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LOST CHAPTERS IV

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I'm proud to present to you guys the latest game I am working on, which happens to be from an award winning series called Lost Chapters that I worked on back in the RPG Maker 2000 days.

How is it award winning? Well, the first game was awarded the title "worst RPG Maker game of all time" in 2001 and I am very proud of that!

The two following games were pretty bad too because I made them both in 2001 and they were mostly all RTP but yeah... Eight years later, I'm hoping that I can make something a bit better than RTP shitfests. I really don't want to be remembered for a Final Fantasy fangame so this is probably my last shot at RPG Maker mediocrity!


So what's this game about?
Lost Chapters IV is about World Trees, which are colossal in size and even more so power. In a nutshell, the World Trees were created by an all powerful being known as the Creator who gave birth to the planet and all life on it. The Creator looked into the future of his world and saw that the infant homosapiens (humans, obviously) would one day grow into a greedy, violent race that would harm the planet in many detrimental ways. He was aware that if he did not intervene before this happened, the humans would eventually destroy the planet. It would go from lush wonderland to giant desolate rock.
Becaue he obviously did not want his world to suffer this cruel fate, he decided to plan for this inevitable fate of the world. Rather than erasing homosapiens from his world (which he would not do, since he values all life), he decided to plant eight seeds which would grow into the World Trees. These eight trees, infused with vast amounts of mana, would counter the influence that the humans would have on the planet's health. These trees would pump their mana deep into the planet's core, which enriches the planet and keeps it healthy. In turn, the planet returns the drained mana to the World Trees in the form of essence, which the trees recycle back into mana and the process repeats.

The game itself takes place seven days after one of these trees comes under attack by Gorlasks, a sub-race of demons. The local inhabitants near the tree watch in horror as the demons drain mana from the tree. Eventually, the tree becomes a lifeless shell of its former self since mana was also needed to keep the tree alive. As the demons drain the last bit of mana from the World Tree, soldiers show up from Genesis, a world renowned research organization. The soldiers come from the military branch of Genesis, and they are known as biotroopers due to their enhanced elemental abilities. The Genesis biotroopers slaughter the Gorlasks and save what's left of the World Tree. After cleaning up, they regret not being able to arrive sooner and thenimmediately depart as if nothing had happened. Purdrassil, the World Tree that came under attack, is left to rot away now that it has been drained of its mana.

The game opens in a small town called Hillsdale, which coincidentally sits not too far from another World Tree. The player assumes the life of Lucas Vandergard, a young man tired with the laid back lifestyle of the countryside. However, his boredom quickly turns into curiousity and excitement as Gorlasks emerge yet again to attack a World Tree. This time, it is the one just outside of Hillsdale. Lucas grabs his best friend and rushes off to investigate, even though it is forbidden to do so by the village elder.

While it sounds pretty straight forward, I have some big plot twists already written down. Anyone who has played virtually every Playstation era RPG will probably be able to predict the twists, but that's alright.


Major Characters


Lucas Vandergard
The main character and protagonist of the story. Lucas is from Hillsdale, a small countryside village. He grows tired of the simple lifestyle that he is forced into by living in the village. His heart lies outside of the village due to his dream of being an adventurer. His dream is fulfilled when unexpected events force him to flee from Hillsdale forever. Lucas is often observant and analytical, catching onto details most would usually overlook.

Aiden Lundberger
Lucas' best friend. Aiden shares the same dreams, but for different reasons. He mostly feels that he simply does not belong in Hillsdale, that his exciting and suave lifestyle only spells trouble for the laid back village. Aiden counters Lucas' relaxed attitute with his own lively personality. He frequently evokes a fiery passion for anything he feels interested in.

Neville Kichfelt
The CEO of Genesis. Little is known about Neville other than his dastardly good looks and love of science are the only qualities of him known by the general public. Genesis insiders however know that Neville is often a dark and brooding man, putting scientific research above all else. Despite how he may appear to Genesis employees, few doubt his integrity and devotion to improving the lives of humankind through science.

Wolfgang Belmont
Wolfgang Belmont, is the current Emperor of Angtol, the nation which most of the game will hopefully take place in. He is an aging man who finds himself near the end of his road as his influence slowly fades away over Angtol as the people begin to look more towards the charismatic military leaders. The Emperor is one of the few people who object to Genesis' research, claiming that they are accomplishing too much in too little time. He believes that this will be their undoing.


