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--==(( Story Synopsis ))==--

In an age of strife, when the world was young, the races of the world struggle for survival. Monsters roam the lands, stepping over the borders of the wilderness and encroaching onto the war torn soils of civilization.

A shaky truce called between the kingdoms of men, Myloc and Dunkargo are two young veterans of the Great War cast aside and sent home to a land left to the mercies of the frontier. With their home found in ruins, the two ex soldiers turn to the Mercenary Guild for survival. Admitted fast for their skills and experience, their position as swords for hire soon send them deep into the chaos of a forgotten legend. A prophecy of doom that will shake the very world as they know it.


((NOTE))
- This game is designed to be both unique and cliche enough to provide original world and story for effective immersion as well as that refreshing cup of nostalgia and remembrance to evoke whatever feelings drew us to the old RPG genre in the first place... A hard task to accomplish, indeed. In my attempt to do this, I have focused heavily on the flow of story, the storyline itself, character design, dialogue, and the world.


:: FEATURES ::

- Progress through a solid, fulfilling storyline in a dangerous world.

- Live and die alongside up to 13 playable characters each with their own story.

- Explore a wild and unforgiving world. Uncover ruins, piece together a fabled past or become a tomb raider.

- Hunt down the lost secrets of the world. Can you find all the secret treasures buried in the rubble of time gone by?

- Take on jobs for the Mercenary Guild to seek out fame and fortune or make a name for yourself in the underground fight clubs of the Gladiator Guild's arena system.

- Enjoy the reminiscence of a carefully optimized RM2k3 default battle system.

- Beat the game and unlock a New Game + feature that allows the player to experience the story once again, but from the protagonist's point of view.




(( DEVELOPER NOTES ))

- Choices are a popular feature. However, I feel they are poorly implemented in most games. Folks I've talked to agree that the old fashioned "good or bad" is just that; ...old. For this game, I thought to offer a chance at building character development in the player's mind. Rather than good or bad, the choices would be more personal. Either decision could be viewed as good or bad depending on the person and their reasoning. However these choices affect the story and the interactions between the characters. So as not to give away too much of the game, I will give one prime example: There is a part where the player is locked up in the Pirate Guild's secret hideout. Monsters attack and in the chaos the player breaks out. The character that was with you, a woman named Ethni, brought you to the Pirate Guild with good intentions but you were locked up. She was locked up, too, but taken somewhere deep into the hideout. As monsters swarm into the Pirate Guild on a murderous rampage, it is obvious that you have only 5 minutes to escape. There are many rooms in the hideout. Some hold items and treasures that may be rare or worth gold. Other rooms are full of monsters. Do you loot what you can and leave? Ethni would want to "go down with the ship" so to speak anyways. Or do you bypass some to all of the loot to search for her? If the player can find Ethni before the timer runs out, she becomes a permanent party member. If the player grabs the loot and leaves, they do not see Ethni again until far into the game when she is seen on a slave stand being sold. If you saved her, Ethni falls in love with Myloc, the protagonist. This stems another choice; whether or not to return that affection which can lead to other choices down the road. If the player did not save Ethni, then when they see her being sold a small cinematic of sorts begins where Myloc buys her freedom. When you get Ethni this way, the player can tell that she as a character will never be the same. The player would find out soon after that she eventually takes her own life. Now one type of player may chuckle like, "damn. bitch is crazy" while another may sit in saddened silence wishing they had saved her way back when. But as far as that save file goes, it is too late... Can anybody say "replay value?" =P

There are many choices like this in the game.

(Combat)
- The combat system is traditional with a few new twists or additions. Players will not be able to select the "Fight" command over and over while casting Cure3 until all the enemies are dead. After the first act of the game, the monsters and the formations they come in begin to take on a rather sinister presence. I wanted to do away with useless magics and skills. Abilities that you never really NEEDED to use. Things like Berserk, Muddle, Demi, Drain, Rasp, Confuse, etc. You know, the "grey magics" that you could bypass by pounding a few Meteos, Ultimas or Luminaires into the enemy's face. Status ailments abound as monsters seeks to poison, paralyze, stun, bleed, blind, petrify, freeze, slow, confuse, berserk, weaken, and cause amnesia; an ailment that causes a character to forget higher level abilities for the duration. There are also many ways to combat these ailments with abilities such as Haste, Regen, Magic Shield, Reflect, Esuna, and the like. The battle planning has been such that monsters are given abilities to complement one another against the player. Players would be wise to target the monsters that pose the highest threat in a group first. However, some monster behavior may change under certain circumstances. Beware leaving certain monsters to be killed last as they may feel cornered and go wild.

- The elements have always been a big part of traditional RPGs. You know... Fire, Ice, Lightning, and Earth? They are important in this game as well. Enemies may be weak to, resistant against, immune, or even able to absorb certain elements. There is gear in game that can grant similar states to party members. In an effort to keep the newer gaming generation in mind, as well as the old heads that may be bored with the same old same old, other "element" types have been added. These are known as "weapon styles". Weapon styles are broken down into sword, spear, axe, bow, etc. and some enemies may be strong against swords while weak against the brute force of an axe.

- Items are incredibly important in this game. As magic is a rarity, the player will not have many characters that can use curing magics. This is the world the characters live in. And so, many times it will fall on any one character to pull a potion or antidote from his bag to save the day. Legends say that some of the last great alchemists stored powerful spells in certain items that can be unleashed or studied by a magic user to learn permanently.

- The encounter system is varied. I can remember the nuisance of walking through an area from way earlier in the game and still encountering monsters every few steps. I think back to games like Earthbound where as you got stronger monsters would actually flee from you. However, the monsters are not always visible. There are no overworld random encounters in this game save for in specific areas where it is called for. There are random encounters in some dungeons while in others there are visible monsters set for collision encounter or sight encounter.

