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Release Date (Chapters 1 and 2)
Eventually... but not in the TOO distant future

I began work on Ob Iter back in the fall of 1999 when i stumbled across RPGmaker 95+. In 2003 i released 'Dark Void' for the 95+ platform. It was at this point that what started as something to toy around with one night began to transform into a much bigger world. Therefore, i moved to the then new RPGMaker 2003 platform to begin work on this current project. Over the years it kept growing and growing to the point of never getting finished.

Principally, i have put in over 5,000 hours of work to this game over the years (including Dark Void). The foundations are finally firmly in place and a polished product i feel comfortable releasing is taking shape. I cannot promise when it will be complete, but i am working on it always. So long as there are people out there to play it and a website such as this lives, you'll find it here for download eventually.

Drake is a war deserter escaping his homeland of Saldonia. He runs south to the enemy nation of Val. He looks for a quiet life with his lifelong friend Garret. This is where the story begins.

This is a story about a world nearing extinction. The focus is on the people in it during their final weeks. Is is about their lives and relationships, but also a journey of discovery. It explores reality as a dream state and a theory that time is not linear. It is also a love story.


Monsters appear on the map.

I work to avoid big heals and one good attack auto spam. A character with 1000hp cannot be healed for 500, but rather in the range of 50-150, but if healing 50 costs 2mp, then healing 150 would cost 10. Enemy strength works similarly. In this way, long battles become a strategy where health rises or falls gradually, creating an epic struggle rather than a repetition fest. All stats are restored after battle, but not between consecutive battles. MP can be charged during battle, or characters may charge an ally.


Are a mix of tile-set and Bryce.

Map sizes are prioritized to the minimum, but some are larger to avoid fade in and out screen fatigue.

I would rather the hero move around the map, than have him centered around a scrolling map. Also, i find the standard tileset approach to be too repetitive generally, but not useless. Bryce ground textures provide a more varied design than taking one tile and replicating it across the map. Skyboxes add a sense of dimension or horizon.

By a general rule, i aim for exterior locations to be largely pre-rendered, and interior locations to be tileset.

In an effort to work around the color limitations of RPG Maker 2003, i make heavy use of Objects as tilesets. In this way, every 16 x 16 square on the map can be its own 256 color palette.

No MIDI tracks. All MP3. It's worth it. I've tapped OC Remix for some favorites. Also included is a selection from the Audio Machine platinum series (you hear these a lot in movie trailers). Finally, there is also an assortment of originals i have composed on Reason.

Chapter Overview
Chapter 1 - The Search
Chapter 2 - The Odyssey
(First Release will include these two chapters)

Chapter 3 - Medley
Chapter 4 - The Dark Empire
Chapter 5 - The Sins of our Fathers
Chapter 6 - The Goddess Tower
Chapter 7 - Redemption
Chapter 8 - Paradise Lost
Chapter 9 - Eternum

(Subject to change)
This is a brief overview of the 'episodic' structure. Chapters 7 and 8 may end up becoming an additional chapter or two depending on how things flesh out.


Always interested to anyone who wants to help with the game.

Latest Blog

500 hours to go...

Or so i estimate is probably left to do before i can finally release the first 2 chapters of this never ending project.

It feels like enough hours to still be daunting, but in perspective after the thousands of hours that have already gone into this project, it's also the light at the end of the tunnel. Will i manage to get this done before the end of 2015? I hope so. I don't know so ... but i'm close enough now that it's certainly possible.

I'm finally satisfied with the game-play foundation ... which has taken a lot of tinkering over the years. Part of the complication with releasing this in parts, is what happens if i want to go back and make a significant system side change later that wrecks the save file for those who have already started playing. I hope to avoid that.

I've got a choice system in the game which adds to variables depending on the player response, and then will start to make significant storyline branches later on depending on the values, so it's very important to cement those. I went with 4, which should be more than enough for combinations.

I've also got plans from Chapter 4 onward to implement a 'home town', where the player can recruit characters to live in the town. Therefore i need to plan ahead a bit in terms of putting these named characters in the game world ahead of that point in development. I've added variables for every one of them so that i can make branches later.

