I need somebody to co-develop the project with me, the requirements are:
1. MUST work with Photoshop (CS3 and above). I use overlays in all maps, and to be able to help me with mapping we need to be with the same tools. Help in map development is what I need the most at the moment.
2. I might need help with dialogues too, so being creative in that area and have a wide vocabulary sure helps.
3. You don't need to be a great scripter or eventer, but it would help of course.
Download link below:Last update: December 7th, 2010
Remember it is still WIP, so there might be errors despite all the beta testing, and a LOT will still change in the next releases, maybe even everything!
- New Screenshots
- Teaser RELEASED
, check download link and don't forget to give me feedback!
- Teaser almost complete, looking for beta testers.
- New screenshots, relatively official ones finally.
- New screenshots, finished intro and starting the actual game scenes.
- A couple new screenshots, about the battle system exchange member and a test mapping one about little characters.
- New Screenshots, finishing up many menu and battle scenes.Upcoming Teaser
I am almost done with the Prologue of the game, containing a little of the content of game. It is short, but since it uses many of the making techniques I will be using whole game it is already a big step. Before actual release I want to "hire" 1 or 2 beta-testers, that would also help me with a little things I am still in doubt with.
If one you are interested, please reply to this topic.
After beta-testing and some touches are made I will release it, maybe in about 1 week or 2. I don't like giving specific dates, lol, it is a hobby, not work.Introduction
A Dust Tale is a project I am creating based on ideas i've had long ago. It is a little hard for me to create a short version of the story and put it here because everytime i tried it came out different than what actually will take place in the game. Anyway, I am putting a lot of work in order to make it very unique and interesting for an rpg maker game. The ideas, both for story and for gameplay are very much based in games and stories i've seen, such as Final Fantasy, Xenogears, and many more, but the mix of them and some details are my own, which create something new. I really expect people to see certain things and think "wow, just like in that game i loved" because that's exactly the feeling I get when i'm making it.
I consider myself sort of old-school when it comes to rpg maker, having used pretty much all versions of it for almost 10 years, with long hiatus of course. I am well aware there has always been preferences on people, such as the dispute VX - XP or Sideview BS - Action BS and I will always use the one that helps me best achieve what i'm looking for, don't count me into any "clubs" to worship one or the other.
The sci-fi theme is a little harder to create than the fantassy one, specially because of the availability of materials and even the game engine itself is geared towards fantasy settings, but i'm doing my best to keep it working, and whenever I need help I will ask around the forums.CharactersEdward MazieriJon ColisNadia VonshradenLeilaCenturionHesmaWiegrafFeatures / ScriptsBATTLE SYSTEM
The battle system is very much based on classic rpg elements, but more suited to a future setting. It is, although a little different from other games as I am trying to come up with solutions for why most of them come to be a little boring. I figured the first problem was that for all battles people tend to just keep pressing the confirm button for constant attacking, I figured a great fix for that was to make sure they would use skills much more often than the regular attack, but skills in games cost mp, and people don't like to waste mp on a simple random battle. So i've created 3 types of mp.
Ammo, Battery and Psi. Firearms characters use ammo, characters with sabers use Battery and psionic users have psi. Ammo is a small fixed quantity, and can be replenished instantly at any time using the Reload command in battle (replaces guard), only costing a turn. So basically it comes to figuring an attack order that uses that quantity to the best, and then reloading. Edward for example has 12 ammo capacity, his regular attack costs 1, and his skills from 3 - 8, so to maintain his best dmg output you have to figure out the best way to employ that ammo before reloading and starting over. Somethjing like that.
Battery works almost the same, and Psi is a little more like regular MP, with the exception that the Charge command (replaces reload) regains 30% of your psi and enters a Charged state, where the next psionic skill will have higher power. There are also mind drugs that restore psi to full, but it's use is not recommended.
Having easily restorable "mp" will encourage people to try out many skills in every battle, specially because of the properties of attacks that i will explain below.
Properties: The physical ones are Slashing, Piercing and Impact and then there are Flame, Explosion, Gas, Electric, Psionic and Shadow. They are used in a very clever manner i think as they fit most of the future weapon types (how funny would it be if there was wind water and holy?) and different enemies have different weaknesses. This is very amplified in the game, as every character has many weaknesses, minor weaknesses and resistances, for example robots are weak vs electric attacks, and usually are very hard, if not impossible to beat unless you use your electrical attacks, so definetely no regular attack button mashing anymore, as robots are usually very resistant vs Impact and Flame attacks and totally immune to Gas attacks for example.
I also don't want battles to be hard, except for the boss ones. As ocasionally whenever i get into a game over in an rpg maker i hit alt+f4 and i really don't want people hitting alt+f4 on my game ;D
So usually people will not die unless fighting an intentionally hard battle.Screenshot
of character changing in battle, FFX-like so you have to use all your squad instead of just 4 to figure out which ones work best vs that specific enemy.
The buffs and debuffs in battle are also very important, and usually essential to winning boss battles. Important enough to get you to waste turns that you could use damaging to make sure you keep your squad well buffed and the enemy debuffed.MANAGEMENT
No i'm not talking about your party of 10 or so characters, im talking about an organized group. You will end up being the commander of something, that i will not spoil ;p and also of a very nice Starship. There are many decisions a leader has to make, when to repair the ship, how to stock the soldiers inventory, events that happen around the group that need your intervention, new technologies and starship upgrades and weaponry. You will be able to manage all that. And it will have effects on your missions, and the way they go.
If i can, i plan to make a group interaction system, kind of Mass Effect'ish.
I will make it in the most RPG sort i can, there will be screens and etc with information, but a lot of the decision making screens will be by talking to the people in charge of the specific things. There will be many VISUAL aspects to this, specially as you upgrade your ship and soldiers.
Anyway, i've always wanted a system like this, mix of Suikoden, Bioware games and of course... there will be Starship Battles ;DTHE ONE EVERYBODY SCROLLS STRAIGHT TO
NEW!! Intro and Prologue Battle Menu Credits
I am trying to keep a very nice credits screen with all names, but it's very hard since things around the net are very scattered, so if you see something that you made or know who and it is not mentioned please let me know, ok?
Also i'd like to thank very much all the people who make this things and release them for others to use, that is how the community and their games grow, and also, everything in my game is open for use, no encryption at all will be used in any part of the project.
Hope you have fun playing this when it's done as much as i did while making it. That minus the tiresome hours and hours of course ;p
Thanks for reading! ;D
This post has been edited by edumazieri: Dec 15 2010, 07:33 AM