have a specific intention. We have made adjustments to maintain the tension between teams until the end of a match by improving repetitive activities and preventing the gameplay tempo from slowing.
Along with the above improvements, we've also made balance and convenience changes.
The details can be found below.
1. Building Balance
- Decreased overall Health and Defense of buildings and improved their attack types.
2. Hero Balance
- Adjusted the overall balance of the heroes to strengthen the operational elements and speed up the game development in accordance with the changed building balance.
3. NPC Balance
- Increased all T-ons' Movement Speed and decreased Power. - Increased all Jungle monsters' Movement Speed. - Adjusted certain Jungle monsters' Power.
4. Item Balance
- Adjusted certain items' stats to match the overall game balance changes.
5. Other Quality of Life Changes
- Improved the overall visibility of the game UI and Shop UI. - Improved system optimization so the game can run smoothly on low spec PCs. - Improved the game matching system. Added a penalty for canceling a match.
*Please find the detailed Before & After changes below.
[Building Balance Adjustments]
Magical Power (Caster Type) Hero and Building Demolition Improvements
▶ Before Damage to buildings is calculated only from Physical Power stats. ▶ After Applies the higher stats between Physical and Magical Power to calculate damage to buildings when using a basic attack. ◆ Purpose Enhance Attack stats of Caster type heroes to increase their effectiveness in demolishing buildings.
Inhibitor Health and Power Adjustments
▶ Before Initial and respawned Inhibitors had the same Health and Power - Health: 7,000 - Power: 260 - Defense: 60 ▶ After [Adjusted] Respawned Inhibitor's Health and Power are nerfed by 50% or more [Adjusted] Respawned Inhibitor - Health: 7,000 → 3,500 - Power: 260 → 125 - Defense: 60 → 20 - Note: Attacking T-ons deal the same Damage based on Health regardless of the initial spawn or respawn status. Applies to all Inhibitors. ◆ Purpose 1. Improve the mid-late phase of a match when Inhibitors spawn and both teams repeatedly confront each other. 2. Mitigate any possible issues from reduced Power by having attacking T-ons deal consistent damage. 3. Improve the overall match phase design for greater speed and player immersion
Core Adjustments
▶ Before Attack Type: AoE - Power: 70 - Core Health: 5,000 ▶ After [Adjusted] Core - Attack Type: AoE → Single Target - Power: 70 → 400 - Core Health: 5,000 → 10,000 - Attacking T-ons deal Damage based on T-on's Health ▷ Ranged T-on 101% ▷ Melee T-on 101% ▷ Siege T-on 81% ▷ Super T-on 41% ◆ Purpose 1. Improve lane management by preventing the T-on phase from being wasted by AoE damage. 2. Change Core's attack type to Single Target and increase Core's Power and Health.
[Hero Balance Adjustments]
◆ Direction of Hero Balance 1. Adjust the hero balance for the beginning phase according to the nerfed building Health and Defense. - Prevents a drastic growth gap between buildings and heroes during the early phase in a match.
2. Improve the usage of Movement Speed related skills. - Enhances strategic elements by decreasing Cooldown as skill levels increase.
3. Adjust certain hero classes. - The Assassin class and certain heroes were stronger than others. These heroes were overwhelmingly preferred by players. - Balance adjustments have been made for certain heroes.
Scud
1. [Adjusted] Commence Bombardment (E-Skill) Base Power - 40/80/120/160/200 → 20/65/110/115/190
1. [Adjusted] Equilibrium(R-Skill) Cooldown - 90 sec/70 sec/50 sec → 90 sec/80 sec/70 sec 2. [Adjusted] Equilibrium(R-Skill) Base Power - 40/60/80 → 30/55/80 3. [Adjusted] Equilibrium(R-Skill) Factor - AD 0.5 → AD 0.35 4. [Removed] Equilibrium(R-Skill) Knock Back Effect
Eira
1. [Adjusted] Glory of Osyne(RMB-Skill) Movement Speed Increase - Movement Speed +30% regardless of Skill Level → Movement Speed +15%/+20%/+25%/+30%/+35% according to Skill Level
1. [Adjusted] Twilight Guide(E-Skill) Shooting Range and Effect - Shooting Range: 18m → 16m - Roots the target → Roots the target with Brand(RMB-Skill) Mark 2. [Added] Slows the enemy by 15% upon Twilight Guide(E-Skill) hit
3. [Adjusted] Evil Vow(R-Skill) Base Power - 400/600/800 → 350/550/750
1. [Adjusted] Synchronizer(RMB-Skill) Cooldown - 20 sec regardless of Skill Level → 22 sec/20.5 sec/19 sec/17.5 sec/16 sec according to Skill Level 2. [Adjusted] Synchronizer(RMB-Skill) Effect - Absorbs Mana from a linked enemy → Absorbs Health from a linked enemy
3. [Adjusted] Flash Burst(Q-Skill) Power Factor - 0.5 → 0.6
4. [Adjusted] Supercharge(R-Skill) Base Power - 220/300/380 → 260/340/420 5. [Adjusted] Supercharge(R-Skill) Power Factor - 0.6 → 0.7 6. [Adjusted] Supercharge(R-Skill) Range - 5m → 6m
◆ Direction of NPC & Monster Balance Along with the balance adjustments for buildings and heroes, NPCs and monsters have also been tweaked.