Combat, Levels & Skills

I've decided to make combat a bit more interesting by completely removing physical attacks completely, meaning there is no "fight" command in battles. Everything is skill based. A character's command set looks like this:

  • Action
  • Defense
  • Item
  • Row

What is Action? It is essentially the same as any magic/special/skill command. This is where almost every action your character can make will appear. It's something like... Well, for lack of a better example the closest thing I can think of to compare this to is Chrono Cross. All skills are elemental based and do all sorts of different things. All characters will have one element that they specialize in, and they will learn skills of that element type as they level up. A wind elemental character will only use wind attacks unless an item is found that teaches them a skill from another element type (such as fire).
Characters will have 20 AP (Action Points, this is just MP) from level 1 all the way to 99 and most skills will only cost 1-5 AP. Now, this might sound like characters will end up with no AP very quickly, meaning they would not be able to take any action at all instead of using items. Well, no. The "Defense" command allows characters to enter a state of regeneration. When they use a defence skill, the character will glow blue (temporary, all characters will glow the colour of their element later) and regenerate a slight bit of AP each turn and their defense will increase slightly as well. Characters can still act while they are in this state of regeneration and are not restricted in any way.

As well as specializing in one specific element each, every character will also be weak against one element. Say that there is a character named Bob who specializes in fire elemental attacks. Well, if Bob gets hit by an ice spell, he's probably going to get banged up pretty badly. This introduces a slight strategic aspect to battles. Will you want to bring Bob to an ice cave? Definitely, because he would obliterate the monsters there with his fire attacks, even if he may take a bit of extra damage. However, if you have Billy the shadow magic user who is also weak against ice attacks... Well, what good is he if he won't deal any extra damage but will still be weak against the monsters in the ice cave? When there are more than four characters in the party, I'm hoping that this would introduce a bit of planning such as..
"Well, I'm going into the volcano. Which character should I take? Who will deal extra damage to the monsters in the volcano and who will damaged more? And which characters will sit in between, dealing mediocre damage while also being hit for average amounts?"

And then there is leveling. Aside from gaining new skills from leveling up, there won't be many more benefits. You may get a few increases every now and then, but the difference between levels 1 and 10 will be very, very little. You're still going to need stats increased, though. This is where "essence" items come into play. They will act as the standard "use this to increase a character's HP by X amount" items. They will be scattered all over the world and will be found in treasure chests, in loot dropped from bosses, and probably as rewards for completing sidequests. Finding a sufficient amount of essence will be very important to not getting your butt handed to you later, but don't fret.. I am not going to make it overly difficult to find enough of these items.

Though all characters will already have predefined roles to fit into such as Fred being a tank character or Ted being a mage, essence should allow you to redefine the roles if you choose to, but since that would work against the growth rates I'll be assigning each character, this would probably act as a "hard mode" of sorts if the players finds the game to be too easy. I can see something like this happening..

"This game is too easy! What can I do to fix that? Hey, I know.. I'll turn Peter the pathetic priest into an overpowered warrior!"

This sort of play style will be helped by equippable items.
There is no weapon slot, no shield slot, no armor slot... The equip screen looks more like this:

A
B
C
D
E


Letters. Each item will have an icon indicating which slot it fits into and no slot fits any specific role. If you want +INT items on all five slots, then by all means! Five +AGI items? Sure, do that too if you want. Also, almost everything that drops off of monsters will be equippable. If you want to wear a minotaur hoof or squid tentacle on your head, then you have the damn right to do so!

This is all being done to let YOU ultimately decide which characters will end up doing what.



Anyway, enough of that. The game is still very young and I haven't really finished a lot yet, but here are a few things I can show off.



A few parts of this chipset are likely to be changed. Regarding the tree canopy above, it is supposed to be from leaves on branches overhead. I may change the canopy a bit to reflect this better.


My own weird chipset that is a heavy modification of several other chipsets thrown together. This is inside the tree and shows that it's not supposed to be all warm and fuzzy inside. The character set is temporary until I put something together for Lucas.


Battle Test: http://www.youtube.com/watch?v=ibXHWy3bZV4
These dinosaurs aren't real encounters at all. They're just test subjects. This video also restarts after about 10 seconds, but it is fine after that.

Boss Battle Test: http://www.youtube.com/watch?v=BEHv36ejGqA
Just to show off how I want battles to look/sound. This isn't a real fight, but the mushroom monster will probably end up being the first boss.

