Shop Scene Upgrade

Thanks to Galv’s Shop Upgrade script as well as Tsukihime’s help in fixing and customizing the script for Project Helix, the shop scene has received a significant graphical upgrade.

The shop scene now includes a portrait picture of the shop keeper. This can be setup to change depending on which shop the player is accessing.

The PDR as discussed before, can be interpreted as “Physical damage taken”. As shown in the picture, -55% has a green arrow going up displayed to indicate that it is an improvement over the gear equipped. This may be quite confusing to players so precautions need to be taken to address this issue in game so that players fully comprehend how PDR works. -55% PDR literally translates to “Reduce Physical Damage Taken by 55%”.

The script also comes with the “Item Detail” function. By clicking D on a certain item, the item’s expanded parameters will be displayed, showing any stat changes the equipment provides.

Shop keeper image, shop background, the things shopkeeper says as well as shopping display window can all be altered due to the flexible nature of Galv’s script that allows for great amount of customizations.

The script also provides a wide scope of other functions as well. The original RPG VX Ace shop is extremely primitive. Galv’s script adds the function of allowing shops to have Stocks. Settings can be made to have items that have limited stocks, as well as restock those items at certain time intervals. Merchants can also be set up so that they will receive the stock of whatever players sell them and players will have the options of rebuying the item at a later date. All in all, it is a wonderful script by Galv and great thanks to Tsukihime from Hime Works for the script support provided.

I have mainly been working on finalizing the codes used in the game, after which no new codes will be added to the game. While custom scripts are powerful and convenient, it may also bring compatibility issues. My plan is to finalize the scripts for the project as soon as I can. After that, I will work more on contents. In the next few days I’ll be mostly talking about the different scripts I have been implementing.

Until then, thank you for reading!



World Map Update

Quick update once again to show the progress on the world map.

As you can see, the world map all the way to the west coast is now completed.

Starting tomorrow, I will have to devote more time to my studies which means there will be less updates. I will however, still try to squeeze in a few here and there.

Until then, thank you for reading!


Battle Scene Update

The battle scene has been completely overhauled.

Using the script by Moghunt at Atelier RGSS, the new and improved battle scene looks much better and also provides a cleaner atmosphere without the borders as seen below.

The character portraits are no longer blocked by HP/MP bars and different actions/states will now cause them to change their facial expression as well.

The enemy attacking animation onto the new character portraits would also seem smoother because it gives the illusion the actor is actually being hit.

That’s the quick update for now, still working on the dungeon. The project turned out a lot more massive than I thought, but I think it’s turning out great! Will talk about it in the near future.

Until then, thank you for reading!


Overworld Map Update

I have done what I could with the world map and I think so far it’s turning out okay.

The maps themselves are actually a lot more massive than this picture indicates, and the best part is that the entirety of this region is accessible as soon as Mira leaves Kagure Forest! This means the players would have a choice of whether to pursuit the main event by going straight to Ismael, or explore the different areas that this specific region of Perkele has to offer!

Speaking of exploration, here is the first level of the “mega dungeon” that I am currently designing.

This dungeon is located inside the tunnel of the giant plateau seen in the map above. Once players enter the tunnel, they would have the ability to navigate up and down levels as well as going out at various levels to explore the hill outside. It is rather hard to describe by words so I will make a video demonstration when the entire thing is completed.

Until then, thank you for reading!


World Map

Quick update regarding the world map. Here is what I currently have…

I am mostly going to be working on the maps in the next few days. The current plan is to complete this region of the world map:

Some people have voiced concerns that this will increase the workload on the project.  They are 100% correct, but I feel it is a necessary change as world map is really not something I would like to have in Helix if I can help it. I promise to get better and more efficient at drawing these maps so it will not take me too much time to draw them.

Also, here is a sneak peak of the new Map feature for these overworld field maps.

It basically pin points to show where the player is on the map, as well as any event that I choose to include on the map, which in this case is a crab. It is a nice script written by Galv and I think it will reduce the chance of people getting lost in the fields.

Anyways, I will be drawing maps in the next few days to see how many I can get out.

Also, as a heads up, I will be taking a break from Project Helix from April 15th to June 1st, during which I will most likely not have any updates on this blog nor will I make any progress on the project. I have my CFA lvl 2 exam on June 1st and I really need to pass it in order to secure a job to finance some of the works I need for Helix. I will keep updating for this week.

Until then, thank you for reading!


Your choice matters.

I’d like to demonstrate the design process behind some of the “choices” present within Project Helix.

I use a primitive excel sheet to plan any major choice and the outcomes based on the choices. The picture is fairly straightforward and once put in game, it will resemble something along the lines of :


Like I said before, these choices will have bearings on a lot of future events and I would recommend all players to choose the choice that makes the most sense to them, as opposed to the choice that leads to the greatest reward. I think it’s a very interesting thing to see how the choices you make early on in game will change your game experience later on.

The default engine for RPG VX Ace have a rather simple choice options. These choice options have been made more versatile by the wonderful scripts from Himeworks which allows more options on the screen as well as the choice to hide or grey out any option based on conditions.

Short update today once again, busy finishing up Ismael and studying. Will try to finish up Ismael soon and write a full update post.

Until then, thank you for reading!


Limstella gets a makeover!

Short update today, and it’s mostly regarding aesthetic changes.

As the title suggests, Limstella finally got the sprite/facial picture that she deserves! Not taking anything away from her previous looks, but it had a few problems. The biggest problem of all is that she did not resemble Mira at all. With this new picture, the resemblance is now up there.

Photo courtesy of  そらまにぶろぐ

Thanks to the beautiful work of 忠藤-さん, Limstella now greatly resembles Mira and this also comes with 8 very well differentiated emotions.

That’s it for now. Ismael is currently 50% done. The complication regarding Ismael stems from the fact that there are too many differentiation in plot from the variables from earlier. I will talk about that in detail in the actual Ismael post.

Until then, thank you for reading!


P.S. I highly suggest visiting そらまにぶろぐ to check out 忠藤-さん’s amazing designs. Her works are clean, unique and elegant, one of the best VX Ace resource I’ve seen!