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80 years ago, 'The Four Kingdoms War' nearly destroyed the world of Denwyn. The war waged on and on until King Illam I of Illamius finally bested the three kingdoms of Sturmheim, Stynvale, and Wes'Salim on the planes of battle and united the world under Illamian law and banner. The peace has been held for two generations until
Illam I's grandson - Illam III - decided that he values glory and conquest over peace. Through taxation and tribute, Illam III has provoked the other rulers more and more as time has gone by. Now, relations between the kingdoms are strained and the world is again on the brink of war.

The story follows the apprentice Rhone and her allies as they attempt to become mages of the Illamian empire. When their certification exam goes awry, they must travel the world and face many foes in order to be recognized as "Court Mages" - and hopefully they can achieve this feat before the world is torn by a new war of the four kingdoms.

Please keep in mind, this is a Demo of the game and the content available only covers up to the point of Rhone and party obtaining their "Sorcery Certifications." The story continues AFTER the demo as follows:

Upon receiving their Sorcery Certifications and joining the Court of Illamius as mages, Rhone and party are sent on a diplomatic mission to the northern kingdom of Sturmheim. Upon arrival, a page contacts the party and notifies them to immediately head back to Illamius because the Kingdom is now under siege by the Stynvalian Empire. Upon return, the group sees most of Illamius in ruin as combat ensues.

After finally fighting their way through the gates, Aranath (a party member and eventual Antagonist in the story) witnesses his family being killed and his home destroyed by the Stynvalians - which causes him to abandon the party and seek power through ancient dark magics in order to obliterate the Stynvalian Empire from the world of Denwyn. Rhone and party are forced to go against the King's orders in attempting to pursue and stop Aranath in his plot for vengeance. This act causes the party to be labelled as traitors and they must now survive a war-torn land with enemies on two fronts while trying to defeat Aranath.

Latest Blog

New Damage Formulae

Hey everyone! shyAway here to talk about the new damage formulae I'm using to better understand the inner-workings of the game itself!

So let's talk about how it was originally set up (which admittedly is very, very basic):
MELEE: ATK * 4 - DEF
MAGIC: MATK * X - MDEF

Very straightforward equations. Actually the default damage formulae used by the RPGMaker MV engine. Originally I decided to stick with the default because, honestly, I liked the damage ratios presented for each party member's attacks (magic and melee). However, it would get to a point... somewhere around level 10 or 15 where the player would be able to simply melee attack nearly any enemy to death (mash A, and win) which kind of went against the entire spirit of the combat I was wanting - a very tactic-laden combat system where every enemy feels different and has different ways to triumph over the player. So here are the changes I've made so far with the damage formulae, and I really have to say I like what I'm seeing on screen!

MELEE: ATK * 1.75 + (2.75 * LVL) - (DEF + 0.5 * DEX + 0.5 * AGI)
MAGIC: MATK * (1.75 * INT - 0.25 * WIS) + 5 * LVL -(MDEF + 1.25 WIS)

So what does all of this mean?

Well, we decreased the amount of RAW damage that a melee attack deals based solely off of the ATK/STR stat, and instead leaned more in favor of the damage coming from player level, meaning that as you increase character level - your melee damage increases more and more up to appx. +250 based solely on player level. We did this so that the STR/ATK stat still plays a heavy part in damage ratio, yet the actual weapon(s) and elemental weakness exploiting will ultimately determine optimal damage output. In regards to melee damage recieved, I wanted the dexterity and agility of the enemy (and player) to play a bigger role. For example: Say an enemy has low armor, but is very fast and nimble - Well if you were to swing at the enemy and actually land your attack, wouldn't it be likely that the full-force of that swing would, in a way, be lessened by the enemy/player movement away from the attack (i.e. a glancing blow)? Well we wanted to simulate that in melee combat - hence - the direct contribution of agility and dexterity towards damage negation.

Now when we talk about magic damage, we have to take into account spells. Each spell in the game has its own damage ratio (which is what X is) to determine damage (an apprentice level spell would not deal as much innate/RAW damage as a novice or master level spell). So the MATK of the character is more of a "constant" in regards to damage output. The actual damage is heavily determined by which tier of spell the user is casting. I also HAD to use the WIS stat as a double-edged sword (it bolsters your MDEF, but also impacts your damage output) because - and this is as plain as I can be - with both the INT stat and the MATK stat combined with innate spell/tier damage and elemental weaknesses, the spells in the game dealt WAY TOO MUCH damage and the output HAD to be lessened while still maintaining the general feel of the sorcery in the game.

So there you have it! The explanation behind the, honestly, HUGE changes to combat dynamics both offensively and defensively. I did it to improve the feel of combat in the game so that when the player actually casts a spell that an enemy is weak towards, the enemy feels it... but not to the point of OVERKILL.

