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It's Hi-Technicaaal!
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CFH Ligador
Joined: 20 Jan 2008 Posts: 5136
HP: 100 MP: 6 Lives: 2
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Posted: Thu Jan 29, 2009 9:09 pm
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I've been working on this for two weeks or so. I was planning to post later, but since making games is becoming a bandwagon, I better post before it looks like it's just for the bandwagon jump.
Anyway. This is... A thing I've been kinda toying with. I'm working at a RPG. Pretty much halfway through.
Forewarning: Don't expect anything particularly impressive. I'm trying to do the whole thing by myself, so don't expect to see any non-default sprites or cool scripting. I'm not even really trying to do a particularly impressive or ground-breaking history.
Furhtermore, here goes the start of the plotline. No further parts, no spoilers:
"Though the heirs are not supposed to know their positions, I not only know about mine, but I also have been enlightened with the names of all the heirs." ~ Grant, heir of light. As time advances, an ancient legend fulfills itself little by little. One day, a great beast shall release itself from the seal it has been put into upon birth. With its immense thirst to destroy, it will not stop rampaging until there is nothing on sight for it to trample. In order to stop said beast, what would be needed? A beast of matching power. A similar creature has also been sealed away. And to awaken it, a set of six heirs were chosen of the future to work on the unsealing. However, those who were working for the destroying beast had their own plan. For the unsealing to be done, there was need for six heirloom items -- a set of multicolored jewels. Thoise were taken away and hidden all over the world. To localize the heirlooms, the heirs will have to unite their hidden powers and utilize a spacial render to transport themselves through various locations. Now, time is running out, and anytime soon, the sealed beast will awaken. So the heirs must race against time, carrying the task of finding not only the heirlooms, but also their fellow heirs, who do not know about their hidden powers. And on the way, many obstacles can and will surface... Even a rival with mysterious motives.
On more technical detail: At The Render, you control one of the heirs to different sorts of power. His name is Daniel, officially; however, players are given the freedom to name him. The six heirs have different kinds of powers to use, which is expressed by the different techniques they learn over the game, and also the kinds of weapons each can carry (Though two of them are universal. Though both are crap). Through the use of a spacial render, you travel into a number of worlds, divided by the kinds of, well, "elements" they are associated to. Each world has four different areas, and to open way to the next one, you need to find and activate a sort of hexagram in the area. Usually, you'll find one heir per world, as well as one jewel. You start out with one already, though. Not unlike many games, you have a rising level of difficulty in the stages. Well, the puzzles itself don't really follow that; usually, they won't be particularly hard anywhere, because I can't do them really well. But, the enemies do give each area a different amount of toughness. From a forest where all you find is Slimes, to a desert in which you cross pathes with the very annoying Rough Landragon.
Well, not much else to be said. Pretty much everything non-spoiler and non-extremely-especific was said here. |
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TooManyToasters Paper_Waluigi
Joined: 20 May 2007 Posts: 10343
HP: 100 MP: 10 Lives: 1
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Posted: Thu Jan 29, 2009 9:42 pm
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Ooh. Old-school fantasy RPG. I like it.
Screenshots would be nice, and some info on the gameplay. What kind of systems do you have in place? How do characters learn skills, etc.? Two weeks isn't a lot of time, though, so it's not surprising that you don't have much of substance to show off. Not really a problem either.
I'm also obligated to direct you here. There are plenty of other RPG Maker sites out there, but this is my favourite. You can post your game there when you have a demo, full version, or just a substantial amount of info (3 screenshots minimum). You can use it as an encyclopedia of information about your game and get good feedback. There are also a bunch of other games there; play some and get some inspiration. I recommend Legacies of Dondoran myself, but I haven't played many RM games and I know there's better out there. ФֻФ |
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CFH Ligador
Joined: 20 Jan 2008 Posts: 5136
HP: 100 MP: 6 Lives: 2
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Posted: Fri Jan 30, 2009 7:44 am
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Oh, screenshots. I knew I was forgetting about something. I'm going to take a few.
As for gameplay, it's pretty much the basic offered by RPG Maker. The old battle style with attacks, skills, items and guard is one thing in there. Each character has six skills to learn, which they do every five levels. The effects vary, but they will have at one stat-booster (Two of them can only boost theselves, while the others can boost any ally) and at least two damaging moves based on the power they have (For example, Grant of the quote on the plot text is the heir of light, so he has light-based skills. Well, he's an exception, as he only learns a stat booster and healing moves). And then there's equipment. Each character starts with their own, and each character has a kind of equipment they deal with, besides two weapons that anybody can use, but both suck. The character you control, for example, starts out with a stick, which is one of the universal weapons. Then, he can equip melee-based weapons, for example, Iron Claw.
And thanks for the site. I'll have a look at it. |
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TooManyToasters Paper_Waluigi
Joined: 20 May 2007 Posts: 10343
HP: 100 MP: 10 Lives: 1
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Posted: Fri Jan 30, 2009 9:58 pm
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Well, it certainly won't be ground-breaking, but too much ambition for your first game is a bad thing. I was expecting Catastrophe to be amazing, and that's where I went horribly wrong. It's not like the simple old-school style can't be pulled off well!
To prevent it from being too basic, though, I suggest staying away from random encounters. Read this article. It's old, but it should help you come up with a good encounter system. I prefer on-touch encounters myself; it gives you more control over dungeon design. ФֻФ |
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CFH Ligador
Joined: 20 Jan 2008 Posts: 5136
HP: 100 MP: 6 Lives: 2
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Posted: Sat Jan 31, 2009 10:38 am
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| TooManyToasters wrote: | Well, it certainly won't be ground-breaking, but too much ambition for your first game is a bad thing. I was expecting Catastrophe to be amazing, and that's where I went horribly wrong. It's not like the simple old-school style can't be pulled off well!
To prevent it from being too basic, though, I suggest staying away from random encounters. Read this article. It's old, but it should help you come up with a good encounter system. I prefer on-touch encounters myself; it gives you more control over dungeon design. ФֻФ | I certainly am not trying to make this RPG a big ground-breaking either. I have fuzzled around with RPG Makers before, but still, experience is never too much.
As for random encounters, the game won't usually offer much puzzles beyond simple press-them-switches, uses of an in-game technique I'll reveal later and maybe a couple of labrinths. Having monsters breaking your tempo is the part of the show that inserts difficulty. Well, the controlled population system still would work under this idea, but I have no idea on how to pull it off.
Also, it's screenshot time.
This is a room in the spacial render area. This is one of the places the player goes through. Doesn't look completely belieavable, but hopefully, it's not THAT strange. RUN, GO, RUN You'll be facing this guy numerous times... Prepare for some nasty thundering. Oh, shit. |
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CFH Ligador
Joined: 20 Jan 2008 Posts: 5136
HP: 100 MP: 6 Lives: 2
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Posted: Fri Feb 13, 2009 2:37 pm
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BUMP + BIG NEWS
I have readied a beta. Since my RPG Maker VX is (probably) on its last trial day, I decided to zip what I have ready.
I'd have it here, but, I'm still trying to figure a way to upload it wihtout having to use a crappy ass archive uploading site. ]:
EDIT: http://www.mediafire.com/?mnmtzymjm2m |
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