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Announcement
| 2nd Quarter Contest Announcement posted! See the Community Announcements section. |
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Jan 21 2012, 05:40 PM
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#1
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![]() ![]() Type: Designer |
![]() "Alone? I can't say that's smart..." ![]() High-Strategy Combat System - Each character has their own unique resource system. - Bosses have more than just high stats. Combine knowledge, strategy and over 70 unique skills to bring them down. - Some skills are limited by cooldowns, others can only be used once or twice per combat. Use them wisely. Equipment isn't just about the stats - Ultra-Rare weapons give access to new skills while equipped. A strong strategy starts with your weapon choice. - All characters have a trinket slot. Instead of giving stat bonuses these increase the power of a specific skill. For example, Arthur's 'Energetic Assault' trinket increases the duration of his Assault skill from 3 turns to 4. Super-power your favorite abilities! Area Passives - Enemy troops gain unique passives and effects depending on which area they're in. - Each area has a rare enemy that has a small chance of joining a troop in battle. These often hold greater rewards. A Character Driven Story - The game mechanics aren't the only thing on show here. Leucia has more liars than thieves and Leucia has a lot of thieves. Uncover the deception. - Short stories written by the people of the land can be unlocked throughout the game and be read at any time once unlocked for those looking to fill in the gaps. A game where fun is worth xp - Most of your experience comes from quests and exploring. Grinding on enemies is still there for those who enjoy it but it's not as efficient. - Most of your attributes come from equipment upgrades encouraging active gameplay. - More side missions than you can shake a stick at. Flexible progression paths allow you to advance whichever way you choose. No random encounters! ![]() Spoiler: ![]() Spoiler: ![]() Spoiler: ![]() Spoiler: ![]() Spoiler: ![]() Spoiler: |
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Jan 26 2012, 01:53 PM
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#2
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Changed up some of the descriptions and added some more screenshots. I'm going to be throwing some content previews up about every 2 weeks since there's some really cool stuff I want to show you all that's hard to fit in anywhere else.
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Jan 26 2012, 04:08 PM
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#3
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![]() Type: Coder Alignment: Neutral Good |
Yeah, it really called my attention, looks really good, with nice systems, and probally gameplay too. I'll play it soon =D
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Feb 27 2012, 01:37 PM
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#4
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![]() ![]() Type: Designer |
A quick update:
The demo is pretty much done, all the remains is some final bug testing. Assuming nothing disastrous happens between now and March 1st it should be released on time! The demo contains the first 3 chapters of the game and the playtime will range from 2-4 hours depending on how fast you progress and how much optional content to decide to participate in. Despite being the beginning of the game difficulty does vary and those looking for a challenge will find it. Likewise, those just looking to play through to the end are unlikely to run into any major roadblocks. |
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Mar 3 2012, 11:19 AM
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#5
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![]() ![]() Type: Designer |
The demo is finally ready, and only 3 days late! Hooray! The link (excludes RTP): http://www.mediafire.com/?omtkrswrvqodf01 The link (includes RTP): http://www.mediafire.com/?nqms647t55ubh1z This is a tentative version. I'm going to play one last test run later tonight to confirm everything is in place. A brief list of notes to read before playing: * The art isn't 100% finished. You'll still see an RTP character or two around and 2-3 of the facesets are from facemaker. I'm intending to replace these but I haven't really found the right fit quite yet. You'll also see the odd battler that doesn't quite fit in. * Any and all feedback is incredibly useful to me. Be forthcoming with your praises and blunt with your criticisms. With your help, this game can get even better. * For those with older computers, I am incredibly interested in how your fps holds up throughout the game. * The demo runs approximately 3 hours. * All text is written in UK English, all this really equates to is a few extra u's in words that American players might not be used to. * The game contains profanity. I wouldn't recommend it to those who are very young or those that dislike such language. * Oh, do have fun. |
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Mar 4 2012, 12:12 AM
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#6
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![]() ![]() Type: Undisclosed |
Looks good and well thought out. Downloading demo, grats on the release.
The only thing that bothers me are the cut-out wolves in the battle screen x_x I hope it doesn't look as funky during gameplay? I dunno, it stands out too much and it doesn't mesh well with the rest of the graphics. Edit: Ohh art/graphics's not done. Ok ok. This post has been edited by Mr.Asterisk: Mar 4 2012, 04:05 AM -------------------- Victory is sweetest when you've known defeat.
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Mar 4 2012, 01:18 AM
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#7
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![]() Type: Artist Alignment: Chaotic Neutral |
I'm surprised this hasn't gotten much attention; It's pretty fun!
I've noticed a few grammatical errors (missing commas, mostly), and the autoscrolling in the message boxes is a little annoying (I couldn't finish what the ship captain guy was saying ;__;). I'm not too keen on the intro, mostly because it's a looooot of cutscene and very little gameplay. I'm also a little bugged by how Gordon escapes...? It seems way too improbable and convenient -- I think it'd be better if he was thrown from the tower as well. Mapping defs needs some work; some of the maps are too big for the teeny tiny sprites, so it looks awfully strange. If you like, I can link you to some games that use the same or similar tiles as you with RTP sprites and do some spectacular mapping. It's definitely good to study up on what other folks do! You also mentioned the art not being done yet...? Is this sprites and stuff? I'm guessing you've located CLOSET's resources (I thiiiink Tara looks like she came from there) so I won't say more on that. The music is pretty dull right now, and it's defs not changing up enough. I can recommend some awesome sites where you can find boatloads of commercial free midis, though! Keep at it -- this is pretty cool! I'm only in Theebs at the moment, but I'm gonna keep playing. I like what I see. >w<d |
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Mar 4 2012, 02:25 AM
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#8
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![]() ![]() Type: Writer Alignment: Neutral Good |
Just played through the first few moments and I'm a fan...lookng forward to really getting into it. Hopefuly my game will be half as good as this when complete.