I also want there to be some non linearity involved, although the plot of the game is pretty linear ... i want the world itself to be properly filled out. I want there to be changes to places the player has already been to, and allow the player to revisit them. Side dungeons, town characters, etc, etc. So i've opted to just give the player open warp to previously visited areas right from the start. If there's a story sequence that would make it unreasonable to allow warping i can just temporarily disable it for that sequence. Given the linearity of the plot, it will always make some kind of not-sense to have warping, but i imagine people are not likely to complain about the feature. It's well worth having.

With all the work on the foundation in good shape, it's really the graphics more than anything that are the time consumer now...

Honestly, i have struggled for years with learning how to make the game look GOOD. It never came easy for me. This game looked like **** once upon a time. ... and i just can't put out a product i am not proud of. Inevitably, there will be the odd clash here or there that i won't have actively noticed. Or a design choice that will irk someone ... and i'm sure to have more lightbulb moments along the way, or take good advice to further polish this aspect. Thankfully, this CAN be pretty easily updated after release without breaking the save file.

I'm reasonably happy with the visual presentation ... FINALLY. Although it is taking a heck of a lot of work. The backgrounds are typically painfully slow to create, although worth it. I've also opted to work around the tileset and color limits by using objects as my tileset graphics in large part. Every map has a basic tileset that i've edited together to simplify things some, but vastly, it is an ever growing array of objects. Hundreds of different kinds of walls, dozens of floors, plants, paintings, lights, trees, etc, etc. So even when i'm doing a more tileset based map (by design interior locations are tileset based and exterior are renders), it still takes a LONG time.

Originality is important too. I want to keep away mostly from the standard rips that everyone has seen a dozen times before ... although i'm giving myself some slack on that. Some flowers, a nice looking piano, a bookshelf. Selective stuff that can fit in. I can replace them later if need be. In all, Google images is my friend. OK, not entirely as though i drew everything by hand, but a brick wall texture i will consider to be freeware. If it's not, i'm giving credit.

I guess really, it comes down to me being satisfied. In the bigger scope, the project has just gotten so massive over the years that it feels impossible to finish. That's where my choice to go episodic came in. I can buckle down on these first two chapters and have them out with another 500 or so hours work. That's something real. About 10 hours of play ... ish. And with the foundation in place, the rest will come quicker, and it will be easier to be motivated. So things will keep rolling along.


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This is the weirdest game name I've ever seen.
Kewl, keep up the good work. I like the direction this game is heading; can't wait to see what else you come up with.
When the going gets tough, go fuck yourself.
this game looks really bad.
"Winning" internet arguments via dismissive hyperbolic falsehoods and selective ignorance.
Oddly enough, I doubt any game can be extreme enough to warrant heavy metal as a default battle theme.
(Socrates would certainly not contadict me!)
Looks good (don't let it be yet another good game destroyed by the wonderful feedbacks!).
When the going gets tough, go fuck yourself.
this game looks really bad.

Wow was I a dick.
Wow! Modern military setting! Pistols & rifles... It will be great!
I'm tired of classic fantasy with swords and magic (and not only me).
This game will be very good - i'm sure!
Especially, i like the character sprites and portraits from the battle screenshot - they looks very "One-style" and this is really good. Simplistic, but looking good!
Try to make all the sprites in this style - even enemy sprites.
The one-style custom graphic is the key to high-standart and stand-alone project.
(the default RTP guy with hairband, and red-haired guy from "Langrisser" must be replaced - they doesn't fit the style... but you already know this, i guess)

P.S. The title name is really weird. What it means?
This is the weirdest game name I've ever seen.

P.S. The title name is really weird. What it means?

It's latin is all. "Iter" means way or journey, "ob" means toward/against or in order to/because of. So you can make something like "On to the journey"

I don't mind metal at all .. it just depends on what kind of metal they use. The usual heavy metal stuff is crappy, repetitive and boring imho, would spoil the game a bit. Other sub-genre could very well do the trick.
It does look interesting overall
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