Prime Spirit
▶ Before 1. Attribute: A single Attribute that stacks with Spirit buff effects applied per stack - 1 Stack: Increases Physical/Magical Power by 10% - 2 Stacks: Increases Movement Speed by 10% when not in combat - 3 Stacks: Increases Physical/Magical Defense by 15% - 4 Stacks: Regenerates 6% of lost Health and Recovers 6% of lost mana - 5 Stacks: Increases damage dealt to buildings by 20% ▶ After 1. [Added] 4 Attributes - Single Attribute → 4 Attributes: Fire/Water/Wind/Earth - A random Attribute is applied whenever the Prime Spirit respawns 2. Grants Common Effects and Attribute Effects to the team when killing the opponent team ▷ Common Effect: Granted regardless of Attribute in common when killing a spirit - Nerfed Enemy Building: Power and Defense Reduced by 50% (*Power when attacking T-ons is the same as before.) - Ally T-on Enhancement: Ally T-on Power/Defense Increased by 25% ▷ Attribute Effect: Granted based on Attribute of the spirit killed - Buff of killing a spiritcan stack up to 5 times regardless of Attribute - When killing a spirit of the same attribute, attribute effect buff stacks - Attribute Effects: 🖙Fire Attribute: Increases Power by 4% 🖙 Water Attribute: Regenerates 2% of lost Health and Recovers 2% of lost mana every 5 seconds. 🖙 Wind Attribute: Increases Movement Speed by 3%/ increases Attack Speed by 5%/ decreases Cooldown by 3% 🖙 Earth Attribute: Increases Defense by 5%
Prime Guardian
▶ Before 1. After a dunk, the Prime Guardian spawns in the ally Mid Lane ▶ After 1. Adjusted the Prime Guardian spawn location after a dunk. - Previously spawned near the ally Inhibitor > Moved to the center of the Mid Lane 2. When Prime Guardian spawns, creates a shockwave that penetrates all objects on the map to deal damage based on Max Health to all enemies. Damage Based Health → At the initial spawn, the shockwave deals damage equal to 20% of Max Health. The damage increases with each respawn → e.g. At the second spawn, deals damage equal to 40% of Max Health
Lane T-on
▶ Before Melee T-on Power: 10 Ranged T-on Power: 20 Siege T-on Power: 40 Super T-on Power: 220 Base Movement Speed: 500 ▶ After [Adjusted] T-on Power Reduced by 50%: 100% → 50% - T-on's Power when attacking enemy T-ons is the same - Increased T-on Movement Speed by 12%: 100% → 112%
Jungle Monster Adjustments
▶ Before Base Movement Speed: 500 ▶ After [Adjusted] Movement Speed +20% for all Jungle monsters - 100% → 120%
▶ Before Power: 70 ▶ After [Adjusted] Power: 70 → 60
Mana Spirit
▶ Before Mana Regen per sec over 5 sec: 30 ▶ After 1. [Adjusted] Mana Regen per sec over 5 sec: 30 → 40 2. [Added] Immediately regenerates 100 Mana
Rocca
▶ Before Equal distribution in Solo Lane and Duo Lane - Green Rocca/Purple Rocca - Base Health: 500 - Respawn Health: 50 - Base Power: 5 - Respawn Power: 1 ▶ After Separate distribution in Solo Lane and Duo Lane - Duo Lane: Green Rocca [Added] Green Buff: Regenerates 10 Mana every sec for 15 sec - Solo Lane: Purple Rocca [Added] Purple Buff: Regenerates 13 Health every sec for 15 sec - [Adjusted] Green/Purple Rocca Base Health: 500 → 800 - [Adjusted] Green/Purple Rocca Respawn Health: 50 → 100 - [Adjusted] Green/Purple Rocca Base Power: 5 → 12 - [Adjusted] Green/Purple Rocca Respawn Power: 1 → 5
[Item Balance Adjustments]
◆ Direction of Item Balance Adjusted item balances in keeping with the hero and building balance changes.