Forest Walkthrough: http://www.youtube.com/watch?v=-03RF8uWtc0
I made this forest before I even began working on this game. Since I am using the same graphical style, I've simply absorbed it into the project.

Intro: http://www.youtube.com/watch?v=3TlvYzIFjqw
This is likely to change. I'll change the wording of a few lines and add some more effects later.


And that's it for now, I'll post more as I work on the game. I'm open to all suggestions, so don't be afraid to post any.
That's definitely where I'm headed with this and I'm glad you caught on.

I'm hoping to include LOTS of optional dungeons and locations to visit which will all reward the player with goodies for increasing stats if they manage to clear them or at least explore most of them.


Obtaining essence items will be essential. Say the player reaches level 99 with all characters but never uses a single essence item. Well, they would be absolutely slaughtered.
Max McGee
with sorrow down past the fence
9159
This is an EXCELLENT TOPIC but since UPRC is a veteran I would expect no less from him.

Here is some actual feedback. Responding only to text and pictures here, haven't played anything yet...


The game itself takes place seven days after one of these trees comes under attack by Gorlasks, a sub-race of demons. The local inhabitants near the tree watch in horror as the demons drain mana from the tree. Eventually, the tree becomes a lifeless shell of its former self since mana was also needed to keep the tree alive. As the demons drain the last bit of mana from the World Tree, soldiers show up from Genesis, a world renowned research organization. The soldiers come from the military branch of Genesis, and they are known as biotroopers due to their enhanced elemental abilities. The Genesis biotroopers slaughter the Gorlasks and save what's left of the World Tree. After cleaning up, they regret not being able to arrive sooner and thenimmediately depart as if nothing had happened. Purdrassil, the World Tree that came under attack, is left to rot away now that it has been drained of its mana.

Personally, coming from my standpoint as a story teller, I think the inclusion of the "Gorlasks" as a supernatural antagonists weakens the plot. Also the name Gorlasks is pretty silly. I think your story would be much stronger thematically if the threat to the World Trees was human in nature, since reading through your creation myth (congratulations on having a creation myth that was not so generic I literally couldn't force myself to read it) it seems the underlying seed of thought is the idea that humans endanger the world with their very existence. So I think your plot would be stronger if the threat to the World Trees was humans trying to exploit/destroy them all along.

Character Wise,

If you are going to include Neville and Wolfang in the same party as Lucas and Aiden in a way that is anything other than JRPG CLICHE YAWN, that is going to take some serious writing chops. FF6 is cool and all but I have a problem with the king of a country just jumping up to join some group of adventurers with just a few message boxes worth of justification, and same goes for the CEO of a corporation or the Emperor of a nation. In fact, it's going to take some really good writing to make your second two main characters plausible protagonists at all.

This sort of play style will be helped by equippable items.
There is no weapon slot, no shield slot, no armor slot... The equip screen looks more like this:

A
B
C
D
E

Letters. Each item will have an icon indicating which slot it fits into and no slot fits any specific role. If you want +INT items on all five slots, then by all means! Five +AGI items? Sure, do that too if you want. Also, almost everything that drops off of monsters will be equippable. If you want to wear a minotaur hoof or squid tentacle on your head, then you have the damn right to do so!

This is really cool in theory. In practice, however...

1. How exactly will this prevent players with one head from wearing five helmets, wielding five weapons, wearing five pants, etcetera, if the letters are not associated with a type?
2. I would strongly advise you uppgrade to RMVX already, it's perfect for this kind of thing as well as your Action system and would make your life much easier while developing this game.

As for your screenshots, well, it looks like a really generic RM2k3 game. With Alex. There's nothing wrong with your mapping. I'd give it a 7/10. But it is not exactly eye-catching. It is by far the weakest part of this presentation and I hope it does not hold your game back from getting the attention it deserves.


Personally, coming from my standpoint as a story teller, I think the inclusion of the "Gorlasks" as a supernatural antagonists weakens the plot. Also the name Gorlasks is pretty silly. I think your story would be much stronger thematically if the threat to the World Trees was human in nature, since reading through your creation myth (congratulations on having a creation myth that was not so generic I literally couldn't force myself to read it) it seems the underlying seed of thought is the idea that humans endanger the world with their very existence. So I think your plot would be stronger if the threat to the World Trees was humans trying to exploit/destroy them all along.
As I said, there will be twists. Don't worry about the Gorlask threat seeming a bit dull or boring. There is much more to it than that. I just can't reveal it or I'd be giving away quite a lot of storyline information.

