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Plot:

This is the story of a metaphysical being known as a Sage and his time on the world, and a journey with a group of Humans to stop a man who threatens their existence with his new found powers that rival and threaten to surpass those of the Sages.

Purpose:

This game is also a game design experiment to show the process of creating a game within the constraints of the RTP without delving too far out for custom resources while also trying to make it unique.

I'll be making blogs explaining how systems in the game are made and the thought process behind their creation and design decisions.

Latest Blog

Battle retry testing

Here is a testing demo for the battle retry feature. I have not update the demo of the game to include this feature because it's still under testing.

Download battle retry demo

When you lose a battle the game will bring up a prompt asking you if you would like to retry the battle, and when the battle restarts it will restore everything (Items, HP, Enemies) back to how they were when the battle started.



I will adjust the feature based on the feedback I receive, but it will always remain an aid tool for when the player is defeated and not save state.

Thanks for reading and testing and have a nice day.
  • Production
  • TDS
  • RPG Maker VX Ace
  • RPG
  • 09/22/2012 03:01 AM
  • 03/01/2016 02:17 AM
  • N/A
  • 62838
  • 27
  • 661

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Posts

Pages: 1
I'm really looking forward to this; it looks absolutely amazing.
Here are some quick thoughts after 15 minutes of playtime.

Battle system:
Even at normal speed I find it impossible to read the text during battles. Witnessing the damage I take and deal is only possible by looking at the sprites. I like the battle speed though, so I think it should not be reduced. Actually I think that the text is unnecessary.

Since I can't see the enemies' HP gauge, I can never tell if I'm close to winning or losing. The only way to make some assessment would be to always fight new groups of enemies at full health and keep in mind how much I lose. That isn't very player-friendly in my opinion.

The lead character's gauges extend horizontally while the allies' extend vertically. I believe the party's gauges placements should be the same for everyone.

That being said, a better design for the battle HUD could be:
-Faces and gauges at the top.
-Menu on the bottom left.
-Rush gauge and enemies' gauges in place of the text.

Difficulty:
At Level 1 I can't beat a group of Rafflesias, and I can survive one or two groups of Slimes without healing.

Monster Map:
As fun as it is to actually see the encounters, this mini map is the only thing I feel forced to look at when traveling. I can't pay any attention to the actual world map and enjoy the walk because it seems of critical importance to find hearts and avoid the huge amount of encounters.

I do enjoy the battle system though and will definitely play some more.
Thank you for trying the demo.

author=Avee
Battle system:
Even at normal speed I find it impossible to read the text during battles. Witnessing the damage I take and deal is only possible by looking at the sprites. I like the battle speed though, so I think it should not be reduced. Actually I think that the text is unnecessary.

Since I can't see the enemies' HP gauge, I can never tell if I'm close to winning or losing. The only way to make some assessment would be to always fight new groups of enemies at full health and keep in mind how much I lose. That isn't very player-friendly in my opinion.


That text is unnecessary, it's been left there mostly for debugging purposes and because I could not think of something to replace it.

I do like the idea of replacing it with enemy HP bars although I don't really like that it might become more player friendly or easier to survive, I'll see if adding bars instead of text doesn't rile up more complaints about not being able to follow them either.

author=Avee
The lead character's gauges extend horizontally while the allies' extend vertically. I believe the party's gauges placements should be the same for everyone.

That being said, a better design for the battle HUD could be:
-Faces and gauges at the top.
-Menu on the bottom left.
-Rush gauge and enemies' gauges in place of the text.


I've already changed the character HUD 7 times because there is always a new complain like the bars are too short, bars are too long, bars don't have numbers, bars have percents "Why not numbers?". I will not be able to please everyone with the HUD so it's not going to change very much unless I find a way that it doesn't bother anyone.

author=Avee
Difficulty:
At Level 1 I can't beat a group of Rafflesias, and I can survive one or two groups of Slimes without healing.


I've mentioned this on the blog post about the demo, "You are not going to win all battles like a typical RPG". This is why there is a huge wall of fire in the demo preventing you from going into the desert, people kept going to the desert and dying a horrible death and then complaining they could not defeat anything in the desert.

You are meant to use your items and keep your HP up and also save often when going to new areas.

As for the rafflesia, they are meant to drain you very fast of your resources. That is why they drain HP on every hit and their only skill is "Drain Whip", it's not very subtle but it should be very clear they are not enemies you should be fighting unprepared.

However you can beat them at level 1 with very little item loss, if you watch how they attack they will always try to drain HP from whoever has the most HP, using this knowledge and the very clear fact that one character takes a whole lot more damage than the other, you can keep the HP of the character who takes less damage up and this will make him the target while the weaker one can keep attacking. This of course still requires a few items, but it does allow you to win with relative ease and with both characters alive.