- I REEEEALLY want to implement a tech system similar to CT's Dual Techs and Triple techs. I have found ways of doing this to an extent but not a way of consuming the wait time gauge of all characters involved. If anyone has an idea of how to do this in RM2k3 please message me. I would appreciate it.





(NEW FEATURES)
- There is an arena system similar to the Dragon's Neck Colosseum in FF6 in many of the cities' undergrounds.

- Purchase and upgrade your own gladiator for use in special arenas. (a very pokemon-esque type deal)

- New world map system implemented. Upon recieving your world map, it will be just a picture of the world. As you explore, points of interest and information on those points will be added to the map's display, (See the world map pictures in the uploaded game photos for what a new map and a fully explored map look like... minus secret areas of course.)

- A Final Fantasy 6 type ship deck map has been added that is accessible any time the player is on a ship or airship (2 different maps). The characters of your entourage that are not currently in your party can be seen milling about the ship, above and below deck. Also implemented a Suikoden-type idea of allowing visual upgrades to the ships similar to the upgrades to the Liberation Army's Castle as you get more characters.

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  • Production
  • Atmaweapon
  • RPG Maker 2003
  • RPG
  • 01/22/2011 06:40 AM
  • 11/29/2012 05:44 PM
  • N/A
  • 13474
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Posts

Pages: 1
I'm liking what I'm seeing. :) I'll definitely be playing this game. Subbed!
I remember seeing this game somewhere, maybe it was charas-project or RRR forum, but I recall someone giving you grief about how "durance" isn't a word or something stupid like that.
i felt sorry for you. :\

anyways, i don't really remember seeing screens back then, and now you got some up! and they all look good, and the game sounds like a very decent fantasy game!
i'll give it a shot when you release a demo or something.
keep up the good work!
Wow, you remember that? Yes, Charas Project was the first place I posted anything about Durance of Magic. This is the second place. I like it here better.

Criticism is always well received as long as I can get something out of it.
Wow your interests are strangely close to mine, I also love your avatar and the fact that you named yourself Atma Weapon. I'll definitely give you some helpful criticism on your game when you release if you want.
-EDIT-

(Took down the alpha demo link. Revised Demo with serious tweeks coming soon.)

How did I miss this? *Subbed* Looks great!
This looks awesome :)
*sub
Versalia
I was looking forward to some gam mak
1165
I like the idea that choices are meaningful on both paths, or intended to be. However, I have to criticize the scenario with Ethni. I think that the reward of gaining a permanent party member will outweigh the reward of "possible rare loot and gold" pretty much every time, unless your roster is SO VAST that you will never notice. It DOES look like you have a lot of playable characters. But unless a LOT of them are optional, you'll always pick 'optional hero' over 'optional treasure' - not only do you not want to miss out on an optional hero with powers that might be special and cool, but treasure usually has a limited lifespan of usability. Ethni can level up and stay useful throughout the game - swords, armor and treasure are eventually outclassed. I'd also like to add that the route of 'missing' her is a twofold bad route. Saving her offers you a further romantic option. Failing to save her only results in seeing her death later. I honestly don't think it is worth the replay value just to see the scenes of her suicide; only the most sadistic player will actually ENJOY these scenes. Otherwise it just seems like you failed in some way when you chose not to save her, which would appear to reduce the option to Succeed/Fail. :(
kentona
By the power of donations!
13164
I once let Mog fall to his death to get the Gold Hairpin...
Versalia
I was looking forward to some gam mak
1165
author=kentona
I once let Mog fall to his death to get the Gold Hairpin...

was it worth it
kentona
By the power of donations!
13164
I didn't even realize Mog was a playable character, since it was my first time through the game. What I assumed in that situation was that I could get the treasure AND save Mog. I didn't realize at the time that it was an either/or situation.

Its been years since that playthrough, but I *think* I ended up loading an old save and saving Mog.

EDIT: on the topic, in KOTOR II there was an either/or choice involving optional chars, but the options were Character A or Character B. So you had to choose which optional character you got. I liked it, and the next time through the game I chose the other character.

Worth considering.
Hah! Kentona the Moogle Slayer.

That's a good idea, too. The Character A or Character B thing. I've got some item A or B deals in here but not one with characters on the line yet. Interesting.
Versalia
I was looking forward to some gam mak
1165
author=Atmaweapon
Hah! Kentona the Moogle Slayer.

That's a good idea, too. The Character A or Character B thing. I've got some item A or B deals in here but not one with characters on the line yet. Interesting.


I actually also did this on my very first playthrough because I thought you could save him in a later dungeon, too! And never made that choice a second time...

Oh, I'd also like to note that I thought of- and forgot to mention- the possibility of saving Ethni when you see her later as a slave (BUY HER FREEDOM, BUY HER FREEDOM!) but I didn't want to be too presumptuous and suggest changes to your plotline. It might be worth considering. You CAN still save her, IF you have enough money, BUT she comes with no equipment. It is less of a direct Success/Fail scenario and avoids Now/Later??? disappointments like kentona experienced. AND, you CAN still let her die, without PERMANENTLY missing out on her based on a single choice // not looking behind the right door.
Hmmmmm, Versaalia. I like that idea. Such great feedback.

Psh, and they wanted to shut this place down. Hodgepodge, says I.
And thanks everyone for your help so far!

Bouncing my ideas off of a receptive creative community is really beneficial to the throught process of beginners, such as myself.
chana
(Socrates would certainly not contadict me!)
1914
Sounds good, like the maps, subscribing!
Stumbled in here via the random screen shot section on the front page. Project sounds promising are you still working on it Atma?
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