About our development – Part One: Workload and merging.

Many problems do arise when you have more than a single person working on a project. However, thanks to RMVX Ace’s layout and file hierarchy, it has become easier to do so.

While graphics will need to be shared, this is not a large problem. The main issue arises when one person begins work on several database sections. As large amounts of work are completed, it becomes difficult to continuously combine them.

This is easily solved by the following.

The database is separated in the file listings. This means events, enemy data and troop data are all separate. This means one person can continuously work on the aforementioned data files and when integration is executed only those three files need to be shared, these files also use a small amount of hard drive space.

What does this mean for large projects? It means work can be done on several areas while other parts are worked on, without losing time. If we had 2 people working on an enemy database, it would be difficult to share the information without using two separate projects to copy the data over.

Another benefit of Ace’s layout, is that even if certain database sections require another part, the required piece can easily be updated, but usually database objects won’t usually be delayed.

Mapping, this is more difficult to perform with two people and extremely time-consuming with one. Our trick to mapping integration is performed by the following.

Dummy maps: by creating dummy maps (maps with minimum size and left empty), we can create a dummy object in the file listing. Then by renaming the maps created to take the place of these to the appropriate name, as soon as the dummy objects are overwritten, a simple refresh of the project will show the newly created maps.


Greetings and Sorry for the Delay in Updates!

SoulSavior13 here,

I would just like to introduce myself and announce that I will be aiding Mr. Soul Pharonix with this blog, as well as aiding him in his current project: Demon Blade.

While Mr. Pharonix works on adding more towards the storyline, I will be aiding him with adding in non-essential NPCs, Buildings, Maps and various other small tasks.

From what he has told me, the story has been coming along slowly and he has been needing some time off for right now, even though the blog is relatively new. He has been working on his outside writing, which I find rather interesting, entertaining and worth reading myself.

So anyway, since there isn’t anything new in regards to Demon Blade, I thought I would let you know what I have been up to with it.

First off, TESTING. And lots of it. I hate finding bugs and defects and it pains me to see it occur before a save point. So for all purposes of testing, I enabled free-saving (However in the true release there will only be save points.) So testing is pretty difficult. In order for testing to be effective, you have to test EVERYTHING you can. This becomes a pain when only one person is testing, though Pharonix does as well.

Second, MAPPING. There are lots of areas that Pharonix finished that need touching up, but he cannot be weighed down with perfecting each and every tile. This is where I come in. He finishes a map and only the extras(Inns, buildings, etc.) that are required for the main story-line. So what I do is finish the mapping for the extra, non-essential buildings. When he finally decides how he wants his world map, I will be aiding him with extra cities and towns that have nothing to do with the story.

Though it may seem like I’m doing much of the work, I do not believe so. The story-line is definitely the MOST important part of any video game, let alone an RPG. I don’t really mind the workload, since I only work mornings and have the entire day after noon for anything I want.

Anyway, it seems like Phary. won’t be very active for the next few weeks?? He may have a post here and there, but he seems quite busy with his R3 competition submission and his current work entitled: Shinigami.

I’ll post more updates as I finish the testing for Demon Blade. If I can get the bugs hammered out, A demo may be up by Friday June 1. No guarantees though.