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This is the original version of Legend of Denadel. I completed the first chapter before moving the project to VX Ace due to greater flexibility. I'd rather not spend an eternity working on summons :D

RTP EXPANSION MAY BE REQUIRED: http://rapidshare.com/files/419850720/RTP2.rar.html

-=Staff=-
Programming, mapping, and story: Deckiller
Graphics and overall influence: Kentona, Mitsuhide, Zeph
Music selection: Deckiller, Edchuy, Dezz123, Orpheus
Characterization: The entire RMN community

-=Overview=-
The inspiration for this "semi-community game" came from my playthroughs of Hero's Realm and Final Fantasy VI Advance, and also from my work on the Ultima Island community game.

Most of the graphics will be RTP or RTP-oriented; however, I plan to use smaller sprites and classic side-scrolling enemy graphics, like most old-school RPG Maker games.

Gameplay will be classic side-scrolling ATB, though the DBS will be used to its fullest. That I can promise you. There will be a classic level-up system in this game, though I will be throwing some twists in. Dungeons will be a mix of puzzle-oriented and old-school romps.

-=Chapter 1=-

The Kingdom of Denadel is in turmoil! For the first time in a century, the Demons are on the offensive! Demon attacks have been reported in the area of the Wachenta Caverns, and the King of Denadel is extremely worried that it may be the sign of an mass global invasion. But the attacks have been minor thus far, and the King believes that nipping the source of the attacks in the bud will quell the threat before it truly begins. The King has a powerful weapon to cleanse the cave of any demons, but there's a problem.

Those who release the cave-cleansing weapon will almost surely die before escaping. It's a suicide mission!


-=Characters and classes: contribution wanted!=-
Character names and builds have been selected by members of the RMN community and are listed below. If you wish to be in the game and do not have a playable character, you can be included as a monster or NPC.

Deckiller
Class: Infiltrator
Magic: Support
Secondary: Steal
Passives: Dual Wield, AGI+25

Mitsuhide
Class: Summoner
Magic: Black, White, Support
Secondary: Summon
Passives: Null-Silence, MP Bonus

Linkforce
Class: Magic Swordsman
Magic: Black
Secondary: Enchant Weapon
Passives: Resist-Elements, Augmentation

Ocean
Class: Medic
Magic: White
Secondary: First Aid (heals all based on half of current HP)
Passives: Auto-Regen, Null-Sleep

Kentona
Class: Blue Mage
Magic: (Blue)
Secondary: Analyze (See an enemy's HP/stats and learn enemy skills)
Passives: AGI+25, Appraise

NicoB
Class: Monk
Magic: Support
Secondary: Chi
Passives: AGI+25, Strength-Up

Edchuy
Class: Engineer
Magic: White
Secondary: Tools
Passives: HP Bonus, Null-Blind

Dezz
Class: Archmage
Magic: Black, White
Secondary: Scrolls
Passives: Null-Silence, MP Bonus

Orpheus
Class: Alchemist
Magic: Support
Secondary: Tonics
Passives: Alchemy, Magic-Up

Mirage
Class: Priest
Magic: White
Secondary: Divinity (Anti-undead and revival abilities)
Passives: MP Bonus, Null-Silence

VideoWizard
Class: Time Mage
Magic: Black, Support
Secondary: Teleport (auto-escape)
Passives: MP Bonus, Null-Silence

EnderX
Class: Ranger
Magic: White, Support
Secondary: Terrain
Passives: Null-Hazard, Null-Blind

Savage
Class: Freelancer
Magic: Black, White, Support
Secondary: Versatility (a variety of simple skills, tools, etc.)
Passives: AGI+25, Stat Bonus (+10 to each stat, extra at level up)

Laharl
Class: Paladin
Magic: White
Secondary: Bolster (makes party immune to attacks - and unable to act - for a short time)
Passives: HP Bonus, Null-Confuse

Chaos
Class: Vigilante
Magic: Black
Secondary: Greater Good (deal damage to allies to regain Vigilante's HP and MP)
Passives: HP Bonus, Null-Confuse

Solitayre
Class: Bard
Magic: Support
Secondary: Songs
Passives: AGI+25, Null-Silence

-=Demo...=-

The first demo will encompass all of Chapter 1, and it will probably be released in late summer/early fall. Expect regular updates to the screenshots page.

