VELDENA Devlog #5

VELDENA Devlog #5

🛠️ No Development Progress in Late-December and Early-January

I planned to continue the current storyline, but I couldn’t really get back into the groove of game development during that time, mainly because I wanted to spend time with family and distant relatives who visited at our home.

I admit this led to some procrastination, but I also made changes and discovered some unfortunate news, specifically that the SRPG Gear MV plugin is NOT at all compatible with any YEP/Yanfly plugins đź’€.

Had to replace all YEP files with other plugins, so sad.


What's New?

Added Difficulty Checks

Difficulty Checks just like the ones in Dungeons and Dragons, Pathfinder, and other CRPg's or similar tabletop games have been added to the game.

Passing Difficulty Checks (DC) will grant you extra options, gets you to skip things, prevent disasters, prevent something, etc.

We finally have a purpose for this customs attributes. I suppose the only difference is that we don't use a randomized roll mechanic for the Difficulty Checks (DC), instead we have a fixed value.

Removed all south facing walls

Decided to remove all south facing walls (except for some) because I think it looks a lot more cleaner.

Sample of me removing the south-facing walls of my game

Removed all YANFLY related plugins

As mentioned in the beginning of this blog post, unfortunately, all YEP/ Yanfly plugins is not compatible with the SRPG Gear MV plugin.

I had two decisions, either replace all YEP plugin files with an alternate or find another SRPG plugin.

I chose to replace the YEP files because it was easier to find alternates for it compared to SRPG Gear MV.

Reworked old maps to work with new plugins

Since I decided to remove all YEP plugins despite the fact that I created my game while using YEP functions from start to finish, this meant I had to rework some old maps and play test them once again to see if they work.


Plans for the game

  1. Have the player be able to skip the goblin fight if they successfully play dead.
  2. Prepare an alternate battle if the goblin fight is skip.
  3. Give the player an option to either chase down the mysterious duo or report to the authorities.
  4. Give different equally difficult challenges/quests relating to the player's choice to either chase or report.
  5. Have the player have the same last quest/mission regardless of choice. And that will be the conclusion of the prologue/tutorial.
  6. Make sure all basic functions are introduced in this prologue tutorial.

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