So thanks for reading and taking a continual interest in Tale of Aranath! We should have a patch out with the new combat fixes sometime this month - so stay posted!
  • Production
  • Commercial
  • shyAwayGames
  • RPG Maker MV
  • Adventure RPG
  • 09/16/2017 07:55 PM
  • 01/17/2018 06:01 PM
  • 01/22/2018
  • 11098
  • 12
  • 178

Posts

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I was notified of a game-breaking bug; I had to fix it.

Because of that - I pushed ahead and released the version 4 Alpha as a way of saying "Sorry, I'm dumb - here is a gift" Lol.
Sorry everyone, I fell asleep last night and didn't finish the patch XD.

Tomorrow is the planned Beta release, but I may push it back until the weekend and instead release an alpha v6 sometime later this week - or wrap up the planned v6 changes into the v5 and deploy it in a day or so... I haven't decided yet.

So to sum it up; aiming for beta release tomorrow, hopefully I will have the time to complete it and skip v5 and v6 of the Alpha, if not, expect v5 and v6 of the Alpha and a pushed back date of the beta.
I think I will wait for a more beta-like demo.
I haven't much time for now and have been testplaying other games.
That's fine! Everyone is busy and I completely understand wanting to play a fuller version of the game! It will be released soon!
Hi shyAwayGames, so I played this game and I think the demo was pretty good. I definitely like the efforts you put into the maps and adding overall making the town feel alive with much interactions. I also like what you did with the cut scene in the beginning, especially that battle scene.
However I have found a few glitches and minor errors in the game. So I've sent you a message pointing out with screenshots of the things that needs improving.
Take note, see this as a constructive criticism.
MasqueradeJacker:

Hey - thanks for trying the demo; although it isn't complete yet and there are a lot of stand-in aspects, I think it is still enjoyable!

I appreciate anything that anyone is willing to critique regarding the game! Positive or negative - I want to hear it all! The only way you learn from mistakes, especially if you don't even notice them, is to listen to other people's feedback!

So I sincerely appreciate you playing the demo! I appreciate your feedback! As for you going through the trouble of messaging me with a catalog of the errors - that's an amazing gesture and all the errors you found will be updated in the next version of the demo!

Thank you again!

-shyAway Games
author=shyAwayGames
MasqueradeJacker:

You're welcome!
Hey everyone! 5.3 is out for download on rpgmaker.net in addition to itch.io!

So far we've broken 200 downloads (across all versions of the game) and I am simply honored that over 200 people have thought "Hmmm... this game looks pretty cool!" enough to download a copy of the WIP Demo!

So no - I'm not a very well known developer... mostly because I'm so new to the community/dev scene - but over time I hope to be in a position to help everyone out who is struggling with everything as I have been and still currently am!

and even though there's only 11 of you subscribed to my dev account - I just want to say thank you for at least trying the game - or at the very least taking a general interest in it! I really, really do appreciate it!

- shyAway
Hey, I saw that Driftwood did a play of your game! Pretty cool! I haven't watched it yet.

So I watched it. And I really think Drifty did you wrong, man. He bailed on his playthrough way too quickly. I think that video says more about him than it does about your game.
Oh he did? I mean I asked him to check it out and everything, but like... I didn't want him to make a video about it because it's definitely not ready lol.

But it's all good I guess - I haven't even seen the video, watching it now.
This post has been hidden by the game developer. Click here to show the post anyway.
author=djbeardo
Hey, I saw that Driftwood did a play of your game! Pretty cool! I haven't watched it yet.

So I watched it. And I really think Drifty did you wrong, man. He bailed on his playthrough way too quickly. I think that video says more about him than it does about your game.


Yeah so I finished watching the game review. I think he had some fair points, but I think he bailed too quickly on the game too. I really think I need to railroad the player in the very beginning so that way they don't just wander around for no reason - or at least do my best as the dev to prevent that from occurring... What I took from it was this:

Railroad player early on - at least until the first cutscene (I don't want to automate the process through an event, but I might have to - maybe just transfer the player to the Mage's District the first time they take the exit and bypass the market district - I dunno.

Lock/Deny entry to areas with nothing until there is a reason beyond "Exploring" for the player to go there. This is really about the Commons District. It's old, run down, nearly abandoned - the only reason to go there is for a cutscene for Yael with the orphanage - that's it. So I guess I could just leave it optional or integrate it into the actual storyline.

Fix a lot of little display/eventing errors like fireplaces, etc.

Fix the "Default" aspects of the game - this is a planned thing for the 5.6 and 5.7 versions - where the actual polish goes on and I go through the game with a fine-toothed comb, document every single little thing wrong, then 1 by 1 go in and fix it - then test it again.

Just a lot of minor issues I think can be easily resolved to one degree or another... I still may allow the player to go walk around the Market District so that way they can at least get a LITTLE taste of exploring everything in the world... but still keep them contained in a smaller area compared to the current set up.
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