Ward
▶ Before Up to 3 Wards can be granted at once. ▶ After [Adjusted] Only 1 Ward can be granted at once. [Added] Up to 3 Wards can be granted at once if a Dekima Gemstone of Abundance is used.
Dekima Gemstone of Fortitude
▶ Before Health Increase per Tier: 100/150/200 ▶ After [Adjusted] Health Increase per Tier: 100/200/300
Dekima Gemstone of Abundance
▶ Before How many wards can be placed in each tier : 1/1/2 Dekima Gemstone of Abundance Stats: Magical Power 13, Mana Regen 0.1 ▶ After How many wards can be placed in each tier : 1/2/3 [Adjusted] Dekima Gemstone of Abundance Stats: Magical Power 7, Mana Regen 0.4
▶ Before Movement Speed Increase: 40% Movement Speed Increase Duration: 6 sec ▶ After Movement Speed Increase: 30% Movement Speed Increase Duration: 5 sec
Jungle Axe
▶ Before Movement Speed Steal of all Jungle Axes: 15% ▶ After [Adjusted] Movement Speed Steal of all Jungle Axes: 15% → 20%
Elkima Blaster
▶ Before Magical Power: 60 ▶ After [Adjusted] Magical Power: 60 → 65
Please share your thoughts and feedback with us via the official Discord. Help us make this game better for you!
The server maintenance is over, you can log in to the game normally. Thank you for your patience. The following are the details in this maintenance update.
■ Updates 1. Server Refresh
2. Updated Lumena store items - Update New Limited Costume Item - A spotted doll costume
3. May Rewards Event - During the event period, you can obtain the following rewards when logging in:
• May 1: Time Dungeon Rewards Booster x5 (Character Attribution), Elixir of Swiftness x5, First Aid Book x5
• May 2: Artifacts' core pouch (medium), Bless Breath Ticket x 10, Alchemy Stone x 50
• May 3: Bag voucher x3, Warehouse voucher x3, Character hair voucher x1
4. May Buff Event - Event period: May 1 - May 3, 2022
90% increase in hunting experience / gold acquisition
90% increase in skill experience earned upon completion of the mission
Doubles the probability of training a mount
80% increase in overall regional reputation growth
Featured Costume
Spotted Doll Costume
※ On May 19, new dungeon, battlefield, and new battlefield equipment will be updated.
Atelier Sophie 2: The Alchemist of the Mysterious Dream - KTG_Dev_Messenger
- Fixed an issue in which the game would crash if you attempted to change to any of the following costumes while not owning the "White Canvas" Sophie's swimsuit: Plachta's Swimsuit "Clivia Nobilis" Ramizel's Swimsuit "Agapanthus Romance" Alette's Swimsuit "Rainmaker" Olias's Swimsuit "Vegetable Garden" Diebold's Swimsuit "Knight Commander"
Small update - just linking to the playtest page and updating controls menu to have some sort of quick guide to look at for controls. Pretty crude for now.
Atelier Sophie 2: The Alchemist of the Mysterious Dream - KTG_Dev_Messenger
- Fixed an issue in which costumes linked to the save data of different title could be unlocked by mistake. - Fixed an issue in which the effects of some Effects and Traits didn't match the effects listed in the explanation. - Fixed an issue in which the Autoplay button didn't work correctly during some event scenes. - Fixed an issue in which Plachta could synthesize the "Barrage Talisman" item. - Fixed an issue where the AP acquisition status sometimes did not match the landmark discovery status on the world map. - Fixed an issue in which Wild Hail didn't appear after receiving the "Rematch at Snowy Corridor!" quest. - Fixed an issue in which trophies and achievements for "Ruler of the Dream" could not be obtained on the Legendary difficulty. - Fixed an issue in which graphics could appear corrupted after the weather was changed in a specific way. - Improved compatibility with the new DLC. - Fixed display issues. - Other minor adjustments and bug fixes.