Latest Blog

Adopt-a-Project

Sadly, I've lost interest in this project due to many other undertakings. I am certain this game could have been awesome, but I have to move on to other things. However, if someone wants to take over this project, I would be more than happy to give them the game, tools, and run-down of what I had planned This person (or persons) could then do what they want with it!

Any takers?

Posts

Actually I take my complaints back -It's very good and even though some of the tunes are old they grow on one. I'd suggest tweaking the loop in the boss theme however and using charaset versions of the torches so they can move.
Also if you need to do any image editing, pick up Irfanview+ irfanpaint and GiMP- the former can use most Photoshop plugins- and the latter can use abr. brushes.
One more thing: the Mimic needs to do a better job of disguising itself . . . might want to redistribute the items in the next demo too, so it'll be unclear just where the mimic is lurking.
Deckiller
Mad bank for RMN server bills yo
12573
The mimic is pretty much another mark enemy, which is why I gave him his own special room.
True, but you might want to consider changing that in the next demo- it can really put a player on edge not knowing if the chest he's about to open is the dangerous bounty he's been hunting! You might even consider using variables to reshuffle the item/bounty locations each time the game is played through, to keep the element of surprise!

BTW, both Chaos and Ocean use the Sword when equipped with either the Hammer or Javelin- looking in the maker I discovered you have to set the weapon display individually for each character.
I've fixed it in my own copy.
If the mark wasn't chosen, an empty chest could be there instead, or if all the other chests have been opened before the quest was taken it could even appear as an opened chest.. I suppose I'd like the monster to have a chance to do what it does best- hide in plain sight and surprise people!
I hope you don;t mind all this feedback- I always understood part of the idea of a demo was input. I personally think you should consider revamping Wachenta's speech 's rather insipid and formulaic- quite the opposite of the witty humor I associate with FFVI.
Deckiller
Mad bank for RMN server bills yo
12573
No, it's fine -- it's just that I'm not really interested in giving the game out to others to work on and then submitting it back to me. I appreciate your animated torches and suggestion to give Wachenta witty dialogue, but Wachenta isn't really the big bad.
Deckiller
Mad bank for RMN server bills yo
12573
And I also appreciate your calling out of the technical glitches with the weapons and so on. Good call-outs.
OK, I'll be glad to see how and if you use the resources I passed on- I have a version with them in place, if you're curious, but as you said, it's not my job to revamp your game. In the meanwhile I'll play the game as you made it- but with the weapons fixed, of course.
Craze
RMN's supervillain, and enjoying it
7439
I tried to play this several times for my LT, but after redownloading the game and reinstalling the RTP it still always crashes due to a file called "main" after I hit New Game. Whoops!
hi deckiller i was wondering what you planned to do since apparantly this website is sadly coming to a close, i been following this project since the very beginning and i wanted to continue doing so.
Deckiller
Mad bank for RMN server bills yo
12573
I'll let you know once everything is finalized :)
Deckiller
Mad bank for RMN server bills yo
12573
I'm sure I'll have the next demo out soon. Just have to clear up some other projects first.
What ever happened to this? Did it just...die?

(One of my first posts was here, by the way.)

EDIT: Not "die", i meant by the fact that no one tried to "adopt a project." It has potential, that's for sure, and it makes me sad that is will not be continued anymore.

(It's a good thing you didn't go with me, ha ha.)
Deckiller
Mad bank for RMN server bills yo
12573
Well, this was always intended to be a "side" project.
Well I'll consider adopting it. Right now however I have to work on bringing another seemingly dead project back from the grave...
I'm glad to hear this is at least being considered for Ace. I just completed one of the very old demos for this yesterday, somehow under the false knowledge that it was complete, only to realize the only reason I thought this was because there were more maps than what the demo covered. It's a great game so far, and I echo all of the comments I've read in the reviews.

Excellent job with your use of the RTP, by the way.