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Release Date
Eventually... but not in the TOO distant future


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PROGRESS
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 by this point though, 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. The last 2 years in particular have seen only a fraction of those hours. 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.

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STORY
The game follows Drake. He is a war deserter escaping his homeland of Saldonia. He escapes south into 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 the 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.

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Battles

Monsters appear on the map and battles begin upon contact. There are no trash mobs in this game. Every battle is meant to be a challenge and will take some time, but there are few battles.

The mathematics are crunched in comparisons to your modern day 'Final Fantasy' type. 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. In this way, management of MP as a kind of stamina is necessary.

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Graphics

Are a mix of tile-set and bryce.
Map sizes are prioritized to the minimum.
I would rather the hero move around the map, than have him centered around a scrolling map. Also, i find the standard chip-set 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.

On the other hand, a 3-D house interior is a different matter. I have chosen to use the tile-sets for these.

===========================
Music
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 5.

=======================
Chapter Overview
Prologue
Chapter 1 - The Search
Chapter 2 - The Odyssey
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. I am still pondering whether to release this game in parts so that you may try it sooner. The conflict is that because the entire world evolves as it is built, and the story around it, the early chapters will be altered when i am finishing up the later chapters.
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More updates to come.
I'll actively respond to any comments.
Always interested to anyone who wants to help with the game.

Latest Blog

Re-Layer

I've spent most of my time lately going back through the database, both to fix some things that have been long overdue and to update some things.

One of those 'should have done it long ago' things was the sounds. There's a pretty solid database of free sounds at freesound.org and so i combed through it to give all the attacks and basic battle sounds a huge upgrade over the RTP stock. No doubt that will make the game experience much better, and i could not have really released the thing otherwise.

Similarly, i will need to finish replacing as much of the RTP monster set as i can. I spent a few days going through Charas and downloaded a few hundred ones i liked with a focus on either originals or ones without a real source definition. There's certain stuff that just shouldn't be used for professional reasons like anything Final Fantasy. But there's some good designs form obscure enough sources, and google itself can provide additional free sources.

Also, upon combing through the items tab today i realized that it is far overdue of me to just scrap the whole built in gear system. The stat and ability growth for characters in my game is nearly completely done through the use of customization instead of the level curve. Having standard armor sets seems useless as a result. Instead, i figure to devote the gear slots to accessories. There are 5 total in RM2K3, and the decision for me to make right this moment is should i devote all 5 to accessories or keep one or two for customizing the basic 4 of ATT, DEF, INT, SPD. I'm not sure yet.

On an aside, i just saw the "how is this game 400mb? did you accidentally include an episode of Friends in the exe package?" quote on the website banner. Well, MP3's really do add up. MIDI doesn't cut it. :)

Dunno, once i am satisfied with the database tabs in the next little while i will move on to really polishing the game itself. That will take some time but not too long, given how much is already in place. My goal remains to release Chapter 1 and 2 on their own as a starting point so that i can release something this year. As you will notice from how old this project page is, it is long overdue.

There is the choice of should i release each subsequent chapter as a stand alone download, but i have decided not to do that. It offers me much greater freedom with the project as a whole and simplifies a whole bunch of other stuff to just keep it as a single download. That does mean people will need to redownload the whole thing when each future chapter is released, but i think... in today's day and age... a few hundred megs is not really a burden to any ones bandwidth.

Posts

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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.
Despite
When the going gets tough, go fuck yourself.
1308
this game looks really bad.
Oddly enough, I doubt any game can be extreme enough to warrant heavy metal as a default battle theme.
chana
(Socrates would certainly not contadict me!)
1584
Looks good (don't let it be yet another good game destroyed by the wonderful feedbacks!).
Despite
When the going gets tough, go fuck yourself.
1308
author=Despite
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?
author=calunio
This is the weirdest game name I've ever seen.

author=Arey109
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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