If you are going to include Neville and Wolfang in the same party as Lucas and Aiden in a way that is anything other than JRPG CLICHE YAWN, that is going to take some serious writing chops. FF6 is cool and all but I have a problem with the king of a country just jumping up to join some group of adventurers with just a few message boxes worth of justification, and same goes for the CEO of a corporation or the Emperor of a nation. In fact, it's going to take some really good writing to make your second two main characters plausible protagonists at all.
Don't worry. View Lucas as Aiden as the two protagonists. Neville and the Emperor will never join the party, but they will have very important roles.

his is really cool in theory. In practice, however...

1. How exactly will this prevent players with one head from wearing five helmets, wielding five weapons, wearing five pants, etcetera, if the letters are not associated with a type?
2. I would strongly advise you uppgrade to RMVX already, it's perfect for this kind of thing as well as your Action system and would make your life much easier while developing this game.
I would, but I don't like XP's resolution since I'm too old school.. Plus I'd get nowhere with Ruby and I've made serious efforts to learn it in the past but I just can't grasp it.

As for your screenshots, well, it looks like a really generic RM2k3 game. With Alex. There's nothing wrong with your mapping. I'd give it a 7/10. But it is not exactly eye-catching. It is by far the weakest part of this presentation and I hope it does not hold your game back from getting the attention it deserves.
Yeah, I've barely even started. The inside of tree will hopefully look much more interesting.

How is this for comparison?
http://img.photobucket.com/albums/v242/UPRC/forestmap.jpg
Max McGee
with sorrow down past the fence
9159
That is looking much better.

I would, but I don't like XP's resolution since I'm too old school.. Plus I'd get nowhere with Ruby and I've made serious efforts to learn it in the past but I just can't grasp it.

RMVX is out now. You can configure it to use the same resolution as 2k3. And there are enough scripts written by other people/other people to help you with your scripts that even I was able to do some serious customization, and I'm like a total non-scripter. But anyway yeah I can't advocate it too hard or this topic will get locked and I don't want to do that to you. But just something to think about...VX is WAY better than XP.
Looks good so far, although I would lower the saturation on those trees (too bright), and I'm assuming the charaset is a placeholder. I have no problem with the name "Gorlasks," or their role for that matter, I just wish you would call the life force of the trees something other than "Mana." Also, I think think you should add more to the intro; its too boring and bland as it is right now. You could probably change the background ever so often, or even scroll across some maps that mirror whats being told through the text. Looking forward to a demo, just don't abandon this like you did Reminisce.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Your battle HUD looks incredibly amazing. Seriously, it almost makes the DBS look not-so-default. Good work.
Hm...

The HUD : a good HUD should tell you everything you need to know while taking as little space as possible. Now, ask yourself; do we really need to see the hero's elemental affinity in the battle window? What about the name? You have the face picture and his name there; which is a bit redundant. One or the other would suffice.

The battle charactersets, I would strongly advise against using that style. Leon Magnus is a fairly well known character, as he's an important character in one of the only Tale's of games that wasn't completely awful. Not to mention that the style itself is overused. Do you know what people never use for some reason? Bahamut Lagoon's battler style. Not only is it not very widely used, but it's even animated exceptionally well. If you're set on using rips and edited rips for your battlers, that might be a good place to look.

From the story I read, it all sounds fairly generic; but what matters is how it's told... Which begs the question of why bother including such large amounts of information in the first place! Though I myself have been guilty of this in the past.
author=Nightblade link=topic=3259.msg64880#msg64880 date=1236210311
Hm...

The HUD : a good HUD should tell you everything you need to know while taking as little space as possible. Now, ask yourself; do we really need to see the hero's elemental affinity in the battle window?

I agree, sorry. Unless you edit the DBS, for example allow elemental affinty to change mid-battle, you could add some sort of negative benefit to prevent people from constantly changing it and to be more strategic before a battle. OK, I don't really know. But it's something to think about.

Otherwise yeah, it seems cool! I don't know how much progress you've made but from the sound of it, Not much. I like some of the ideas you have and I'll keep an eye on this project because I can't wait to see those ideas flesh out. You're a decent mapper to boot :0

Good luck!
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