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Announcement

A Release!

Very relieving!

I had hoped to have time for more gameplay, but I have presented a story I absolutely love. I honestly think I would have done better making this a book. In the second part, there will need to be a great deal talking to other characters. You will discover there is a time limit in the second part of the story, but it is not a hard limit. It is merely part of restricting some game mechanics I developed.

As to the story itself, I worked hard to make this a true sci-fi. I feel there is more I could have done with it, but with the time constraint, I feel I at least made the story reasonably dynamic. If the game itself isn't good, I hope that at least the story is.

Thank you!

Progress Report

Finally, at long last! Production resumes!

Ready to see Kiernan kick some dystopian, sci-fi, corporate ass? I'm ready! For Resurrect the Dying, I am resuming development of Vega Legacy! I know I've removed the episode counter. That's because, if I can finish it in this event, I'll just upload it as a whole game. If not, I'll keep going with episodes. At this moment, there are no real plans to make any changes to the first portion of the game except for some graphics. I've already made some changes to the building maps, and I'm thinking about making changes to the ground car. Combat will change to suit Kiernan's style. I'm not entirely sure if there will be any more combat. I may just make Kiernan's portion of the story purely investigative. If I do have more combat, she'll be using a gun.

I forgot how much I enjoyed writing this story, and hope that I can finish it, this time!

Announcement

Episode 1 released!

I've decided to go ahead and release the creature! Thanks to Dyluck for his playtest! If there are any other problems that the playtesters find, I'll certainly upload updated versions!

  • Corrected minor mapping errors.
  • Corrected a rather bad glitch for the ending cutscene.
  • Corrected character interactions in the game.
  • Altered one of the musical pieces.


Dyluck places the game's runtime at roughly an hour, so that's what I'm going with! Thank you to my subscribers, and I hope you enjoy the game!

Request

Seeking a Playtester

I need to make sure that everything's working. It doesn't have to be perfect, but I need to get rid of the serious game breaking glitches.

  • Made in RM2003.
  • Approximately 25-30 minutes of gameplay.
  • Uses on-screen attacks.
  • Episode 1 is somewhat on rails.
  • Near the ending, exploration is allowed (and is required to advance to the end).


If anyone is willing to take a moment to go through this for me, I'm more than happy to add you as a tester.

Progress Report

New Presentation Format

The "demo" is complete. I'm just taking the time to go through and get rid of bugs. Since I have plenty of time left, I should be able to get this pretty decently polish it. Playtesting this repeatedly, I realized that it's true that this is only the beginning of the story, but where the "demo" ends, is actually a pretty good stopping point for a chapter or an episode.

So, I've changed this from being a demo, followed by a completed game to being an episodic game. It really makes sense and once you play it, you'll understand my point. Where this ends is really a very good end-point for the chapter of any kind of a story, and it really does have a tune-in-next-time feel to it.

Anyway, like I said, this first portion is done. I'm simply cleaning it up. Expect it soon.

Progress Report

Battle System Implemented

I have managed to create an on-map combat system based on proximity detection. Due to the fact that this game is being made pretty exclusively for a Release Something event, I decided to not take the time to determine attack direction, and simply have the player sprite spinning around with an indistinct weapon. Combat is similar to Alundra or Legend of Zelda. I'm still thinking about how I should handle healing items, or if I should have them at all and simply heal the PC at the end of a timer. That's what I'm considering.



She spins 720 degrees and as you can see (though it may be a bit indistinct), sprites, upon taking damage, flash red.
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