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Mar 4 2012, 06:34 AM
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#9
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![]() ![]() Type: Designer |
I'm surprised this hasn't gotten much attention; It's pretty fun! I've noticed a few grammatical errors (missing commas, mostly), and the autoscrolling in the message boxes is a little annoying (I couldn't finish what the ship captain guy was saying ;__;). I'm not too keen on the intro, mostly because it's a looooot of cutscene and very little gameplay. I'm also a little bugged by how Gordon escapes...? It seems way too improbable and convenient -- I think it'd be better if he was thrown from the tower as well. Mapping defs needs some work; some of the maps are too big for the teeny tiny sprites, so it looks awfully strange. If you like, I can link you to some games that use the same or similar tiles as you with RTP sprites and do some spectacular mapping. It's definitely good to study up on what other folks do! You also mentioned the art not being done yet...? Is this sprites and stuff? I'm guessing you've located CLOSET's resources (I thiiiink Tara looks like she came from there) so I won't say more on that. The music is pretty dull right now, and it's defs not changing up enough. I can recommend some awesome sites where you can find boatloads of commercial free midis, though! Keep at it -- this is pretty cool! I'm only in Theebs at the moment, but I'm gonna keep playing. I like what I see. >w<d Thanks for the feedback. I intend to open up the 'break-in' scene at the beginning, let the player do the walking around themselves instead of it all being automated. The current 10-12 minutes seems a bit long for a player to wait before moving for the first time. The audio needs a complete overhaul really. There's a lot of great resources on this forum alone that I need to spend some time looking through. Any links to midi libraries would actually be very helpful. Audio should enhance the games atmosphere and complement the visuals, at the moment I don't feel it does either of those things very well. Visuals are a constant work in progress for me. I know I still have a way to go but I'm confident I can get it all up to standard. I neglected it all for far too long. Just played through the first few moments and I'm a fan...lookng forward to really getting into it. Hopefuly my game will be half as good as this when complete. Thank you for the kind words. |
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Mar 4 2012, 01:38 PM
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#10
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![]() Type: Artist Alignment: Chaotic Neutral |
This is one of my favourite midi sites, and you can also find a bunch of rad music here!
Good luck! >w<d Your enthusiasm is excellent; lovely to see! |
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Mar 4 2012, 08:33 PM
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#11
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![]() RPGMakerVX.net's official Seranille lover ![]() Type: Writer Alignment: Lawful Good |
The game is so much fun! But the battles has their flaws: if you want to complete a sidequest you end up fighting a powerful enemy and defeating it grants high EXP from the quest giver, but to defeat the 'boss,' you need to kill a legion of enemies to level up, so that's one big disadvantage for me. If you would grant additional EXP for finding secret items or something like that it would be more fun, at least for me, to enjoy the game. And I agree with Emmych, Gordan's escape was at least quite sudden. I love the idea of the "Trinket": let's player get what he wants. I hope to see some adjustments.
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Mar 4 2012, 10:34 PM
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#12
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![]() ![]() Type: Designer |
The game is so much fun! But the battles has their flaws: if you want to complete a sidequest you end up fighting a powerful enemy and defeating it grants high EXP from the quest giver, but to defeat the 'boss,' you need to kill a legion of enemies to level up, so that's one big disadvantage for me. If you would grant additional EXP for finding secret items or something like that it would be more fun, at least for me, to enjoy the game. And I agree with Emmych, Gordan's escape was at least quite sudden. I love the idea of the "Trinket": let's player get what he wants. I hope to see some adjustments. Just to be make sure I don't misunderstand, you're referring to feeling the need to grind levels before taking on the Dark Portal encounter? If so that sounds like a difficulty problem over anything else. It's beatable at level 4 (which you'll be after completing the first quest) but it's perhaps a little unforgiving at that level. There's certainly little room for mistake which isn't really ideal for the games first real 'boss'. Know that it wasn't my intention to make you grind Finding items IS actually supposed to grant EXP but I now realize that doesn't kick in until the area after Theebs so I'll make sure that's fixed up Gordan's escape is revisited in a little more detail later in the demo. QUOTE This is one of my favorite midi sites, and you can also find a bunch of rad music here! Good luck! >w<d Your enthusiasm is excellent; lovely to see! Thanks! |
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Apr 27 2012, 09:57 PM
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#13
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![]() ![]() Type: Designer |
Sorry for the lack of updates of late, uni work demanded my attention.
Here's the plan moving forward: I have a revised demo that I'll hopefully be able to put up within a few weeks. The major demo changes - A revamped audio track. - Bosses rebalanced. For the games first bosses, they're a little on the tough side at the moment. - Chapter 1 redesigned to increase player interaction. - A pile of bug fixes There isn't any new content included, so it isn't recommended to those who finished the original. For those who are half way through it, you should have no problems copying over your save file. Aside from any bug fixes, this will be the last demo version. The full game is already very far along and I'd prefer to release it when finished instead of chapter-by-chapter. To keep the topic from going dead during the wait for the full game I'll be previewing a lot of stuff as it goes into the game. Feedback from anyone who's played / playing it is still super useful. I want to know what you liked, what you didn't like. Criticise me! Thanks! |
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| Lo-Fi Version | Time is now: 23rd May 2013 - 02:49 AM |
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