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Miscellaneous

Where It All Began



Today, I will tell you were it all began. Where the inspiration came from. First off, I was a big RuneScape player. I began playing in 2009 but only really got into it after coming back in 2014 (so during its third iteration RuneScape 3). My favorite part of the game was the quests and atmosphere. That being said, I think the game is very limited with what it can do, mainly because it is a 15+ year old game that was made with limited technology. Being an introvert with a lot of time to think, I started creating my own world. The biggest inspiration however was the music video of Adrian von Ziegler and Derek & Brandon Fiechter. These highly atmospheric pieces of music inspired me to create the world of Dymunia. I will go in detail about the creation of specific places in latter DevBlog.

Game Design

DevBlog: The Combat System


As you probably noticed, Dymunia doesn't use the default RPG Maker combat system. It is made fully in events. The basis of the combat system is similar to the one found in Pokémon games; it is element based. In Dymunia, the party can fight encounters (equivalent of trainer) found across all of the world. Pretty much every fight is technically the same thing but with different sprites and value. A character has 3 standing frames and 4 attack frames. Aside from certain quest encounters, the player can't die, he is defeated. The only consequence losing a fight has is a consumption of time. The elemental spells the player possess will be upgradable with Magic Scrolls found during the exploration of the world. It is also worth noting that there is no armor equipment in this game, only different weapons.

Miscellaneous

Lore: The Beliefs of Ecclesia



The exact origins of magic are unclear. Some say it was a gift from the gods, others that it was a discovery of mortals. Regardless, Ecclesia (the Church) perceive it as divine power that mortals are unfit to wield. The idea was popularized by a prophet in ancients times. In his own words, he predicts that the destruction of the world will be caused by the hand of a magician that has no heart. Many interpreted believe that it foretells that the power of the magicians will spiral out of control.

Announcement

Prologue Demo Released



Hi everyone, the Prologue Demo is released! As the subtitle implies, it contains the introduction of the game. Only a few zones are accessible right now, but it should give you a good idea of what the rest of the game will look like. Please report any bug you encounter. The demo may be delisted in a few months.

Game Design

Design Philosophy



1. Exploration

To sums it up in one word: Freedom. Once the prologue is complete, the player is free to go wherever they want (like in Zelda: Breath of the Wild). They are free to explore most of the map from the go.

2. Quests

The eight quests of the game can be completed in any order in a multitude of way. The quest structure of the game is taken directly from the MMORPG RuneScape. This mean no pointless fetch quest that consist of killing 10 wolves. From saving a girl from a cult to defeating otherworldly beings, this game as a lot of experience to offer.

3. Choices

The game offers many choices to the player. Some being relatively minors and other shaping the fate of the world. Every companion has a hidden affinity value that is affected by the choices you make.

4. Graphics

The game consists of 3D renders that have been modified to get the unique look it has. It is an attempt to replicate Old School RuneScape's vibe while trying to mimic the style of the 3DS Pokémon games. I try to make each map as unique as possible to give each their own identity.
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