Meet June, a young and talented, yet privileged and ignorant adept sorceress, whose comfortable life is thrown upside-down when her trip to yet another jet set banquet is interrupted by a brutal invasion of an until-now peaceful race. Targeted and hunted by, what would appear, half of the world, June finds herself under protection of a mercenary hired in secret by the kingdom’s most powerful human lords, and starts a journey of her lifetime. Meanwhile, it would appear that the world is witnessing the longest raining season in history, and some believe it is connected to an old legend saying the planet would cleanse itself by drowning all life in the eternal cycle of new beginnings. Could June’s special affinity with water magic be connected to this prophecy?
THE END OF THE RAINING SEASON is a game technically years in development, as it was my first game ever made back in RPG Maker 2000 and… completely lost with my hard drives fried and all backups mysteriously disappearing. I took a long down-time with RPG Maker, and only recently - thanks to the obvious down-time most of us have had due to the recent global developments - I decided to revisit the project and make it again - a remake from scratch, if you will. An obvious passion-project, with a few technical updates here and there, and my debut with the awesome RPG Maker MV.
So, what’s it all about?
TEotRS is mainly a story-driven game, with special focus on character development and a mild theme of multiple religions/philosophies having radically different solutions to the same problem. It’s still a light-hearted game, but with a few philosophical head scratches smuggled in here and there.
Dungeon design is heavily inspired by the Dark Souls franchise - they are “open world” maps, with savepoints, hidden passages, and activated shortcuts. There’s also a respawn mechanic in place, whereby most of the enemies will respawn when the party rests at a camp (save point). The enemies are visible on the map, however the encounters are most often randomized.
Speaking of randomization, the game features a random loot mechanic, in a form of special chests that generate random artifacts each time they are open. Such loot is also categorized according to its rarity, and the party can learn special skills to increase the likelihood of finding a more rare treasure.
And speaking of special skills, apart from normal battle-centered abilities, the party will be able to learn special “field” skills, like the aforementioned lucky-find skill, but also a lockpick skill, which will allow to open locked chests or doors, or even a miner skill, which will allow to dig out treasure or dig through cracked walls for secret passages or shortcuts etc. The list of such special skills is growing as we speak :).
The characters will develop their relationships, which will open special dialogue options, lead to side-quests, or even teach them special skills. Again, this is a feature still in further development.
This list could go on and on, especially that many features are still in development, but I’d rather the player discover them on their own :)
The game wouldn’t be what it is without the awesome work of YANFLY and a few other plugin makers. A full list will be provided at the release, but for now just some of them, with the features they support:
- YEP Battle Engine Core - an obvious choice, making the battles so much better than the basic MV engine with just a few nice tweaks;
- YEP Action Sequence Packs - make the skills and their visuals highly customizable, and so open up for a lot of tactical options and make the battles visually pleasing. If you are a game dev, I highly recommend this particular set of plugins, as the options they provide is basically limited by your imagination; especially with the addition of:
- YEP Weapon Animation - a tiny little plugin that made the core mechanic in my game (i.e. being able to equip two weapons at a time and having them visible and customizable at the skill use) possible.
- Galv’s Screen Zoom - makes the battles and cutscenes a somehow cinematic experience and I love how drastically it changes the dynamics of the game.
The “first episode” is almost finished and I’m just going through the final testing. I’m not planning to release this game in an episodic format, so I’m guessing the second download will be the full game.
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A mechanical miracle, the perfect marriage of technology and magic: a wind lift. 100% movable and made of 1239 events. A joy to make.
A dark-souls-inspired dungeon design: "open-wordly", with hidden passages and activated shortcuts. A sort of "fog of war" will obscure the rooms and corridors which the player hasn't discovered yet.