I did not come up with that strategy, it was a friend who enjoyed playing the demo and she figured out the AI on her third fight and took advantage of it.

author=Avee
Monster Map:
As fun as it is to actually see the encounters, this mini map is the only thing I feel forced to look at when traveling. I can't pay any attention to the actual world map and enjoy the walk because it seems of critical importance to find hearts and avoid the huge amount of encounters.

I do enjoy the battle system though and will definitely play some more.


You are not meant to look at the enemy radar constantly, it is meant to help you chart a course through the map. You don't drive and read a map at the same time, you briefly stop look at the map then see how to proceed. I thought this would be more natural to people since looking constantly at the radar means you are not looking at the map which means you have no idea where to go since your directions are based on where there are no enemies.

Thanks again for trying the demo and posting your thoughts on it, although I wish you would have posted on the blog post about the demo.

Have a nice day.
When will this be fully released?
author=Sievn
When will this be fully released?


I'm not sure when the game will be finished. I've been working hard on it, but most of the game and its features seem to have drawn a lot of negativity, which is making me think that maybe the game is just badly designed and I should just scrap it and apply what I've learned in future projects.

Thank you for your interested in the project, it helps a lot to see people commenting on it.

Have a nice day.
You need to add a script that allows for more game over options like replay battle because I died on my third battle and I didn't want to go through the whole opening again.
author=ShinGamix
You need to add a script that allows for more game over options like replay battle because I died on my third battle and I didn't want to go through the whole opening again.


I just did! I have to replay most of the game because of that though, to make sure it works without problems.



Also you can skip cutscenes by pressing the CTRL key to bring up the cutscene skip prompt.

Thanks for trying out the game and commenting! Have a nice day.
Are you going to release the battle system for use in other projects, or is it too precious to share? :)
author=Travniczek
Are you going to release the battle system for use in other projects, or is it too precious to share? :)


I've been getting this question a lot in PM's and the answer is always the same, no.

Not because it's "too precious" to share, but because I have no need to document the scripts I use and thus the battle system would be useless unless you're a scripter and could figure out how to use it on your own and by that point you would probably be more than capable of making it yourself if you wanted to.

And why don't I just document it and release it you may be asking? Because documenting and testing a battle system for public use is a lot of work and I simply do not have that kind of time to release a battle system and keep updating it as time goes on and I do not want to just release a broken system, I've made that mistake before and I would prefer to never make it again.

Hopefully that answers your question and if you're looking for a battle system there are plenty of pretty good ones out there and you can see a comparative list here made by Yami.

Have a nice day.
author=TDS
Thank you for trying the demo.

I've mentioned this on the blog post about the demo, "You are not going to win all battles like a typical RPG". This is why there is a huge wall of fire in the demo preventing you from going into the desert, people kept going to the desert and dying a horrible death and then complaining they could not defeat anything in the desert.



My guess is not very many people ever played any of the really old (NES) Final Fantasy games. It was easy to wander just a bit too far in one direction only to be attacked by an enemy not meant to be fought until much later into the game.

While frustrating at times, it kept us on our toes since we never knew when the next fight would be our last.

An epic intro to your demo by the way. This is shaping up to become one of the best RM games I've seen in a long while.
So, I downloaded this months ago, (I'm pretty sure you've updated it since then) with all intentions of playing it. I forgot everything about it, in fact I didn't even realize I had a save spot. I finally had an opportunity tonight to play it, and I wanted to dislike the battle system... but it just grew on me! It feels like Tales of Destiny meets auto-battle functionality meets Final Fantasy; which all meets Zelda II squished into a Fire Emblem grid in the corner. It's like you took everything Awesome about old RPG's and just made your own awesome. It's like inventing Triceratops Bacon in a lab with genetics. It's like if Cecil, Link, Black Mage, and Marth all went to a bar together and got drunk - this is what they'd come up with.

What else can I say after Triceratops Bacon and listing the greats ....? Haters just be hatin' cause they don't have the skills, keep going with this project because your gaming dreams are phenomenal!
shayoko
We do not condone harassing other members by PM.
515
subbed! all 3 games you made look great i hope the other one with no dl is not dead looks amazing as well :D!

ill try this but can you re upload the game folder inside a rar or zip file?
the setup exes dont work for me half the time
I'm designing my own battle system at the moment that is somewhat automated and by sheer accident stumbled upon your work. Similar to you I much prefer to work on the technical systems first and sort out the story/events later.

I'd be very interested to hear more about your dev process. Out of curiosity how did you integrate your system? Did you subclass, override or start fresh?
TDS I am from Brazil,I was wondering if I could use this battle system in my project you will take due credit for even being out, could I? srry for my bad english
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